hl2_src-leak-2017/src/materialsystem/stdshaders/TreeLeaf.cpp

103 lines
2.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "treeleaf_ps20.inc"
#include "treeleaf_ps20b.inc"
#include "treeleaf_vs20.inc"
BEGIN_VS_SHADER_FLAGS( TreeLeaf, "Help for TreeLeaf", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( LEAFCENTER, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "Center of leaf cluster for lighting" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
return "Wireframe";
}
return 0;
}
SHADER_INIT
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
if ( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableAlphaTest( true );
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.5f );
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
int numTexCoords = 1;
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( treeleaf_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, true );
SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
SET_STATIC_VERTEX_SHADER( treeleaf_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( treeleaf_ps20b );
SET_STATIC_PIXEL_SHADER( treeleaf_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( treeleaf_ps20 );
SET_STATIC_PIXEL_SHADER( treeleaf_ps20 );
}
// we are writing linear values from this shader.
// This is kinda wrong. We are writing linear or gamma depending on "IsHDREnabled" below.
// The COLOR really decides if we are gamma or linear.
pShaderShadow->EnableSRGBWrite( false );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
// We need the view matrix
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[ LEAFCENTER ]->GetVecValue() );
LightState_t lightState;
pShaderAPI->GetDX9LightState( &lightState );
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( treeleaf_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER( treeleaf_vs20 );
}
Draw( );
}
END_SHADER