259 lines
7.5 KiB
C++
259 lines
7.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $Header: $
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include "shaderlib/cshader.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
|
|
DEFINE_FALLBACK_SHADER( WorldTwoTextureBlend, WorldTwoTextureBlend_DX6 )
|
|
|
|
|
|
BEGIN_SHADER( WorldTwoTextureBlend_DX6,
|
|
"Help for WorldTwoTextureBlend" )
|
|
|
|
BEGIN_SHADER_PARAMS
|
|
SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 )
|
|
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" )
|
|
SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" )
|
|
SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0",
|
|
"If this is 1, then when detail alpha=0, no base texture is blended and when "
|
|
"detail alpha=1, you get detail*base*lightmap" )
|
|
END_SHADER_PARAMS
|
|
|
|
SHADER_INIT
|
|
{
|
|
LoadTexture( FLASHLIGHTTEXTURE );
|
|
LoadTexture( BASETEXTURE );
|
|
LoadTexture( DETAIL );
|
|
}
|
|
|
|
SHADER_INIT_PARAMS()
|
|
{
|
|
// FLASHLIGHTFIXME
|
|
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
|
|
|
|
if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() )
|
|
params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 );
|
|
|
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
|
|
}
|
|
|
|
SHADER_DRAW
|
|
{
|
|
float detailScale = params[DETAILSCALE]->GetFloatValue();
|
|
|
|
bool hasFlashlight = UsingFlashlight( params );
|
|
|
|
if( hasFlashlight )
|
|
{
|
|
DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
|
|
return;
|
|
}
|
|
|
|
// DX6 fallback mode.
|
|
if ( params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() )
|
|
{
|
|
DetailAlphaMaskPass1( pShaderShadow, pShaderAPI, params, detailScale );
|
|
DetailAlphaMaskPass2( pShaderShadow, pShaderAPI, detailScale );
|
|
}
|
|
else
|
|
{
|
|
// FIXME: add multitexture support!
|
|
NormalModePass1( pShaderShadow, pShaderAPI );
|
|
NormalModePass2( pShaderShadow, pShaderAPI, params, detailScale );
|
|
NormalModePass3( pShaderShadow, pShaderAPI, params, detailScale );
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------ //
|
|
// "Normal" mode - doesn't use the detail texture's alpha mask.
|
|
// ------------------------------------------------------------------------------ //
|
|
|
|
void NormalModePass1(
|
|
IShaderShadow *pShaderShadow,
|
|
IShaderDynamicAPI *pShaderAPI )
|
|
{
|
|
SHADOW_STATE
|
|
{
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
|
|
FogToFogColor();
|
|
}
|
|
DYNAMIC_STATE
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
|
|
}
|
|
Draw();
|
|
}
|
|
|
|
void NormalModePass2(
|
|
IShaderShadow *pShaderShadow,
|
|
IShaderDynamicAPI *pShaderAPI,
|
|
IMaterialVar **params,
|
|
float detailScale )
|
|
{
|
|
SHADOW_STATE
|
|
{
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
pShaderShadow->EnableBlending( true );
|
|
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
|
|
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
|
|
FogToFogColor();
|
|
}
|
|
|
|
DYNAMIC_STATE
|
|
{
|
|
if ( detailScale != 1.0f )
|
|
{
|
|
pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
|
|
pShaderAPI->LoadIdentity();
|
|
pShaderAPI->ScaleXY( detailScale, detailScale );
|
|
}
|
|
BindTexture( SHADER_SAMPLER0, DETAIL );
|
|
}
|
|
Draw();
|
|
}
|
|
|
|
void NormalModePass3(
|
|
IShaderShadow *pShaderShadow,
|
|
IShaderDynamicAPI *pShaderAPI,
|
|
IMaterialVar **params,
|
|
float detailScale )
|
|
{
|
|
SHADOW_STATE
|
|
{
|
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
|
|
SingleTextureLightmapBlendMode();
|
|
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
|
|
FogToOOOverbright();
|
|
}
|
|
DYNAMIC_STATE
|
|
{
|
|
if ( detailScale != 1.0f )
|
|
pShaderAPI->LoadIdentity( );
|
|
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
|
|
}
|
|
Draw();
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------ //
|
|
// "Detail alpha mask mode".
|
|
// ------------------------------------------------------------------------------ //
|
|
|
|
void DetailAlphaMaskPass1(
|
|
IShaderShadow *pShaderShadow,
|
|
IShaderDynamicAPI *pShaderAPI,
|
|
IMaterialVar **params,
|
|
float detailScale )
|
|
{
|
|
// The equation is [B*Da + (1-Da)] * [D * L]
|
|
SHADOW_STATE
|
|
{
|
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
|
|
|
|
pShaderShadow->EnableCustomPixelPipe( true );
|
|
pShaderShadow->CustomTextureStages( 2 );
|
|
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
|
|
|
// Stage 0
|
|
// Color = B*2
|
|
// Note the 2x here.. we do 4x total in this shader and
|
|
// the first 2x is here. The second is in SingleTextureLightmapBlendMode in the 2nd pass.
|
|
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
|
|
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X,
|
|
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
|
|
|
|
// Stage 1 [where P = prev stage]
|
|
// Color = B*Da + (1-Da)
|
|
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
|
|
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATEINVCOLOR_ADDALPHA,
|
|
SHADER_TEXARG_INVTEXTUREALPHA, SHADER_TEXARG_PREVIOUSSTAGE );
|
|
|
|
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
|
|
FogToFogColor();
|
|
}
|
|
DYNAMIC_STATE
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
|
|
BindTexture( SHADER_SAMPLER1, DETAIL );
|
|
|
|
pShaderAPI->Color4f( 1, 1, 1, 1 );
|
|
|
|
if ( detailScale != 1.0f )
|
|
{
|
|
pShaderAPI->MatrixMode( MATERIAL_TEXTURE1 );
|
|
pShaderAPI->LoadIdentity();
|
|
pShaderAPI->ScaleXY( detailScale, detailScale );
|
|
}
|
|
|
|
}
|
|
Draw();
|
|
}
|
|
|
|
void DetailAlphaMaskPass2( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, float detailScale )
|
|
{
|
|
SHADOW_STATE
|
|
{
|
|
s_pShaderShadow->EnableCustomPixelPipe( true );
|
|
s_pShaderShadow->CustomTextureStages( 2 );
|
|
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
|
|
|
s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true);
|
|
|
|
// Make sure the texgen transform is applied to the texture coordinates and not to an auto-generated reflection vector or whatever.
|
|
s_pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_OBJECT_LINEAR );
|
|
|
|
// This turns on blending and does overbrighting if it's enabled.
|
|
SingleTextureLightmapBlendMode();
|
|
|
|
// Stage 0, color = D
|
|
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
|
|
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
|
|
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
|
|
|
|
// Stage 1, color = D*L
|
|
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
|
|
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
|
|
SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_TEXTURE );
|
|
|
|
// Use the lightmap coordinates in both stages.
|
|
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_LIGHTMAP_TEXCOORD1 );
|
|
FogToFogColor();
|
|
}
|
|
|
|
DYNAMIC_STATE
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, DETAIL);
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
|
|
|
|
if ( detailScale != 1.0f )
|
|
{
|
|
pShaderAPI->MatrixMode( MATERIAL_TEXTURE1 );
|
|
pShaderAPI->LoadIdentity();
|
|
|
|
pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
|
|
pShaderAPI->LoadIdentity();
|
|
pShaderAPI->ScaleXY( detailScale, detailScale );
|
|
}
|
|
}
|
|
|
|
Draw();
|
|
}
|
|
|
|
END_SHADER
|
|
|