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hl2sdk/materialsystem/stdshaders/cable_dx8.cpp
Nicholas Hastings e2781a0000 SDK sync.
2014-02-28 14:08:09 -05:00

133 lines
3.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A wet version of base * lightmap
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "cable.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Cable, Cable_DX8 )
BEGIN_VS_SHADER( Cable_DX8,
"Help for Cable shader" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "cable/cablenormalmap", "bumpmap texture" )
SHADER_PARAM( MINLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.1", "Minimum amount of light (0-1 value)" )
SHADER_PARAM( MAXLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.3", "Maximum amount of light" )
END_SHADER_PARAMS
SHADER_FALLBACK
{
if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders())
{
return "UnlitGeneric_DX6";
}
return 0;
}
SHADER_INIT
{
LoadBumpMap( BUMPMAP );
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
SHADOW_STATE
{
// Enable blending?
if ( IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) )
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
if ( g_pHardwareConfig->GetDXSupportLevel() >= 90)
{
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
}
int tCoordDimensions[] = {2,2};
pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION | VERTEX_COLOR | VERTEX_TANGENT_S | VERTEX_TANGENT_T,
2, tCoordDimensions, 0 );
cable_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "Cable", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "Cable" );
// we are writing linear values from this shader.
// This is kinda wrong. We are writing linear or gamma depending on "IsHDREnabled" below.
// The COLOR really decides if we are gamma or linear.
if ( g_pHardwareConfig->GetDXSupportLevel() >= 90)
{
pShaderShadow->EnableSRGBWrite( true );
}
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BUMPMAP );
BindTexture( SHADER_SAMPLER1, BASETEXTURE );
// The dot product with the light is remapped from the range
// [-1,1] to [MinLight, MaxLight].
// Given:
// -A + B = MinLight
// A + B = MaxLight
// then A = (MaxLight - MinLight) / 2
// and B = (MaxLight + MinLight) / 2
// So here, we multiply the light direction by A to scale the dot product.
// Then in the pixel shader we add by B.
float flMinLight = params[MINLIGHT]->GetFloatValue();
float flMaxLight = params[MAXLIGHT]->GetFloatValue();
float A = (flMaxLight - flMinLight) * 0.5f;
float B = (flMaxLight + flMinLight) * 0.5f;
float b4[4] = {B,B,B,B};
if( g_pHardwareConfig->GetDXSupportLevel() >= 90)
{
SetPixelShaderConstantGammaToLinear( 0, b4 );
}
else
{
pShaderAPI->SetPixelShaderConstant( 0, b4 );
}
// This is the light direction [0,1,0,0] * A * 0.5
float lightDir[4] = {0, A*0.5, 0, 0};
if( g_pHardwareConfig->GetDXSupportLevel() >= 90)
{
SetVertexShaderConstantGammaToLinear( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lightDir );
}
else
{
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lightDir );
}
cable_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
END_SHADER