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.
222 lines
6.6 KiB
222 lines
6.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
// $Header: $ |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
|
|
#include "BaseVSShader.h" |
|
|
|
#include "unlittwotexture.inc" |
|
#include "cloak_blended_pass_helper.h" |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
DEFINE_FALLBACK_SHADER( UnlitTwoTexture, UnlitTwoTexture_DX8 ) |
|
|
|
BEGIN_VS_SHADER( UnlitTwoTexture_DX8, "Help for UnlitTwoTexture" ) |
|
|
|
BEGIN_SHADER_PARAMS |
|
SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "second texture" ) |
|
SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $texture2" ) |
|
SHADER_PARAM( TEXTURE2TRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$texture2 texcoord transform" ) |
|
|
|
// 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->SupportsVertexAndPixelShaders()) |
|
{ |
|
return "UnlitTwoTexture_DX6"; |
|
} |
|
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 ); |
|
if (params[TEXTURE2]->IsDefined()) |
|
LoadTexture( TEXTURE2 ); |
|
|
|
// 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 ) ) |
|
{ |
|
// There is some strangeness in DX8 when trying to skip the main pass, so leave this alone for now |
|
//bDrawStandardPass = false; |
|
} |
|
} |
|
|
|
// Standard rendering pass |
|
if ( bDrawStandardPass ) |
|
{ |
|
SHADOW_STATE |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
|
|
|
// Either we've got a constant modulation |
|
bool isTranslucent = IsAlphaModulating(); |
|
|
|
// Or we've got a texture alpha on either texture |
|
isTranslucent = isTranslucent || TextureIsTranslucent( BASETEXTURE, true ) || |
|
TextureIsTranslucent( TEXTURE2, true ); |
|
|
|
if ( isTranslucent ) |
|
{ |
|
if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) |
|
{ |
|
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); |
|
} |
|
else |
|
{ |
|
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
|
} |
|
} |
|
else |
|
{ |
|
if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) |
|
{ |
|
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
|
} |
|
else |
|
{ |
|
DisableAlphaBlending( ); |
|
} |
|
} |
|
|
|
int fmt = VERTEX_POSITION | VERTEX_NORMAL; |
|
if (IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR )) |
|
{ |
|
fmt |= VERTEX_COLOR; |
|
} |
|
|
|
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); |
|
|
|
unlittwotexture_Static_Index vshIndex; |
|
pShaderShadow->SetVertexShader( "UnlitTwoTexture", vshIndex.GetIndex() ); |
|
|
|
pShaderShadow->SetPixelShader( "UnlitTwoTexture" ); |
|
DefaultFog(); |
|
} |
|
DYNAMIC_STATE |
|
{ |
|
if ( pShaderAPI->InFlashlightMode() ) // Not snapshotting && flashlight pass |
|
{ |
|
Draw( false ); |
|
return; |
|
} |
|
|
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
|
BindTexture( SHADER_SAMPLER1, TEXTURE2, FRAME2 ); |
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); |
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, TEXTURE2TRANSFORM ); |
|
SetModulationVertexShaderDynamicState(); |
|
|
|
unlittwotexture_Dynamic_Index vshIndex; |
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); |
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
|
} |
|
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
|
|
|