mirror of
https://github.com/nillerusr/source-engine.git
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212 lines
5.9 KiB
C++
212 lines
5.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Lightmap only shader
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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 "shatteredglass.inc"
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#include "shatteredglass_envmap.inc"
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#include "shatteredglass_envmapsphere.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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BEGIN_VS_SHADER( ShatteredGlass_DX8,
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"Help for ShatteredGlass_DX8" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/Detail", "detail" )
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SHADER_PARAM( DETAILTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "detail scale" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( UNLITFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.7", "0.0 == multiply by lightmap, 1.0 == multiply by 1" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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if( !params[ENVMAPTINT]->IsDefined() )
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{
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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if( !params[UNLITFACTOR]->IsDefined() )
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{
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params[UNLITFACTOR]->SetFloatValue( 0.3f );
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}
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// No texture means no self-illum or env mask in base alpha
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if ( !params[BASETEXTURE]->IsDefined() )
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{
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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// If in decal mode, no debug override...
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if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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}
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}
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SHADER_FALLBACK
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{
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if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
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{
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return "ShatteredGlass_DX7";
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}
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return 0;
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}
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SHADER_INIT
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{
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if ( params[BASETEXTURE]->IsDefined() )
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{
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LoadTexture( BASETEXTURE );
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if ( !params[BASETEXTURE]->GetTextureValue()->IsTranslucent() )
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{
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if ( IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
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{
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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}
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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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if ( params[ENVMAP]->IsDefined())
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{
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LoadCubeMap( ENVMAP );
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}
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}
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SHADER_DRAW
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{
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bool bHasEnvmap = params[ENVMAP]->IsTexture();
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bool bHasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR);
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// Base
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SHADOW_STATE
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{
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// alpha test
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
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// Alpha blending, enable alpha blending if the detail texture is translucent
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bool detailIsTranslucent = TextureIsTranslucent( DETAIL, false );
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if ( detailIsTranslucent )
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{
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if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) )
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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else
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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else
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{
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SetDefaultBlendingShadowState( BASETEXTURE, true );
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}
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// Base texture and envmapmask
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unsigned int flags = VERTEX_POSITION;
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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// Lightmap
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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// Detail texture
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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// Envmap
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if ( bHasEnvmap )
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{
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flags |= VERTEX_NORMAL;
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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}
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if ( bHasVertexColor )
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{
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flags |= VERTEX_COLOR;
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}
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pShaderShadow->VertexShaderVertexFormat( flags, 3, 0, 0 );
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Assert( !bHasVertexColor );
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if ( !bHasEnvmap )
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{
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shatteredglass_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "shatteredglass", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "shatteredglass" );
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}
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else
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{
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if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
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{
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shatteredglass_envmap_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "shatteredglass_envmap", vshIndex.GetIndex() );
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}
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else
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{
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shatteredglass_envmapsphere_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "shatteredglass_envmapsphere", vshIndex.GetIndex() );
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}
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pShaderShadow->SetPixelShader( "shatteredglass_envmap" );
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}
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, DETAILTRANSFORM );
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
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BindTexture( SHADER_SAMPLER3, DETAIL );
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if( !bHasEnvmap )
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{
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shatteredglass_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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}
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else
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{
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BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME );
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if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
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{
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shatteredglass_envmap_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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}
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else
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{
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shatteredglass_envmapsphere_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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}
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}
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if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) || IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE))
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{
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LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
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}
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SetModulationVertexShaderDynamicState();
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EnablePixelShaderOverbright( 0, true, true );
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SetPixelShaderConstant( 2, ENVMAPTINT );
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// Blend between lightmap + unlit based on the unlit factor to make it look better
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float flUnlitFactor[4];
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flUnlitFactor[0] = flUnlitFactor[1] = flUnlitFactor[2] = flUnlitFactor[3] = params[UNLITFACTOR]->GetFloatValue();
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pShaderAPI->SetPixelShaderConstant( 3, flUnlitFactor, 1 );
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}
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Draw();
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}
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END_SHADER
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