//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "BaseVSShader.h" #include "teeth.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( Teeth, Teeth_DX8 ) BEGIN_VS_SHADER( Teeth_DX8, "Help for Teeth_DX8" ) BEGIN_SHADER_PARAMS SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" ) SHADER_PARAM( FORWARD, SHADER_PARAM_TYPE_VEC3, "[1 0 0]", "Forward direction vector for teeth lighting" ) SHADER_PARAM( INTRO, SHADER_PARAM_TYPE_BOOL, "0", "is teeth in the ep1 intro" ) SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" ) SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { // FLASHLIGHTFIXME params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); if( !params[INTRO]->IsDefined() ) { params[INTRO]->SetIntValue( 0 ); } } SHADER_FALLBACK { if ( IsPC() && ( g_pHardwareConfig->GetDXSupportLevel() < 80 || g_pConfig->bSoftwareLighting ) ) { return "Teeth_dx6"; } return 0; } SHADER_INIT { LoadTexture( FLASHLIGHTTEXTURE ); LoadTexture( BASETEXTURE ); } void DrawUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 0 ); teeth_Static_Index vshIndex; vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); vshIndex.SetINTRO( params[INTRO]->GetIntValue() != 0 ); pShaderShadow->SetVertexShader( "Teeth", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "VertexLitTexture_Overbright2" ); FogToFogColor(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetAmbientCubeDynamicStateVertexShader(); Vector4D lighting; params[FORWARD]->GetVecValue( lighting.Base(), 3 ); lighting[3] = params[ILLUMFACTOR]->GetFloatValue(); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() ); teeth_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); if( params[INTRO]->GetIntValue() ) { float curTime = params[WARPPARAM]->GetFloatValue(); float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime }; Assert( params[ENTITYORIGIN]->IsDefined() ); params[ENTITYORIGIN]->GetVecValue( timeVec, 3 ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, timeVec, 1 ); } } Draw(); } SHADER_DRAW { SHADOW_STATE { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); } bool hasFlashlight = UsingFlashlight( params ); if( hasFlashlight ) { DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, false, false, 0, -1, -1, // Optional parameters, specific to teeth: true, FORWARD, ILLUMFACTOR ); } else { DrawUsingVertexShader( params, pShaderAPI, pShaderShadow ); } } END_SHADER