//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Lightmap only shader // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "shaderlib/cshader.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( LightmappedGeneric, LightmappedGeneric_DX6 ) BEGIN_SHADER( LightmappedGeneric_DX6, "Help for LightmappedGeneric_DX6" ) BEGIN_SHADER_PARAMS SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "90", "Do specular pass only on dxlevel or higher (ie.80, 81, 90)" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { // FLASHLIGHTFIXME params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); if( params[BASETEXTURE]->IsDefined() ) { if( !IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) ) { params[ENVMAP]->SetUndefined(); params[ENVMAPMASK]->SetUndefined(); } } if( !params[ENVMAPMASKSCALE]->IsDefined() ) params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f ); if( !params[ENVMAPTINT]->IsDefined() ) params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); if( !params[SELFILLUMTINT]->IsDefined() ) params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); if( !params[DETAILSCALE]->IsDefined() ) params[DETAILSCALE]->SetFloatValue( 4.0f ); // No texture means no self-illum or env mask in base alpha if ( !params[BASETEXTURE]->IsDefined() ) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } // If in decal mode, no debug override... if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); } SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); // Get rid of the envmap if it's optional for this dx level. if( params[ENVMAPOPTIONAL]->IsDefined() && params[ENVMAPOPTIONAL]->GetIntValue() ) { params[ENVMAP]->SetUndefined(); } // If mat_specular 0, then get rid of envmap if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() ) { params[ENVMAP]->SetUndefined(); } SET_FLAGS2( MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT ); } SHADER_INIT { LoadTexture( FLASHLIGHTTEXTURE ); if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE ); if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent()) { if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM)) CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK)) CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } } if (params[DETAIL]->IsDefined()) { LoadTexture( DETAIL ); } // Don't alpha test if the alpha channel is used for other purposes if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); if (params[ENVMAP]->IsDefined()) { if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) { LoadCubeMap( ENVMAP ); } else { LoadTexture( ENVMAP ); } if( !g_pHardwareConfig->SupportsCubeMaps() ) { SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE ); } if (params[ENVMAPMASK]->IsDefined()) { LoadTexture( ENVMAPMASK ); } } } SHADER_FALLBACK { return 0; } int GetDrawFlagsPass1(IMaterialVar** params) { int flags = SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0; if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) flags |= SHADER_DRAW_COLOR; if (params[BASETEXTURE]->IsTexture()) flags |= SHADER_DRAW_TEXCOORD1; return flags; } void DrawLightmapOnly( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT ); SetModulationShadowState(); SetDefaultBlendingShadowState( ); pShaderShadow->DrawFlags( GetDrawFlagsPass1( params ) ); DefaultFog(); } DYNAMIC_STATE { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP ); SetModulationDynamicState(); } Draw(); } void DrawBaseTimesLightmap( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { // Base times lightmap SHADOW_STATE { // alpha test pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); // Alpha blending SetDefaultBlendingShadowState( BASETEXTURE, true ); // Independenly configure alpha and color pShaderShadow->EnableAlphaPipe( true ); // color channel // base pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // lightmap pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT ); pShaderShadow->EnableConstantColor( IsColorModulating() ); // alpha channel pShaderShadow->EnableConstantAlpha( IsAlphaModulating() ); if ((! IsColorModulating()) && ( ! IsAlphaModulating())) pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) ); pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, TextureIsTranslucent(BASETEXTURE, true) ); pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, false ); int flags = SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD1; if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) { if ( (! IsColorModulating()) && ( ! IsAlphaModulating())) flags |= SHADER_DRAW_COLOR; } if (params[BASETEXTURE]->IsTexture()) { flags |= SHADER_DRAW_TEXCOORD0; } pShaderShadow->DrawFlags( flags ); DefaultFog(); } DYNAMIC_STATE { pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); SetModulationDynamicState(); } Draw(); SHADOW_STATE { pShaderShadow->EnableAlphaPipe( false ); } } void DrawMode1( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { // Pass 1 : Base * lightmap or just lightmap if ( params[BASETEXTURE]->IsTexture() ) { DrawBaseTimesLightmap( params, pShaderAPI, pShaderShadow ); FixedFunctionMultiplyByDetailPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); // Draw the selfillum pass if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) ) { FixedFunctionSelfIlluminationPass( SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT ); } } else { DrawLightmapOnly( params, pShaderAPI, pShaderShadow ); FixedFunctionMultiplyByDetailPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); } // Pass 2 : Masked environment map if (params[ENVMAP]->IsTexture()) { FixedFunctionAdditiveMaskedEnvmapPass( ENVMAP, ENVMAPMASK, BASETEXTURE, ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT ); } } SHADER_DRAW { bool hasFlashlight = UsingFlashlight( params ); if( hasFlashlight ) { DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME ); } else { // Base * Lightmap + env DrawMode1( params, pShaderAPI, pShaderShadow ); } } END_SHADER //----------------------------------------------------------------------------- // This allows us to use a block labelled 'Water_DX60' in the water materials //----------------------------------------------------------------------------- BEGIN_INHERITED_SHADER( Water_DX60, LightmappedGeneric_DX6, "Help for Water_DX60" ) END_INHERITED_SHADER