//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "lightmappedgeneric_vs11.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( WorldTwoTextureBlend, WorldTwoTextureBlend_DX8 ) BEGIN_VS_SHADER( WorldTwoTextureBlend_DX8, "Help for WorldTwoTextureBlend_DX8" ) BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 ) SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" ) SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0", "If this is 1, then when detail alpha=0, no base texture is blended and when " "detail alpha=1, you get detail*base*lightmap" ) END_SHADER_PARAMS SHADER_FALLBACK { if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) return "WorldTwoTextureBlend_DX6"; return 0; } SHADER_INIT { LoadTexture( FLASHLIGHTTEXTURE ); if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE ); } if (params[DETAIL]->IsDefined()) { LoadTexture( DETAIL ); } } SHADER_INIT_PARAMS() { // FLASHLIGHTFIXME params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); if( !params[SELFILLUMTINT]->IsDefined() ) { params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); } if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() ) { params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 ); } SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); } const char *GetPixelShaderName( IMaterialVar** params, bool bHasBaseTexture, bool bHasDetailTexture ) { bool bSelfIllum = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM); if ( !bHasBaseTexture ) { if ( !bHasDetailTexture ) return "LightmappedGeneric_NoTexture"; return "LightmappedGeneric_DetailNoTexture"; } if ( !bHasDetailTexture ) { if ( bSelfIllum ) return "LightmappedGeneric_SelfIlluminated"; return "LightmappedGeneric"; } if ( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() ) { if ( bSelfIllum ) return "WorldTwoTextureBlend_SelfIlluminated"; return "WorldTwoTextureBlend"; } return "WorldTwoTextureBlend_DetailAlpha"; } SHADER_DRAW { bool hasFlashlight = UsingFlashlight( params ); if( hasFlashlight ) { DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 ); return; } bool bHasBaseTexture = params[BASETEXTURE]->IsTexture(); bool bHasDetailTexture = params[DETAIL]->IsTexture(); bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); SHADOW_STATE { if ( bHasBaseTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); } pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if ( bHasDetailTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); } pShaderShadow->EnableBlending( false ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 ); // Let the shaders do the fun stuff. lightmappedgeneric_vs11_Static_Index vshIndex; vshIndex.SetDETAIL( bHasDetailTexture ); vshIndex.SetENVMAP( false ); vshIndex.SetENVMAPCAMERASPACE( false ); vshIndex.SetENVMAPSPHERE( false ); vshIndex.SetVERTEXCOLOR( bHasVertexColor ); pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() ); const char *pPixelShaderName = GetPixelShaderName( params, bHasBaseTexture, bHasDetailTexture ); pShaderShadow->SetPixelShader( pPixelShaderName ); FogToFogColor(); } DYNAMIC_STATE { if ( bHasBaseTexture ) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); } pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); if ( bHasDetailTexture ) { BindTexture( SHADER_SAMPLER2, DETAIL ); SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE ); } SetModulationVertexShaderDynamicState(); // Dynamic vertex shader index. lightmappedgeneric_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); EnablePixelShaderOverbright( 0, true, true ); SetPixelShaderConstant( 1, SELFILLUMTINT ); } Draw(); } END_SHADER