//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Lightmap only shader // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "shatteredglass.inc" #include "shatteredglass_envmap.inc" #include "shatteredglass_envmapsphere.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_VS_SHADER( ShatteredGlass_DX8, "Help for ShatteredGlass_DX8" ) BEGIN_SHADER_PARAMS SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/Detail", "detail" ) SHADER_PARAM( DETAILTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "detail scale" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( UNLITFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.7", "0.0 == multiply by lightmap, 1.0 == multiply by 1" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { if( !params[ENVMAPTINT]->IsDefined() ) { params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); } if( !params[UNLITFACTOR]->IsDefined() ) { params[UNLITFACTOR]->SetFloatValue( 0.3f ); } // No texture means no self-illum or env mask in base alpha if ( !params[BASETEXTURE]->IsDefined() ) { 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 ); } } SHADER_FALLBACK { if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) { return "ShatteredGlass_DX7"; } return 0; } SHADER_INIT { if ( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); if ( !params[BASETEXTURE]->GetTextureValue()->IsTranslucent() ) { if ( IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ) ) { CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } } } if ( params[DETAIL]->IsDefined() ) { LoadTexture( DETAIL ); } if ( params[ENVMAP]->IsDefined()) { LoadCubeMap( ENVMAP ); } } SHADER_DRAW { bool bHasEnvmap = params[ENVMAP]->IsTexture(); bool bHasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR); // Base SHADOW_STATE { // alpha test pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); // Alpha blending, enable alpha blending if the detail texture is translucent bool detailIsTranslucent = TextureIsTranslucent( DETAIL, false ); if ( detailIsTranslucent ) { if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) ) EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); else EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } else { SetDefaultBlendingShadowState( BASETEXTURE, true ); } // Base texture and envmapmask unsigned int flags = VERTEX_POSITION; pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Lightmap pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Detail texture pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Envmap if ( bHasEnvmap ) { flags |= VERTEX_NORMAL; pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); } if ( bHasVertexColor ) { flags |= VERTEX_COLOR; } pShaderShadow->VertexShaderVertexFormat( flags, 3, 0, 0 ); Assert( !bHasVertexColor ); if ( !bHasEnvmap ) { shatteredglass_Static_Index vshIndex; pShaderShadow->SetVertexShader( "shatteredglass", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "shatteredglass" ); } else { if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) { shatteredglass_envmap_Static_Index vshIndex; pShaderShadow->SetVertexShader( "shatteredglass_envmap", vshIndex.GetIndex() ); } else { shatteredglass_envmapsphere_Static_Index vshIndex; pShaderShadow->SetVertexShader( "shatteredglass_envmapsphere", vshIndex.GetIndex() ); } pShaderShadow->SetPixelShader( "shatteredglass_envmap" ); } DefaultFog(); } DYNAMIC_STATE { SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, DETAILTRANSFORM ); BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); BindTexture( SHADER_SAMPLER3, DETAIL ); if( !bHasEnvmap ) { shatteredglass_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } else { BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME ); if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) { shatteredglass_envmap_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } else { shatteredglass_envmapsphere_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } } if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) || IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE)) { LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); } SetModulationVertexShaderDynamicState(); EnablePixelShaderOverbright( 0, true, true ); SetPixelShaderConstant( 2, ENVMAPTINT ); // Blend between lightmap + unlit based on the unlit factor to make it look better float flUnlitFactor[4]; flUnlitFactor[0] = flUnlitFactor[1] = flUnlitFactor[2] = flUnlitFactor[3] = params[UNLITFACTOR]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( 3, flUnlitFactor, 1 ); } Draw(); } END_SHADER