Example #1
0
// FIXME: Figure out a better way to do this?
//-----------------------------------------------------------------------------
int CBaseShader::ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI )
{
 	s_pShaderAPI = pShaderAPI;

	int mod = 0;
	if( UsingFlashlight(params) )
	{
		mod |= SHADER_USING_FLASHLIGHT;
	}
	
	if ( UsingEditor(params) )
	{
		mod |= SHADER_USING_EDITOR;
	}

	if( IS_FLAG2_SET( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING ) )
	{
		AssertOnce( IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS ) );
		if( IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS ) )
		{
			mod |= SHADER_USING_FIXED_FUNCTION_BAKED_LIGHTING;
		}
	}

	if ( IsSnapshotting() )
	{
		if ( IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) )
			mod |= SHADER_USING_GBUFFER0;
		if ( IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ) )
			mod |= SHADER_USING_GBUFFER1;
	}
	else
	{
		int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING );
		if ( nFixedLightingMode & 1 )
			mod |= SHADER_USING_GBUFFER0;
		if ( nFixedLightingMode & 2 )
			mod |= SHADER_USING_GBUFFER1;
	}
	s_pShaderAPI = NULL;
	return mod;
}
Example #2
0
//-----------------------------------------------------------------------------
// FIXME: Figure out a better way to do this?
//-----------------------------------------------------------------------------
int CBaseShader::ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI )
{
 	s_pShaderAPI = pShaderAPI;

	int mod = 0;
	if ( GetAlpha(params) < 1.0f )
	{
		mod |= SHADER_USING_ALPHA_MODULATION;
	}

	float color[3];
	params[COLOR]->GetVecValue( color, 3 );
	if ((color[0] < 1.0) || (color[1] < 1.0) || (color[2] < 1.0))
	{
		mod |= SHADER_USING_COLOR_MODULATION;
	}

	if( UsingFlashlight(params) )
	{
		mod |= SHADER_USING_FLASHLIGHT;
	}
	
	if ( UsingEditor(params) )
	{
		mod |= SHADER_USING_EDITOR;
	}

	if( IS_FLAG2_SET( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING ) )
	{
		AssertOnce( IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS ) );
		if( IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS ) )
		{
			mod |= SHADER_USING_FIXED_FUNCTION_BAKED_LIGHTING;
		}
	}

	s_pShaderAPI = NULL;

	return mod;
}