source-engine/materialsystem/stdshaders/bik_dx80.cpp

96 lines
2.4 KiB
C++
Raw Permalink Normal View History

2020-04-23 00:56:21 +08:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "cpp_shader_constant_register_map.h"
BEGIN_VS_SHADER( Bik_dx80, "Help for Bik_dx80" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" )
// SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" )
SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" )
SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
{
return "wireframe";
}
return 0;
}
SHADER_INIT
{
if ( params[YTEXTURE]->IsDefined() )
{
LoadTexture( YTEXTURE );
}
// if ( params[ATEXTURE]->IsDefined() )
// {
// LoadTexture( ATEXTURE );
// }
if ( params[CRTEXTURE]->IsDefined() )
{
LoadTexture( CRTEXTURE );
}
if ( params[CBTEXTURE]->IsDefined() )
{
LoadTexture( CBTEXTURE );
}
}
SHADER_DRAW
{
int nPass;
for( nPass = 0; nPass < 2; nPass++ )
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
// we don't do alpha for these on dx8
// pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
unsigned int flags = VERTEX_POSITION;
int numTexCoords = 1;
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
pShaderShadow->SetVertexShader( "bik_vs11", 0 );
pShaderShadow->SetPixelShader( "bik_ps11", 0 );
if( nPass > 0 )
{
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
}
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, YTEXTURE, FRAME );
BindTexture( SHADER_SAMPLER1, CRTEXTURE, FRAME );
BindTexture( SHADER_SAMPLER2, CBTEXTURE, FRAME );
// we don't do alpha for these on dx8
// BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME );
pShaderAPI->SetVertexShaderIndex( 0 );
pShaderAPI->SetPixelShaderIndex( nPass );
// We need the view matrix
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
}
Draw( );
}
}
END_SHADER