mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
136 lines
4.0 KiB
C++
136 lines
4.0 KiB
C++
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: Lightmap only shader
|
||
|
//
|
||
|
// $Header: $
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "BaseVSShader.h"
|
||
|
|
||
|
#include "lightmappedgeneric_decal.inc"
|
||
|
#include "mathlib/bumpvects.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
|
||
|
BEGIN_VS_SHADER( LightmappedGeneric_Decal,
|
||
|
"Help for LightmappedGeneric_Decal" )
|
||
|
|
||
|
BEGIN_SHADER_PARAMS
|
||
|
END_SHADER_PARAMS
|
||
|
|
||
|
// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
|
||
|
SHADER_INIT_PARAMS()
|
||
|
{
|
||
|
if ( g_pHardwareConfig->SupportsBorderColor() )
|
||
|
{
|
||
|
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
|
||
|
}
|
||
|
|
||
|
// No texture means no self-illum or env mask in base alpha
|
||
|
if ( !params[BASETEXTURE]->IsDefined() )
|
||
|
{
|
||
|
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
|
||
|
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
|
||
|
}
|
||
|
|
||
|
SET_FLAGS( MATERIAL_VAR_DECAL );
|
||
|
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
|
||
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
|
||
|
}
|
||
|
|
||
|
SHADER_FALLBACK
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
SHADER_INIT
|
||
|
{
|
||
|
LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB );
|
||
|
|
||
|
if (params[BASETEXTURE]->IsDefined())
|
||
|
{
|
||
|
LoadTexture( BASETEXTURE );
|
||
|
|
||
|
if ( !params[BASETEXTURE]->GetTextureValue()->IsTranslucent() )
|
||
|
{
|
||
|
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
|
||
|
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Don't alpha test if the alpha channel is used for other purposes
|
||
|
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
|
||
|
{
|
||
|
CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void DrawDecal( IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow )
|
||
|
{
|
||
|
if( IsSnapshotting() )
|
||
|
{
|
||
|
// Be sure not to write to dest alpha
|
||
|
pShaderShadow->EnableAlphaWrites( false );
|
||
|
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
||
|
|
||
|
SetNormalBlendingShadowState( BASETEXTURE, true );
|
||
|
|
||
|
int pTexCoords[3] = { 2, 2, 1 };
|
||
|
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 3, pTexCoords, 0 );
|
||
|
|
||
|
lightmappedgeneric_decal_Static_Index vshIndex;
|
||
|
pShaderShadow->SetVertexShader( "LightmappedGeneric_Decal", vshIndex.GetIndex() );
|
||
|
pShaderShadow->SetPixelShader( "LightmappedGeneric_Decal" );
|
||
|
FogToFogColor();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
|
||
|
|
||
|
// Load the z^2 components of the lightmap coordinate axes only
|
||
|
// This is (N dot basis)^2
|
||
|
Vector vecZValues( g_localBumpBasis[0].z, g_localBumpBasis[1].z, g_localBumpBasis[2].z );
|
||
|
vecZValues *= vecZValues;
|
||
|
|
||
|
Vector4D basis[3];
|
||
|
basis[0].Init( vecZValues.x, vecZValues.x, vecZValues.x, 0.0f );
|
||
|
basis[1].Init( vecZValues.y, vecZValues.y, vecZValues.y, 0.0f );
|
||
|
basis[2].Init( vecZValues.z, vecZValues.z, vecZValues.z, 0.0f );
|
||
|
pShaderAPI->SetPixelShaderConstant( 0, (float*)basis, 3 );
|
||
|
|
||
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
|
||
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
|
||
|
SetModulationPixelShaderDynamicState( 3 );
|
||
|
|
||
|
lightmappedgeneric_decal_Dynamic_Index vshIndex;
|
||
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
||
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
||
|
}
|
||
|
Draw();
|
||
|
}
|
||
|
|
||
|
SHADER_DRAW
|
||
|
{
|
||
|
if( UsingFlashlight( params ) )
|
||
|
{
|
||
|
DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1,
|
||
|
FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DrawDecal( params, pShaderAPI, pShaderShadow );
|
||
|
}
|
||
|
}
|
||
|
END_SHADER
|