TEST-STRCMP4CODES
- Shaders for indoor & outdoor tiles; i.e., "Floors".
seti gridLayer 13 seti floorLayer -4 setf floorMaterialScaleU 1.0 # defaults for Floor materials without these defined setf floorMaterialScaleV 1.0 # defaults for Floor materials without these defined setb floorHighlightOn false setc floorHighlightIntensity (0.25, 0.25, 0.25, 1.0) # attenuation of the floor highlight texture setf floorGridAlpha 0.775 seti previewLayer 0 # -28
- debug options for PS hardware only, only set one of these to true
setb debugShowFloorIncidence false # shows the incidence maps as color setb debugShowFloorNormalMap false # shows the raw normal map (if it exists) setb debugFloorLighting false # no base texture, only lighting results setb debugShowLightMapTexcoords false # texcoords as color
setb floorCausticsPass false
seti floorRenderStyle 0
setb hasCutout false
include PixelShaderFloors.matShad
- beginshader Floor
- description Basic floor tile shader; texture + floor gradient + shadows
- extraparam float floorMaterialScaleU 1 0.125 64 ; no. tiles to map across U axis, use any positive number
- extraparam float floorMaterialScaleV 1 0.125 64 ; no. tiles to map across V axis, use any positive number
define Floor()
material if ($stdMatLightingDebug) create LightingDebugStandardMaterialOverrides() endif create FloorShaders() end
enddef
- endshader
- beginshader FloorPool
- description Pool tile shader, with caustics.
- extraparam bool floorCausticsPass 1 ; set to true to add water caustics.
define FloorPool()
material if ($stdMatLightingDebug) create LightingDebugStandardMaterialOverrides() endif create FloorShaders() end
enddef
- endshader
- Standard floor shaders
define FloorShaders()
if (viewerRenderType = $kRenderTypeShadowMap)
create ShadowMapVS_PS() else setb bumpMapFloors false
create DetermineHardwareSupport()
setb hasTexcoord2 (hasVertexFormat(texcoord,1))
# check for the page, the global bumpmap glag, and for the normal map in the material
if (varExists(page) and $bumpMapping and $stdMatNormalMapTextureEnabled and $hasTexcoord2) setb bumpMapFloors true endif
if ($useHWShader1Path or $useHWShader2Path)
create PixelShaderFloors($bumpMapFloors)
else
# fixed function paths NEVER get bump mapping due to fill rate and memory concerns.
create FixedFunctionFloorShader()
# ultimate fallback pass? no light map, one stage. shader -layer $floorLayer validateRenderShaderContext -vertexFormat position 0 required validateRenderShaderContext -vertexFormat normal 0 required validateRenderShaderContext -vertexFormat texcoord 0 required validateRenderShaderContext -viewerRenderType viewerRenderType
pass -fixedFunction create LightingStates() create AttenuatedMatCoef(1) fillmode $stdMatFillMode
if ($hasCutout)
depthTestFunction acceptIfEqual else depthTestFunction acceptIfLessOrEqual endif
stage texture $stdMatBaseTextureName ${stdMatBaseTextureParam} textureAddressing tile tile ffTextureMatrix -scalev (1/$floorMaterialScaleU, 1/$floorMaterialScaleV) textureTransformType vector2 ffTextureCoordsSource 0 textureBlend multiplyScale2(texture diffuse) select(outRegister) end end
create HighlightPass()
end endif endif
enddef
- Standard floor shader,
define FixedFunctionFloorShader()
setb lightMapAvailable false if (varExists(page)) setb lightMapAvailable true endif setb caustics false if ($floorCausticsPass and $causticsEnabled) setb caustics true endif shader -layer $floorLayer validateRenderShaderContext -vertexFormat position 0 required validateRenderShaderContext -vertexFormat texcoord 0 required validateRenderShaderContext -viewerRenderType viewerRenderType set stdMatSpecCoef (0, 0, 0) set stdMatSpecPower 0
if ($caustics) pass -fixedFunction -modifiedEachFrameHint else pass -fixedFunction endif
ffDepthOffset 0 if ($hasCutout) depthTestFunction acceptIfEqual else depthTestFunction acceptIfLessOrEqual endif # empirically, Floors seem to only take 3 inputs # the base texture # the light map # the material color, which seems to act as a 'tune' value. # Lightmaps are scaled by 0.5, so this must multiply by 2 to get to the correct brightness. # No alpha blending is required, nor is alpha scaling required. # # don't pre-scale -- that's in the texture. fillmode $stdMatFillMode if ($lightMapAvailable)
colorScalar ($stdMatDiffCoef) 1
stage create SelectFloorLightMap()
# add the lightmap lighting to any direct lights. # the light map has been prescaled by 0.5 textureBlend multiply(texture colorScalar) select(texture) end
stage texture $stdMatBaseTextureName ${stdMatBaseTextureParam}
textureAddressing tile tile ffTextureMatrix -scalev (1/$floorMaterialScaleU, 1/$floorMaterialScaleV) ffTextureCoordsSource 0
textureBlend multiplyScale2(texture outRegister) select(colorScalar) end else # no lightmap case:
colorScalar ($stdMatDiffCoef) 1 stage texture $stdMatBaseTextureName ${stdMatBaseTextureParam}
textureAddressing tile tile ffTextureMatrix -scalev (1/$floorMaterialScaleU, 1/$floorMaterialScaleV) ffTextureCoordsSource 0 textureBlend multiply(colorScalar texture) select(colorScalar) end
endif
end
if ( $lightMapAvailable) # thumbnails don't have lightmaps, causing this to fail without them, so assume no work to be done without lightmaps. if ($lmIntegratedShadows ) # Still experimental pass -fixedFunction create LightingStatesNoStdLights() fillmode $stdMatFillMode alphaBlend srcFactor(destColor) add dstFactor(zero) alphaTest true 100 alphaTestFunction acceptIfGreater colorScalar (0.61, 0.61, 0.61) # needs to be set by tsUserEtc ffDepthOffset 1 stage create SelectFloorLightMap() textureBlend select(colorScalar) select(texture) end end elseif ((not ($useHWShader2Path or $useHWShader1Path))) # Mark the depth buffer where the shadow is so object shadows # do not overlap. pass -fixedFunction create LightingStatesNoStdLights() alphaBlend srcFactor(zero) add dstFactor(one) fillmode $stdMatFillMode ffDepthOffset 1 depthTest true -enableDepthWrite true alphaTest true 100 alphaTestFunction acceptIfLess stage create SelectFloorLightMap() textureBlend select(texture) select(texture) end end endif endif
create HighlightPass() end
enddef
- beginshader FloorReflective
- description Basic floor tile shader with reflection; texture + floor gradient + shadows
- extraparam float floorMaterialScaleU 1 0.125 64 ; no. tiles to map for U axis, use any positive number
- extraparam float floorMaterialScaleV 1 0.125 64 ; no. tiles to map for V axis, use any positive number
- extraparam float reflectStrength 1 0 1 ; strength of reflection, in range 0 to 1
set ratioH 1 # default material parameter value set ratioW 1 # default material parameter value set useReflectionFloors 0 # default material parameter value define FloorReflective() material shader #reflective floors are currently dead. might ressurect them in an expansion pack
end end enddef
- gridMaterial -- composites the alpha grid texture over the normal floor texture
- NOTE: In order to guarantee this is drawn on top of the normal
- floor tile textures, the layer has to be higher than that for
- the normal floor textures.
define TileGridMaterial()
material
if (viewerRenderType = $kRenderTypeNormal) shader -layer $gridLayer # this is using modifiedEachFrameHint, because when the pool tool # is used it does not invalidate the entire terrain or invalidate the frame. pass -fixedFunction # -modifiedEachFrameHint validateRenderShaderContext -viewerRenderType $kRenderTypeNormal # normal render create LightingStatesNoStdLights() alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha) # Add an alpha test to avoid processing fully transparent pixels alphaTest true 0 alphaTestFunction acceptIfGreater # Since the terrain has identical geometry, and is assumed to be rendered # before the grid, there is no need to write to the z-buffer again. If # the geometry of the grid diverges from the geometry of the terrain, we # *may* want to reenable depth writes here. depthTest true -enableDepthWrite false ffDepthOffset 2 fillmode $stdMatFillMode colorScalar (0,0,0) $floorGridAlpha stage texture $stdMatBaseTextureName ${stdMatBaseTextureParam} ffTextureCoordsSource 0 textureBlend multiply(texture colorScalar) multiply(texture colorScalar) end end end #shader else shader end endif
end #mat enddef
- inverseGridMaterial -- composites the inverse of the alpha grid texture over the normal floor texture
- NOTE: In order to guarantee this is drawn on top of the normal
- floor tile textures, the layer has to be higher than that for
- the normal floor textures.
define InverseTileGridMaterial()
#trace "$currentMaterialName inverse tile grid material"
material
shader -layer $gridLayer
if (viewerRenderType = $kRenderTypeNormal) create DetermineHardwareSupport() if ($useHWShader1Path or $useHWShader2Path) create PixelShaderInverseTileGridRendering() else # this pass draws the completely opaque region of the grid line # hiding the incorrect sorting behavior of the second pass at high # resolution mipmap levels pass -fixedFunction create LightingStatesNoStdLights() alphaTest true 192 alphaTestFunction acceptIfGreater fillmode $stdMatFillMode stage texture $stdMatBaseTextureName ${stdMatBaseTextureParam} ffTextureCoordsSource 0 textureBlend select(texture:invert) select(texture) end end # this pass draws the transition region along the edges of the grid lines # this provides a blurry grid at lower mipmap levels (where the solid grid # line disappears entirely) pass -fixedFunction create LightingStatesNoStdLights() alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha) alphaTest true 192 alphaTestFunction acceptIfLess depthTest true -enableDepthWrite false fillmode $stdMatFillMode stage texture $stdMatBaseTextureName ${stdMatBaseTextureParam} ffTextureCoordsSource 0 textureBlend select(texture:invert) select(texture) end end endif end else shader end endif
end enddef
define TileLocalGridMaterial()
material # 7/26/04 This material should only be reinstated if the cursor moves a part that causes # visible damage to be updated with respect to where it is moved. Marking all the # terrain tiles with this modifiedEachFrameHint is too slow. For now this material # is disabled. if (viewerRenderType = $kRenderTypeNormal) attributes attribute alphaScale float1 attribute alphaTrans float2 end shader -layer $gridLayer vertexFormatPred blendindices 0 false vertexFormatPred targetindices 0 false # Local grid is revelated across the multiple tiles and it does not track damage. # Using modifiedEachFrameHint so that grid lines are not left behind. pass -fixedFunction # -modifiedEachFrameHint create LightingStatesNoStdLights() alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha) # Add an alpha test to avoid processing fully transparent pixels alphaTest true 0 alphaTestFunction acceptIfGreater # Since the terrain has identical geometry, and is assumed to be rendered # before the grid, there is no need to write to the z-buffer again. If # the geometry of the grid diverges from the geometry of the terrain, we # *may* want to reenable depth writes here. depthTest true -enableDepthWrite false fillmode $stdMatFillMode ffDepthOffset 2 # above the shadow/overlay layer. colorScalar (0,0,0) $floorGridAlpha stage texture "localgrid-alphafadeout" ${stdMatBaseTextureParam} ffTextureCoordsSource 0 textureAddressing clamp clamp textureTransformType vector2 ffTextureMatrix -scale @alphaScale -trans @alphaTrans textureBlend select(outRegister) multiply(texture colorScalar) end stage texture $stdMatBaseTextureName ${stdMatBaseTextureParam} ffTextureCoordsSource 0 textureBlend multiply(texture colorScalar) multiply(texture outRegister) end end end else shader end endif end
enddef
define SelectFloorLightMap()
texture "floorLightMap_${page}" ffTextureCoordsSource 1
enddef
define SelectFloorIncidenceMap()
texture "floorIncidenceMap_${page}" ffTextureCoordsSource 1
enddef
- PS highlighting done in the shader instead of normal maps.
define HighlightPass()
if ($floorHighlightOn) # pass for the additive part of the highlight texture pass -fixedFunction create LightingStates() alphaBlend srcFactor(one) add dstFactor(one) # just add the highlight to whatever was there # Add an alpha test to avoid processing fully transparent pixels alphaTest true 0 alphaTestFunction acceptIfGreater
fillmode $stdMatFillMode
colorScalar ($floorHighlightIntensity) # adjust highlight texture brightness
stage texture "floor_selection_colors" ffTextureCoordsSource 0 # use the floor pattern texture coordinates textureBlend multiplyAdd(texture colorScalar outRegister) select(texture) end end
# pass for the subtractive part of the highlight texture pass -fixedFunction create LightingStates() alphaBlend srcFactor(one) sub dstFactor(one) # just add the highlight to whatever was there # Add an alpha test to avoid processing fully transparent pixels alphaTest true 0 alphaTestFunction acceptIfEqual
fillmode $stdMatFillMode
colorScalar ($floorHighlightIntensity) # adjust highlight texture brightness
stage texture "floor_selection_colors" ffTextureCoordsSource 0 # use the floor pattern texture coordinates textureBlend multiplyAdd(texture colorScalar outRegister) select(texture) end end endif
enddef
- Empty tile
materialDefinition tileshaderempty
setDefinition Null
end
materialDefinition tileShaderMayLevel_0
setDefinition SolidColorMaterial addParam scLayer $previewLayer addParam color (0,1,0)
end
materialDefinition tileShaderMayNotLevel_0
setDefinition SolidColorMaterial addParam scLayer $previewLayer addParam color (1,0,0)
end
materialDefinition tileShaderMayLevel_0_
setDefinition SolidColorMaterial addParam scLayer $previewLayer addParam depthOffset 2 addParam color (0,1,0)
end
materialDefinition tileShaderMayNotLevel_0_
setDefinition SolidColorMaterial addParam scLayer $previewLayer addParam depthOffset 2 addParam color (1,0,0)
end
- Terrain grid
materialDefinition floorGridBlack
setDefinition TileGridMaterial addParam stdMatBaseTextureName floor-grid
end
- Local Terrain grid
materialDefinition floorLocalGridBlack
setDefinition TileGridMaterial # TileLocalGridMaterial addParam stdMatBaseTextureName floor-grid
end
- Upper floor grid
materialDefinition floorGridWhite
setDefinition InverseTileGridMaterial addParam stdMatBaseTextureName floor-grid
end
- Active-level Terrain grid
materialDefinition floorGridBlackActiveLevel
setDefinition TileGridMaterial # TileLocalGridMaterial addParam stdMatBaseTextureName floor-grid-active
end
- Active-level Local Terrain grid
materialDefinition floorLocalGridBlackActiveLevel
setDefinition TileGridMaterial # TileLocalGridMaterial addParam stdMatBaseTextureName floor-grid-active
end
- Active-level Upper Floor grid
materialDefinition floorGridWhiteActiveLevel
setDefinition InverseTileGridMaterial addParam stdMatBaseTextureName floor-grid-active
end
materialDefinition floor_oak_seethrough
setDefinition FloorReflective addParam stdMatLayer 2 addParam stdMatBaseTextureName floor-oak addParam reflectStrength .3
end
materialDefinition floor_mountainFogTile
setDefinition FloorReflective addParam stdMatLayer 2 addParam stdMatBaseTextureName floor-mountainFogTile addParam reflectStrength .1
end
materialDefinition floor_brickPatio
setDefinition Floor addParam stdMatBaseTextureName floor-brickPatio addParam stdMatDiffCoef (0.63, 0.63, 0.56)
end
materialDefinition FloorThickness
setDefinition StandardMaterial addParam stdMatSpecPower 0 addParam stdMatDiffCoef (0.5, 0.5, 0.5) addParam stdMatBaseTextureName floor-edge addParam stdMatBaseTextureEnabled true
end