source-sdk-2013-mapbase/mp/src/materialsystem/stdshaders/worldtwotextureblend_dx8.cpp
Joe Ludwig 7309a5f13f Added many shader source files
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.
2013-12-23 15:00:03 -08:00

176 lines
4.8 KiB
C++

//========= 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