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231 lines
6.8 KiB
231 lines
6.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=====================================================================================// |
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#include "BaseVSShader.h" |
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#include "unlitgeneric_vs11.inc" |
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#include "cloak_blended_pass_helper.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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DEFINE_FALLBACK_SHADER( Modulate, Modulate_DX8 ) |
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BEGIN_VS_SHADER( Modulate_DX8, |
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"Help for Modulate" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( WRITEZ, SHADER_PARAM_TYPE_BOOL, "0", "Forces z to be written if set" ) |
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SHADER_PARAM( MOD2X, SHADER_PARAM_TYPE_BOOL, "0", "forces a 2x modulate so that you can brighten and darken things" ) |
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// Cloak Pass |
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SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" ) |
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SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) |
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SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" ) |
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) |
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END_SHADER_PARAMS |
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SHADER_FALLBACK |
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{ |
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if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders() ) |
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return "Modulate_DX6"; |
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return 0; |
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} |
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// Cloak Pass |
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void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info ) |
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{ |
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info.m_nCloakFactor = CLOAKFACTOR; |
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info.m_nCloakColorTint = CLOAKCOLORTINT; |
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info.m_nRefractAmount = REFRACTAMOUNT; |
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} |
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bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const |
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{ |
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if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking |
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{ |
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if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time |
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return true; |
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else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check |
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return true; |
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// else, not cloaking this frame, so check flag2 in case the base material still needs it |
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} |
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// Check flag2 if not drawing cloak pass |
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return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); |
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} |
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bool IsTranslucent( IMaterialVar **params ) const |
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{ |
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if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking |
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{ |
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if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check |
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return true; |
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// else, not cloaking this frame, so check flag in case the base material still needs it |
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} |
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// Check flag if not drawing cloak pass |
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return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ); |
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} |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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// Cloak Pass |
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if ( !params[CLOAKPASSENABLED]->IsDefined() ) |
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{ |
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params[CLOAKPASSENABLED]->SetIntValue( 0 ); |
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} |
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else if ( params[CLOAKPASSENABLED]->GetIntValue() ) |
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{ |
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CloakBlendedPassVars_t info; |
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SetupVarsCloakBlendedPass( info ); |
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InitParamsCloakBlendedPass( this, params, pMaterialName, info ); |
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} |
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} |
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SHADER_INIT |
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{ |
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if (params[BASETEXTURE]->IsDefined()) |
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LoadTexture( BASETEXTURE ); |
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// Cloak Pass |
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if ( params[CLOAKPASSENABLED]->GetIntValue() ) |
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{ |
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CloakBlendedPassVars_t info; |
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SetupVarsCloakBlendedPass( info ); |
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InitCloakBlendedPass( this, params, info ); |
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} |
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} |
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SHADER_DRAW |
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{ |
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// Skip the standard rendering if cloak pass is fully opaque |
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bool bDrawStandardPass = true; |
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if ( params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting |
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{ |
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CloakBlendedPassVars_t info; |
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SetupVarsCloakBlendedPass( info ); |
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if ( CloakBlendedPassIsFullyOpaque( params, info ) ) |
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{ |
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// There is some strangeness in DX8 when trying to skip the main pass, so leave this alone for now |
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//bDrawStandardPass = false; |
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} |
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} |
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// Standard rendering pass |
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if ( bDrawStandardPass ) |
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{ |
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bool bMod2X = params[MOD2X]->IsDefined() && params[MOD2X]->GetIntValue(); |
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bool bVertexColorOrAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) || IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ); |
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SHADOW_STATE |
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{ |
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if( bMod2X ) |
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{ |
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); |
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} |
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else |
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{ |
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO ); |
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} |
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if (params[WRITEZ]->GetIntValue() != 0) |
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{ |
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// This overrides the disabling of depth writes performed in |
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// EnableAlphaBlending |
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pShaderShadow->EnableDepthWrites( true ); |
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} |
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unsigned int flags = VERTEX_POSITION; |
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int numTexCoords = 1; |
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if( params[BASETEXTURE]->IsTexture() ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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} |
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if( bVertexColorOrAlpha ) |
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{ |
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flags |= VERTEX_COLOR; |
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} |
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, NULL, 0 ); |
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unlitgeneric_vs11_Static_Index vshIndex; |
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vshIndex.SetDETAIL( false ); |
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vshIndex.SetENVMAP( false ); |
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vshIndex.SetENVMAPCAMERASPACE( false ); |
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vshIndex.SetENVMAPSPHERE( false ); |
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vshIndex.SetSEPARATEDETAILUVS( false ); |
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vshIndex.SetVERTEXCOLOR( bVertexColorOrAlpha ); |
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pShaderShadow->SetVertexShader( "unlitgeneric_vs11", vshIndex.GetIndex() ); |
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pShaderShadow->SetPixelShader( "Modulate_ps11" ); |
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// We need to fog to *white* regardless of overbrighting... |
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if( bMod2X ) |
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{ |
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FogToGrey(); |
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} |
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else |
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{ |
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FogToOOOverbright(); |
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} |
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} |
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DYNAMIC_STATE |
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{ |
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if( params[BASETEXTURE]->IsTexture() ) |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); |
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} |
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// set constant color for modulation |
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SetModulationVertexShaderDynamicState(); |
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// We need to fog to *white* regardless of overbrighting... |
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if( bMod2X ) |
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{ |
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float grey[4] = { 0.5f, 0.5f, 0.5f, 1.0f }; |
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pShaderAPI->SetPixelShaderConstant( 0, grey ); |
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} |
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else |
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{ |
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float white[4] = { 0.5f, 0.5f, 0.5f, 1.0f }; |
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pShaderAPI->SetPixelShaderConstant( 0, white ); |
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} |
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unlitgeneric_vs11_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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} |
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Draw( ); |
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} |
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else |
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{ |
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// Skip this pass! |
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Draw( false ); |
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} |
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// Cloak Pass |
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if ( params[CLOAKPASSENABLED]->GetIntValue() ) |
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{ |
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// If ( snapshotting ) or ( we need to draw this frame ) |
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if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) ) |
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{ |
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CloakBlendedPassVars_t info; |
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SetupVarsCloakBlendedPass( info ); |
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DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); |
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} |
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else // We're not snapshotting and we don't need to draw this frame |
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{ |
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// Skip this pass! |
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Draw( false ); |
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} |
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} |
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} |
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END_SHADER
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