mirror of
https://github.com/alliedmodders/hl2sdk.git
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117 lines
5.4 KiB
C++
117 lines
5.4 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Lightmap only shader
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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 "SDK_lightmappedgeneric_ps20.inc"
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#include "SDK_lightmappedgeneric_vs20.inc"
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DEFINE_FALLBACK_SHADER( SDK_LightmappedGeneric, SDK_LightmappedGeneric_HDR_DX9 )
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BEGIN_VS_SHADER( SDK_LightmappedGeneric_HDR_DX9,
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"Help for SDK_LightmappedGeneric" )
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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 $detail" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$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", "0.0 == no fresnel, 1.0 == full fresnel" )
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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( 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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END_SHADER_PARAMS
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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_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_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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}
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SHADER_FALLBACK
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{
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
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return "SDK_LightmappedGeneric_DX9";
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Assert( g_pHardwareConfig->GetDXSupportLevel() >= 90 );
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return 0;
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}
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// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
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SHADER_INIT_PARAMS()
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{
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LightmappedGeneric_DX9_Vars_t info;
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SetupVars( info );
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InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, info );
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}
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SHADER_INIT
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{
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LightmappedGeneric_DX9_Vars_t info;
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SetupVars( info );
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InitLightmappedGeneric_DX9( this, params, info );
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}
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SHADER_DRAW
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{
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LightmappedGeneric_DX9_Vars_t info;
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SetupVars( info );
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DrawLightmappedGeneric_DX9( this, params, pShaderAPI, pShaderShadow, info );
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}
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END_SHADER
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