source-engine/materialsystem/stdshaders/particlesphere_dx8.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

102 lines
3.5 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A wet version of base * lightmap
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "particlesphere_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( ParticleSphere, ParticleSphere_DX8 )
BEGIN_VS_SHADER_FLAGS( ParticleSphere_DX8, "Help for BumpmappedEnvMap", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( USINGPIXELSHADER, SHADER_PARAM_TYPE_BOOL, "0", "Tells to client code whether the shader is using DX8 vertex/pixel shaders or not" )
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bumpmap" )
SHADER_PARAM( LIGHTS, SHADER_PARAM_TYPE_FOURCC, "", "array of lights" )
SHADER_PARAM( LIGHT_POSITION, SHADER_PARAM_TYPE_VEC3, "0 0 0", "This is the directional light position." )
SHADER_PARAM( LIGHT_COLOR, SHADER_PARAM_TYPE_VEC3, "1 1 1", "This is the directional light color." )
END_SHADER_PARAMS
bool UsePixelShaders( IMaterialVar **params ) const
{
return (!params || params[BUMPMAP]->IsDefined()) && g_pHardwareConfig->SupportsVertexAndPixelShaders();
}
SHADER_INIT
{
// If this would return false, then we should have fallen back to the DX6 one.
Assert( UsePixelShaders( params ) );
params[USINGPIXELSHADER]->SetIntValue( true );
LoadBumpMap( BUMPMAP );
}
SHADER_FALLBACK
{
if ( IsPC() && !UsePixelShaders(params) )
{
return "UnlitGeneric_DX6";
}
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
int tCoordDimensions[] = {2};
pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION | VERTEX_COLOR, 1, tCoordDimensions, 0 );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableDepthWrites( false );
particlesphere_vs11_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "ParticleSphere_vs11", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "ParticleSphere_ps11" );
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BUMPMAP );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[LIGHT_POSITION]->GetVecValue() );
// Separate the light color into something that has a max value of 1 and a scale
// so the vertex shader can determine if it's going to overflow the color and scale back
// if it needs to.
//
// (It does this by seeing if the intensity*1/distSqr is > 1. If so, then it scales it so
// it is equal to 1).
const float *f = params[LIGHT_COLOR]->GetVecValue();
Vector vLightColor( f[0], f[1], f[2] );
float flScale = max( vLightColor.x, max( vLightColor.y, vLightColor.z ) );
if ( flScale < 0.01f )
flScale = 0.01f;
float vScaleVec[3] = { flScale, flScale, flScale };
vLightColor /= flScale;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vLightColor.Base() );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vScaleVec );
// Compute the vertex shader index.
particlesphere_vs11_Dynamic_Index vshIndex;
vshIndex.SetFOGTYPE( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
END_SHADER