mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-21 11:17:56 +03:00
7309a5f13f
This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
176 lines
4.8 KiB
C++
176 lines
4.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "lightmappedgeneric_vs11.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( WorldTwoTextureBlend, WorldTwoTextureBlend_DX8 )
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BEGIN_VS_SHADER( WorldTwoTextureBlend_DX8,
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"Help for WorldTwoTextureBlend_DX8" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 )
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" )
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SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0",
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"If this is 1, then when detail alpha=0, no base texture is blended and when "
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"detail alpha=1, you get detail*base*lightmap" )
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
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return "WorldTwoTextureBlend_DX6";
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( FLASHLIGHTTEXTURE );
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if (params[BASETEXTURE]->IsDefined())
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{
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LoadTexture( BASETEXTURE );
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}
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if (params[DETAIL]->IsDefined())
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{
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LoadTexture( DETAIL );
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}
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}
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SHADER_INIT_PARAMS()
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{
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// FLASHLIGHTFIXME
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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if( !params[SELFILLUMTINT]->IsDefined() )
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{
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params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() )
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{
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params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 );
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}
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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}
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const char *GetPixelShaderName( IMaterialVar** params, bool bHasBaseTexture, bool bHasDetailTexture )
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{
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bool bSelfIllum = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM);
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if ( !bHasBaseTexture )
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{
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if ( !bHasDetailTexture )
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return "LightmappedGeneric_NoTexture";
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return "LightmappedGeneric_DetailNoTexture";
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}
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if ( !bHasDetailTexture )
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{
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if ( bSelfIllum )
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return "LightmappedGeneric_SelfIlluminated";
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return "LightmappedGeneric";
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}
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if ( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() )
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{
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if ( bSelfIllum )
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return "WorldTwoTextureBlend_SelfIlluminated";
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return "WorldTwoTextureBlend";
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}
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return "WorldTwoTextureBlend_DetailAlpha";
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}
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SHADER_DRAW
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{
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bool hasFlashlight = UsingFlashlight( params );
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if( hasFlashlight )
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{
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DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1,
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FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 );
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return;
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}
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bool bHasBaseTexture = params[BASETEXTURE]->IsTexture();
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bool bHasDetailTexture = params[DETAIL]->IsTexture();
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bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
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SHADOW_STATE
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{
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if ( bHasBaseTexture )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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}
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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if ( bHasDetailTexture )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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}
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pShaderShadow->EnableBlending( false );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 );
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// Let the shaders do the fun stuff.
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lightmappedgeneric_vs11_Static_Index vshIndex;
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vshIndex.SetDETAIL( bHasDetailTexture );
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vshIndex.SetENVMAP( false );
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vshIndex.SetENVMAPCAMERASPACE( false );
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vshIndex.SetENVMAPSPHERE( false );
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vshIndex.SetVERTEXCOLOR( bHasVertexColor );
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pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
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const char *pPixelShaderName = GetPixelShaderName( params, bHasBaseTexture, bHasDetailTexture );
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pShaderShadow->SetPixelShader( pPixelShaderName );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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if ( bHasBaseTexture )
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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}
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
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if ( bHasDetailTexture )
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{
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BindTexture( SHADER_SAMPLER2, DETAIL );
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SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE );
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}
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SetModulationVertexShaderDynamicState();
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// Dynamic vertex shader index.
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lightmappedgeneric_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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EnablePixelShaderOverbright( 0, true, true );
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SetPixelShaderConstant( 1, SELFILLUMTINT );
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}
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Draw();
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}
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END_SHADER
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