//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: A wet version of base * lightmap // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "particlesphere_vs11.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( ParticleSphere, ParticleSphere_DX8 ) BEGIN_VS_SHADER_FLAGS( ParticleSphere_DX8, "Help for BumpmappedEnvMap", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( USINGPIXELSHADER, SHADER_PARAM_TYPE_BOOL, "0", "Tells to client code whether the shader is using DX8 vertex/pixel shaders or not" ) SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bumpmap" ) SHADER_PARAM( LIGHTS, SHADER_PARAM_TYPE_FOURCC, "", "array of lights" ) SHADER_PARAM( LIGHT_POSITION, SHADER_PARAM_TYPE_VEC3, "0 0 0", "This is the directional light position." ) SHADER_PARAM( LIGHT_COLOR, SHADER_PARAM_TYPE_VEC3, "1 1 1", "This is the directional light color." ) END_SHADER_PARAMS bool UsePixelShaders( IMaterialVar **params ) const { return (!params || params[BUMPMAP]->IsDefined()) && g_pHardwareConfig->SupportsVertexAndPixelShaders(); } SHADER_INIT { // If this would return false, then we should have fallen back to the DX6 one. Assert( UsePixelShaders( params ) ); params[USINGPIXELSHADER]->SetIntValue( true ); LoadBumpMap( BUMPMAP ); } SHADER_FALLBACK { if ( IsPC() && !UsePixelShaders(params) ) { return "UnlitGeneric_DX6"; } return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); int tCoordDimensions[] = {2}; pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 1, tCoordDimensions, 0 ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableDepthWrites( false ); particlesphere_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "ParticleSphere_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "ParticleSphere_ps11" ); FogToFogColor(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BUMPMAP ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[LIGHT_POSITION]->GetVecValue() ); // Separate the light color into something that has a max value of 1 and a scale // so the vertex shader can determine if it's going to overflow the color and scale back // if it needs to. // // (It does this by seeing if the intensity*1/distSqr is > 1. If so, then it scales it so // it is equal to 1). const float *f = params[LIGHT_COLOR]->GetVecValue(); Vector vLightColor( f[0], f[1], f[2] ); float flScale = max( vLightColor.x, max( vLightColor.y, vLightColor.z ) ); if ( flScale < 0.01f ) flScale = 0.01f; float vScaleVec[3] = { flScale, flScale, flScale }; vLightColor /= flScale; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vLightColor.Base() ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vScaleVec ); // Compute the vertex shader index. particlesphere_vs11_Dynamic_Index vshIndex; vshIndex.SetFOGTYPE( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } END_SHADER