//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Lightmap only shader // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "SDK_ShatteredGlass_ps20.inc" #include "SDK_ShatteredGlass_ps20b.inc" #include "SDK_ShatteredGlass_vs20.inc" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" BEGIN_VS_SHADER( SDK_ShatteredGlass, "Help for SDK_ShatteredGlass" ) BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "Glass/glasswindowbreak070b", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "Glass/glasswindowbreak070b", "detail" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "detail scale" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "glass/glasswindowbreak070b_mask", "envmap mask" ) SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" ) SHADER_PARAM( UNLITFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.7", "0.0 == multiply by lightmap, 1.0 == multiply by 1" ) #ifdef PARALLAX_CORRECTED_CUBEMAPS // Parallax cubemaps SHADER_PARAM( ENVMAPPARALLAX, SHADER_PARAM_TYPE_BOOL, "0", "Enables parallax correction code for env_cubemaps" ) SHADER_PARAM( ENVMAPPARALLAXOBB1, SHADER_PARAM_TYPE_VEC4, "[1 0 0 0]", "The first line of the parallax correction OBB matrix" ) SHADER_PARAM( ENVMAPPARALLAXOBB2, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0]", "The second line of the parallax correction OBB matrix" ) SHADER_PARAM( ENVMAPPARALLAXOBB3, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "The third line of the parallax correction OBB matrix" ) SHADER_PARAM( ENVMAPORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "The world space position of the env_cubemap being corrected" ) #endif END_SHADER_PARAMS SHADER_INIT_PARAMS() { if( !params[DETAILSCALE]->IsDefined() ) params[DETAILSCALE]->SetFloatValue( 1.0f ); if( !params[ENVMAPTINT]->IsDefined() ) params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); if( !params[ENVMAPCONTRAST]->IsDefined() ) params[ENVMAPCONTRAST]->SetFloatValue( 0.0f ); if( !params[ENVMAPSATURATION]->IsDefined() ) params[ENVMAPSATURATION]->SetFloatValue( 1.0f ); if( !params[UNLITFACTOR]->IsDefined() ) params[UNLITFACTOR]->SetFloatValue( 0.3f ); if( !params[FRESNELREFLECTION]->IsDefined() ) params[FRESNELREFLECTION]->SetFloatValue( 1.0f ); if( !params[ENVMAPMASKFRAME]->IsDefined() ) params[ENVMAPMASKFRAME]->SetIntValue( 0 ); if( !params[ENVMAPFRAME]->IsDefined() ) params[ENVMAPFRAME]->SetIntValue( 0 ); // No texture means no self-illum or env mask in base alpha if ( !params[BASETEXTURE]->IsDefined() ) { CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } // If in decal mode, no debug override... if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); } } SHADER_FALLBACK { return 0; } SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE ); if ( !params[BASETEXTURE]->GetTextureValue()->IsTranslucent() ) { if ( IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ) ) CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } } if ( params[DETAIL]->IsDefined() ) { LoadTexture( DETAIL ); } // Don't alpha test if the alpha channel is used for other purposes if ( IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); if (params[ENVMAP]->IsDefined()) { LoadCubeMap( ENVMAP ); #ifdef MAPBASE if (mat_specular_disable_on_missing.GetBool()) { // Revert to defaultcubemap when the envmap texture is missing // (should be equivalent to toolsblack in Mapbase) if (params[ENVMAP]->GetTextureValue()->IsError()) { params[ENVMAP]->SetStringValue( "engine/defaultcubemap" ); LoadCubeMap( ENVMAP ); } } #endif if ( params[ENVMAPMASK]->IsDefined() ) { LoadTexture( ENVMAPMASK ); } } } SHADER_DRAW { bool bHasEnvmapMask = false; bool bHasEnvmap = false; #ifdef PARALLAX_CORRECTED_CUBEMAPS // Parallax cubemaps bool hasParallaxCorrection = false; #endif if ( params[ENVMAP]->IsTexture() ) { bHasEnvmap = true; #ifdef PARALLAX_CORRECTED_CUBEMAPS // Parallax cubemaps hasParallaxCorrection = params[ENVMAPPARALLAX]->GetIntValue() > 0; #endif if ( params[ENVMAPMASK]->IsTexture() ) { bHasEnvmapMask = true; } } bool bHasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR); bool bHasBaseAlphaEnvmapMask = IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK); // Base SHADOW_STATE { // alpha test pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); // Alpha blending, enable alpha blending if the detail texture is translucent bool detailIsTranslucent = TextureIsTranslucent( DETAIL, false ); if ( detailIsTranslucent ) { if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) ) EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); else EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } else { SetDefaultBlendingShadowState( BASETEXTURE, true ); } pShaderShadow->EnableSRGBWrite( true ); // Base texture unsigned int flags = VERTEX_POSITION; pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Lightmap pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); } else { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); } // Detail texture pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Envmap if ( bHasEnvmap ) { flags |= VERTEX_NORMAL; pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); } if( bHasEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); } } // Normalizing cube map pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); if ( bHasVertexColor ) { flags |= VERTEX_COLOR; } pShaderShadow->VertexShaderVertexFormat( flags, 3, 0, 0 ); DECLARE_STATIC_VERTEX_SHADER( sdk_shatteredglass_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, bHasEnvmapMask ); SET_STATIC_VERTEX_SHADER( sdk_shatteredglass_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( sdk_shatteredglass_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, bHasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() ); #ifdef PARALLAX_CORRECTED_CUBEMAPS // Parallax cubemaps enabled for 2_0b and onwards SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, hasParallaxCorrection ); #else SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, false ); #endif SET_STATIC_PIXEL_SHADER( sdk_shatteredglass_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( sdk_shatteredglass_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, bHasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() ); #ifdef PARALLAX_CORRECTED_CUBEMAPS // Parallax cubemaps SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, 0 ); // No parallax cubemaps with ps_2_0 :( #endif SET_STATIC_PIXEL_SHADER( sdk_shatteredglass_ps20 ); } DefaultFog(); } DYNAMIC_STATE { SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); SetVertexShaderTextureScale( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, DETAILSCALE ); BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); BindTexture( SHADER_SAMPLER3, DETAIL ); if( bHasEnvmap ) { BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME ); if( bHasEnvmapMask ) { BindTexture( SHADER_SAMPLER5, ENVMAPMASK, ENVMAPMASKFRAME ); } } pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); DECLARE_DYNAMIC_VERTEX_SHADER( sdk_shatteredglass_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ); SET_DYNAMIC_VERTEX_SHADER( sdk_shatteredglass_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_shatteredglass_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( sdk_shatteredglass_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_shatteredglass_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( sdk_shatteredglass_ps20 ); } SetEnvMapTintPixelShaderDynamicState( 0, ENVMAPTINT, -1 ); SetModulationPixelShaderDynamicState( 1 ); SetPixelShaderConstant( 2, ENVMAPCONTRAST ); SetPixelShaderConstant( 3, ENVMAPSATURATION ); // [ 0, 0 ,0, R(0) ] float fresnel[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; fresnel[3] = params[FRESNELREFLECTION]->GetFloatValue(); fresnel[0] = fresnel[1] = fresnel[2] = 1.0f - fresnel[3]; pShaderAPI->SetPixelShaderConstant( 4, fresnel ); float eyePos[4]; pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); pShaderAPI->SetPixelShaderConstant( 5, eyePos, 1 ); pShaderAPI->SetPixelShaderFogParams( 12 ); float overbright[4]; overbright[0] = OVERBRIGHT; overbright[1] = params[UNLITFACTOR]->GetFloatValue(); overbright[2] = overbright[3] = 1.0f - params[UNLITFACTOR]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( 6, overbright ); #ifdef PARALLAX_CORRECTED_CUBEMAPS // Parallax cubemaps if (hasParallaxCorrection) { pShaderAPI->SetPixelShaderConstant( 7, params[ENVMAPORIGIN]->GetVecValue() ); float* vecs[3]; vecs[0] = const_cast(params[ENVMAPPARALLAXOBB1]->GetVecValue()); vecs[1] = const_cast(params[ENVMAPPARALLAXOBB2]->GetVecValue()); vecs[2] = const_cast(params[ENVMAPPARALLAXOBB3]->GetVecValue()); float matrix[4][4]; for (int i = 0; i < 3; i++) { for (int j = 0; j < 4; j++) { matrix[i][j] = vecs[i][j]; } } matrix[3][0] = matrix[3][1] = matrix[3][2] = 0; matrix[3][3] = 1; pShaderAPI->SetPixelShaderConstant( 8, &matrix[0][0], 4 ); } #endif } Draw(); } END_SHADER