162 lines
7.6 KiB
C++
162 lines
7.6 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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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 "convar.h"
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#include "lightmappedgeneric_dx9_helper.h"
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#include "worldvertextransition_dx8_helper.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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static LightmappedGeneric_DX9_Vars_t s_info;
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DEFINE_FALLBACK_SHADER( WorldVertexTransition, WorldVertexTransition_DX9 )
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BEGIN_VS_SHADER( WorldVertexTransition_DX9, "Help for WorldVertexTransition" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" )
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
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SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
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// detail (multi-) texturing
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SHADER_PARAM( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" )
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SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." )
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SHADER_PARAM( DETAILTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "detail texture tint" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
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SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
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SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" )
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SHADER_PARAM( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_INTEGER, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" )
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SHADER_PARAM( BUMPMAP2, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader3_normal", "bump map" )
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SHADER_PARAM( BUMPFRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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SHADER_PARAM( BUMPTRANSFORM2, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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SHADER_PARAM( BUMPMASK, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
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SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
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SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" )
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SHADER_PARAM( BASETEXTURENOENVMAP, SHADER_PARAM_TYPE_BOOL, "0", "" )
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SHADER_PARAM( BASETEXTURE2NOENVMAP, SHADER_PARAM_TYPE_BOOL, "0", "" )
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SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0",
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"If this is 1, then when detail alpha=0, no base texture is blended and when "
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"detail alpha=1, you get detail*base*lightmap" )
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SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "light munging lookup texture" )
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SHADER_PARAM( BLENDMODULATETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "texture to use r/g channels for blend range for" )
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SHADER_PARAM( BLENDMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$blendmodulatetexture texcoord transform" )
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SHADER_PARAM( MASKEDBLENDING, SHADER_PARAM_TYPE_INTEGER, "0", "blend using texture with no vertex alpha. For using texture blending on non-displacements" )
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SHADER_PARAM( SSBUMP, SHADER_PARAM_TYPE_INTEGER, "0", "whether or not to use alternate bumpmap format with height" )
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SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" )
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SHADER_PARAM( FOW, SHADER_PARAM_TYPE_TEXTURE, "", "FoW Render Target" )
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END_SHADER_PARAMS
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void SetupVars( WorldVertexTransitionEditor_DX8_Vars_t& info )
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{
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info.m_nBaseTextureVar = BASETEXTURE;
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info.m_nBaseTextureFrameVar = FRAME;
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info.m_nBaseTextureTransformVar = BASETEXTURETRANSFORM;
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info.m_nBaseTexture2Var = BASETEXTURE2;
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info.m_nBaseTexture2FrameVar = FRAME2;
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info.m_nBaseTexture2TransformVar = BASETEXTURETRANSFORM; // FIXME!!!!
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}
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void SetupVars( LightmappedGeneric_DX9_Vars_t& info )
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{
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info.m_nBaseTexture = BASETEXTURE;
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info.m_nBaseTextureFrame = FRAME;
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info.m_nBaseTextureTransform = BASETEXTURETRANSFORM;
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info.m_nAlbedo = ALBEDO;
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info.m_nSelfIllumTint = SELFILLUMTINT;
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info.m_nDetail = DETAIL;
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info.m_nDetailFrame = DETAILFRAME;
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info.m_nDetailScale = DETAILSCALE;
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info.m_nDetailTextureCombineMode = DETAILBLENDMODE;
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info.m_nDetailTextureBlendFactor = DETAILBLENDFACTOR;
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info.m_nDetailTint = DETAILTINT;
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info.m_nEnvmap = ENVMAP;
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info.m_nEnvmapFrame = ENVMAPFRAME;
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info.m_nEnvmapMask = ENVMAPMASK;
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info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME;
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info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM;
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info.m_nEnvmapTint = ENVMAPTINT;
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info.m_nBumpmap = BUMPMAP;
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info.m_nBumpFrame = BUMPFRAME;
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info.m_nBumpTransform = BUMPTRANSFORM;
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info.m_nEnvmapContrast = ENVMAPCONTRAST;
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info.m_nEnvmapSaturation = ENVMAPSATURATION;
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info.m_nFresnelReflection = FRESNELREFLECTION;
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info.m_nNoDiffuseBumpLighting = NODIFFUSEBUMPLIGHTING;
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info.m_nBumpmap2 = BUMPMAP2;
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info.m_nBumpFrame2 = BUMPFRAME2;
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info.m_nBaseTexture2 = BASETEXTURE2;
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info.m_nBaseTexture2Frame = FRAME2;
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info.m_nBumpTransform2 = BUMPTRANSFORM2;
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info.m_nBumpMask = BUMPMASK;
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info.m_nBaseTextureNoEnvmap = BASETEXTURENOENVMAP;
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info.m_nBaseTexture2NoEnvmap = BASETEXTURE2NOENVMAP;
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info.m_nDetailAlphaMaskBaseTexture = DETAIL_ALPHA_MASK_BASE_TEXTURE;
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info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
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info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
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info.m_nLightWarpTexture = LIGHTWARPTEXTURE;
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info.m_nBlendModulateTexture = BLENDMODULATETEXTURE;
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info.m_nBlendMaskTransform = BLENDMASKTRANSFORM;
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info.m_nMaskedBlending = MASKEDBLENDING;
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info.m_nSelfShadowedBumpFlag = SSBUMP;
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info.m_nSeamlessMappingScale = SEAMLESS_SCALE;
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info.m_nAlphaTestReference = -1;
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info.m_nFoW = FOW;
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT_PARAMS()
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{
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SetupVars( s_info );
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InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, s_info );
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}
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SHADER_INIT
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{
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SetupVars( s_info );
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InitLightmappedGeneric_DX9( this, params, s_info );
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}
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SHADER_DRAW
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{
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// if ( UsingEditor( params ) )
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// {
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// WorldVertexTransitionEditor_DX8_Vars_t info;
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// SetupVars( info );
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// DrawWorldVertexTransitionEditor_DX8( this, params, pShaderAPI, pShaderShadow, info );
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// return;
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// }
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DrawLightmappedGeneric_DX9( this, params, pShaderAPI, pShaderShadow, s_info, pContextDataPtr );
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}
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END_SHADER
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