You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
291 lines
8.9 KiB
291 lines
8.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
//=====================================================================================// |
|
|
|
#include "BaseVSShader.h" |
|
|
|
#include "unlitgeneric_vs20.inc" |
|
#include "modulate_ps20.inc" |
|
#include "modulate_ps20b.inc" |
|
|
|
#include "cpp_shader_constant_register_map.h" |
|
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
#include "cloak_blended_pass_helper.h" |
|
|
|
DEFINE_FALLBACK_SHADER( Modulate, Modulate_DX9 ) |
|
|
|
BEGIN_VS_SHADER( Modulate_DX9, |
|
"Help for Modulate" ) |
|
|
|
BEGIN_SHADER_PARAMS |
|
SHADER_PARAM( WRITEZ, SHADER_PARAM_TYPE_BOOL, "0", "Forces z to be written if set" ) |
|
SHADER_PARAM( MOD2X, SHADER_PARAM_TYPE_BOOL, "0", "forces a 2x modulate so that you can brighten and darken things" ) |
|
|
|
// Cloak Pass |
|
SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" ) |
|
SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) |
|
SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" ) |
|
SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) |
|
END_SHADER_PARAMS |
|
|
|
SHADER_FALLBACK |
|
{ |
|
if ( !(g_pHardwareConfig->SupportsPixelShaders_2_0() && g_pHardwareConfig->SupportsVertexShaders_2_0()) || |
|
(g_pHardwareConfig->GetDXSupportLevel() < 90) ) |
|
{ |
|
return "Modulate_DX8"; |
|
} |
|
|
|
return 0; |
|
} |
|
|
|
// Cloak Pass |
|
void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info ) |
|
{ |
|
info.m_nCloakFactor = CLOAKFACTOR; |
|
info.m_nCloakColorTint = CLOAKCOLORTINT; |
|
info.m_nRefractAmount = REFRACTAMOUNT; |
|
} |
|
|
|
bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const |
|
{ |
|
if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking |
|
{ |
|
if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time |
|
return true; |
|
else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check |
|
return true; |
|
// else, not cloaking this frame, so check flag2 in case the base material still needs it |
|
} |
|
|
|
// Check flag2 if not drawing cloak pass |
|
return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); |
|
} |
|
|
|
bool IsTranslucent( IMaterialVar **params ) const |
|
{ |
|
if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking |
|
{ |
|
if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check |
|
return true; |
|
// else, not cloaking this frame, so check flag in case the base material still needs it |
|
} |
|
|
|
// Check flag if not drawing cloak pass |
|
return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ); |
|
} |
|
|
|
SHADER_INIT_PARAMS() |
|
{ |
|
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
|
|
|
// Cloak Pass |
|
if ( !params[CLOAKPASSENABLED]->IsDefined() ) |
|
{ |
|
params[CLOAKPASSENABLED]->SetIntValue( 0 ); |
|
} |
|
else if ( params[CLOAKPASSENABLED]->GetIntValue() ) |
|
{ |
|
CloakBlendedPassVars_t info; |
|
SetupVarsCloakBlendedPass( info ); |
|
InitParamsCloakBlendedPass( this, params, pMaterialName, info ); |
|
} |
|
} |
|
|
|
SHADER_INIT |
|
{ |
|
if (params[BASETEXTURE]->IsDefined()) |
|
{ |
|
LoadTexture( BASETEXTURE ); |
|
} |
|
|
|
// Cloak Pass |
|
if ( params[CLOAKPASSENABLED]->GetIntValue() ) |
|
{ |
|
CloakBlendedPassVars_t info; |
|
SetupVarsCloakBlendedPass( info ); |
|
InitCloakBlendedPass( this, params, info ); |
|
} |
|
} |
|
|
|
SHADER_DRAW |
|
{ |
|
// Skip the standard rendering if cloak pass is fully opaque |
|
bool bDrawStandardPass = true; |
|
if ( params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting |
|
{ |
|
CloakBlendedPassVars_t info; |
|
SetupVarsCloakBlendedPass( info ); |
|
if ( CloakBlendedPassIsFullyOpaque( params, info ) ) |
|
{ |
|
bDrawStandardPass = false; |
|
} |
|
} |
|
|
|
// Standard rendering pass |
|
if ( bDrawStandardPass ) |
|
{ |
|
bool bMod2X = params[MOD2X]->IsDefined() && params[MOD2X]->GetIntValue(); |
|
bool bVertexColorOrAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) || IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ); |
|
bool bWriteZ = params[WRITEZ]->GetIntValue() != 0; |
|
BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true ); |
|
bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use |
|
|
|
SHADOW_STATE |
|
{ |
|
if( bMod2X ) |
|
{ |
|
EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); |
|
} |
|
else |
|
{ |
|
EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO ); |
|
} |
|
|
|
if ( bWriteZ ) |
|
{ |
|
// This overrides the disabling of depth writes performed in |
|
// EnableAlphaBlending |
|
pShaderShadow->EnableDepthWrites( true ); |
|
} |
|
|
|
unsigned int flags = VERTEX_POSITION; |
|
int numTexCoords = 0; |
|
int userDataSize = 0; |
|
|
|
if( params[BASETEXTURE]->IsTexture() ) |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
|
|
|
numTexCoords = 1; |
|
} |
|
|
|
if( bVertexColorOrAlpha ) |
|
{ |
|
flags |= VERTEX_COLOR; |
|
} |
|
|
|
// HACK: add 1 texcoord if these verts are too thin (to do with how we |
|
// bind stream 2 - see CShaderShadowDX8::VertexShaderVertexFormat) |
|
// FIXME: instead of this, don't add stream 2 elements to all vertex decls! |
|
if ( !( flags & VERTEX_COLOR ) && ( numTexCoords == 0 ) ) |
|
{ |
|
numTexCoords = 1; |
|
} |
|
|
|
// This shader supports compressed vertices, so OR in that flag: |
|
flags |= VERTEX_FORMAT_COMPRESSED; |
|
|
|
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, NULL, userDataSize ); |
|
|
|
DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bVertexColorOrAlpha ? 1 : 0 ); |
|
SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 ); |
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( modulate_ps20b ); |
|
SET_STATIC_PIXEL_SHADER( modulate_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( modulate_ps20 ); |
|
SET_STATIC_PIXEL_SHADER( modulate_ps20 ); |
|
} |
|
|
|
// We need to fog to *white* regardless of overbrighting... |
|
if( bMod2X ) |
|
{ |
|
FogToGrey(); |
|
} |
|
else |
|
{ |
|
FogToOOOverbright(); |
|
} |
|
|
|
pShaderShadow->EnableAlphaWrites( bWriteZ && bFullyOpaque ); |
|
} |
|
DYNAMIC_STATE |
|
{ |
|
if( params[BASETEXTURE]->IsTexture() ) |
|
{ |
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); |
|
} |
|
|
|
// set constant color for modulation |
|
SetModulationVertexShaderDynamicState(); |
|
|
|
// We need to fog to *white* regardless of overbrighting... |
|
if( bMod2X ) |
|
{ |
|
float grey[4] = { 0.5f, 0.5f, 0.5f, 1.0f }; |
|
pShaderAPI->SetPixelShaderConstant( 0, grey ); |
|
} |
|
else |
|
{ |
|
float white[4] = { 0.5f, 0.5f, 0.5f, 1.0f }; |
|
pShaderAPI->SetPixelShaderConstant( 0, white ); |
|
} |
|
|
|
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); |
|
|
|
float vEyePos_SpecExponent[4]; |
|
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); |
|
vEyePos_SpecExponent[3] = 0.0f; |
|
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); |
|
|
|
float vVertexColor[4] = { bVertexColorOrAlpha ? 1.0f : 0.0f, 0.0f, 0.0f, 0.0f }; |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vVertexColor, 1 ); |
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
|
SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 ); |
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( modulate_ps20b ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteZ && bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); |
|
SET_DYNAMIC_PIXEL_SHADER( modulate_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( modulate_ps20 ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
|
SET_DYNAMIC_PIXEL_SHADER( modulate_ps20 ); |
|
} |
|
} |
|
Draw(); |
|
} |
|
else |
|
{ |
|
// Skip this pass! |
|
Draw( false ); |
|
} |
|
|
|
// Cloak Pass |
|
if ( params[CLOAKPASSENABLED]->GetIntValue() ) |
|
{ |
|
// If ( snapshotting ) or ( we need to draw this frame ) |
|
if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) ) |
|
{ |
|
CloakBlendedPassVars_t info; |
|
SetupVarsCloakBlendedPass( info ); |
|
DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); |
|
} |
|
else // We're not snapshotting and we don't need to draw this frame |
|
{ |
|
// Skip this pass! |
|
Draw( false ); |
|
} |
|
} |
|
} |
|
END_SHADER
|
|
|