//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Lightmap only shader // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "convar.h" #include "lightmappedgeneric_dx9_helper.h" #include "SDK_lightmappedgeneric_ps20.inc" #include "SDK_lightmappedgeneric_vs20.inc" BEGIN_VS_SHADER( SDK_LightmappedGeneric_DX9, "Help for SDK_LightmappedGeneric" ) BEGIN_SHADER_PARAMS SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" ) SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) 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", "0.0 == no fresnel, 1.0 == full fresnel" ) SHADER_PARAM( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_INTEGER, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" ) SHADER_PARAM( BUMPMAP2, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader3_normal", "bump map" ) SHADER_PARAM( BUMPFRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/lightmappedtexture", "Blended texture" ) SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" ) SHADER_PARAM( BASETEXTURENOENVMAP, SHADER_PARAM_TYPE_BOOL, "0", "" ) SHADER_PARAM( BASETEXTURE2NOENVMAP, SHADER_PARAM_TYPE_BOOL, "0", "" ) SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0", "If this is 1, then when detail alpha=0, no base texture is blended and when " "detail alpha=1, you get detail*base*lightmap" ) SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "light munging lookup texture" ) SHADER_PARAM( BLENDMODULATETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "texture to use r/g channels for blend range for" ) SHADER_PARAM( MASKEDBLENDING, SHADER_PARAM_TYPE_INTEGER, "0", "blend using texture with no vertex alpha. For using texture blending on non-displacements" ) SHADER_PARAM( BLENDMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$blendmodulatetexture texcoord transform" ) END_SHADER_PARAMS void SetupVars( LightmappedGeneric_DX9_Vars_t& info ) { info.m_nBaseTexture = BASETEXTURE; info.m_nBaseTextureFrame = FRAME; info.m_nBaseTextureTransform = BASETEXTURETRANSFORM; info.m_nAlbedo = ALBEDO; info.m_nSelfIllumTint = SELFILLUMTINT; info.m_nDetail = DETAIL; info.m_nDetailFrame = DETAILFRAME; info.m_nDetailScale = DETAILSCALE; info.m_nEnvmap = ENVMAP; info.m_nEnvmapFrame = ENVMAPFRAME; info.m_nEnvmapMask = ENVMAPMASK; info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME; info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM; info.m_nEnvmapTint = ENVMAPTINT; info.m_nBumpmap = BUMPMAP; info.m_nBumpFrame = BUMPFRAME; info.m_nBumpTransform = BUMPTRANSFORM; info.m_nEnvmapContrast = ENVMAPCONTRAST; info.m_nEnvmapSaturation = ENVMAPSATURATION; info.m_nFresnelReflection = FRESNELREFLECTION; info.m_nNoDiffuseBumpLighting = NODIFFUSEBUMPLIGHTING; info.m_nBumpmap2 = BUMPMAP2; info.m_nBumpFrame2 = BUMPFRAME2; info.m_nBaseTexture2 = BASETEXTURE2; info.m_nBaseTexture2Frame = FRAME2; info.m_nBaseTextureNoEnvmap = BASETEXTURENOENVMAP; info.m_nBaseTexture2NoEnvmap = BASETEXTURE2NOENVMAP; info.m_nDetailAlphaMaskBaseTexture = DETAIL_ALPHA_MASK_BASE_TEXTURE; info.m_nFlashlightTexture = FLASHLIGHTTEXTURE; info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME; info.m_nLightWarpTexture = LIGHTWARPTEXTURE; info.m_nBlendModulateTexture = BLENDMODULATETEXTURE; info.m_nMaskedBlending = MASKEDBLENDING; info.m_nBlendMaskTransform = BLENDMASKTRANSFORM; } SHADER_FALLBACK { if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) return "SDK_LightmappedGeneric_DX8"; return 0; } // Set up anything that is necessary to make decisions in SHADER_FALLBACK. SHADER_INIT_PARAMS() { LightmappedGeneric_DX9_Vars_t info; SetupVars( info ); InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, info ); } SHADER_INIT { LightmappedGeneric_DX9_Vars_t info; SetupVars( info ); InitLightmappedGeneric_DX9( this, params, info ); } SHADER_DRAW { LightmappedGeneric_DX9_Vars_t info; SetupVars( info ); DrawLightmappedGeneric_DX9( this, params, pShaderAPI, pShaderShadow, info ); } END_SHADER
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |