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

260 lines
7.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "WorldVertexAlpha.inc"
#include "worldvertexalpha_ps20.inc"
#include "worldvertexalpha_ps20b.inc"
BEGIN_VS_SHADER( WorldVertexAlpha,
"Help for WorldVertexAlpha" )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
SET_FLAGS2( MATERIAL_VAR2_BLEND_WITH_LIGHTMAP_ALPHA );
}
SHADER_INIT
{
// Load the base texture here!
LoadTexture( BASETEXTURE );
}
SHADER_FALLBACK
{
// if( g_pHardwareConfig->GetDXSupportLevel() < 90 || g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
{
return "WorldVertexAlpha_DX8";
}
return 0;
}
SHADER_DRAW
{
if( g_pHardwareConfig->SupportsVertexAndPixelShaders() && !UsingEditor( params ) )
{
if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
// NOTE: This is the DX8, Non-Hammer version.
SHADOW_STATE
{
// Base time lightmap (Need two texture stages)
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
pShaderShadow->EnableBlending( true );
// Looks backwards, but this is done so that lightmap alpha = 1 when only
// using 1 texture (needed for translucent displacements).
pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
worldvertexalpha_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "WorldVertexAlpha" );
FogToFogColor();
}
DYNAMIC_STATE
{
// Bind the base texture (Stage0) and lightmap (Stage1)
BindTexture( SHADER_SAMPLER0, BASETEXTURE );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
EnablePixelShaderOverbright( 0, true, true );
worldvertexalpha_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
else
{
// DX 9 version with HDR support
// Pass 1
SHADOW_STATE
{
SetInitialShadowState();
pShaderShadow->EnableAlphaWrites( true );
// Base time lightmap (Need two texture stages)
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
pShaderShadow->EnableBlending( true );
// Looks backwards, but this is done so that lightmap alpha = 1 when only
// using 1 texture (needed for translucent displacements).
pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
pShaderShadow->EnableBlendingSeparateAlpha( true );
pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_ALPHA );
worldvertexalpha_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( PASS, 0 );
SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( PASS, 0 );
SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 );
}
FogToFogColor();
}
DYNAMIC_STATE
{
// Bind the base texture (Stage0) and lightmap (Stage1)
BindTexture( SHADER_SAMPLER0, BASETEXTURE );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
worldvertexalpha_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b );
SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 );
SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 );
}
}
Draw();
// Pass 2
SHADOW_STATE
{
SetInitialShadowState();
pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableColorWrites( false );
// Base time lightmap (Need two texture stages)
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
pShaderShadow->EnableBlending( true );
// Looks backwards, but this is done so that lightmap alpha = 1 when only
// using 1 texture (needed for translucent displacements).
pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
pShaderShadow->EnableBlendingSeparateAlpha( true );
pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
worldvertexalpha_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( PASS, 1 );
SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( PASS, 1 );
SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 );
}
FogToFogColor();
}
DYNAMIC_STATE
{
// Bind the base texture (Stage0) and lightmap (Stage1)
BindTexture( SHADER_SAMPLER0, BASETEXTURE );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
worldvertexalpha_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b );
SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 );
SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 );
}
}
Draw();
}
}
else
{
// NOTE: This is the DX7, Hammer version.
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT );
pShaderShadow->EnableBlending( true );
// Looks backwards, but this is done so that lightmap alpha = 1 when only
// using 1 texture (needed for translucent displacements).
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
// pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
// Use vertex color for Hammer because it puts the blending alpha in the vertices.
unsigned int colorFlag = 0;
if( UsingEditor( params ) )
{
colorFlag |= SHADER_DRAW_COLOR;
}
pShaderShadow->DrawFlags( colorFlag | SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 |
SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER1, BASETEXTURE );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
}
Draw();
}
}
END_SHADER