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//===== Copyright � 1996-2007, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "cloak_blended_pass_helper.h"
#include "cpp_shader_constant_register_map.h"
#include "unlittwotexture_vs20.inc"
#include "unlittwotexture_ps20.inc"
#include "unlittwotexture_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( UnlitTwoTexture, UnlitTwoTexture_DX9 ) BEGIN_VS_SHADER( UnlitTwoTexture_DX9, "Help for UnlitTwoTexture_DX9" ) 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" )
// CStrike adaptive crosshair mode
SHADER_PARAM( CROSSHAIRMODE, SHADER_PARAM_TYPE_BOOL, "0", "Crosshair mode" ) SHADER_PARAM( CROSSHAIRCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "" ) SHADER_PARAM( CROSSHAIRCOLORADAPT, SHADER_PARAM_TYPE_FLOAT, "0.4", "" )
// 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 { 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[CROSSHAIRMODE]->GetFloatValue() > 0.0f ) return true;
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 );
if ( !params[CROSSHAIRMODE]->IsDefined() ) { params[CROSSHAIRMODE]->SetIntValue(0); } if (!params[CROSSHAIRCOLORADAPT]->IsDefined()) { params[CROSSHAIRCOLORADAPT]->SetFloatValue(0.4f); } if (!params[CROSSHAIRCOLORTINT]->IsDefined()) { params[CROSSHAIRCOLORTINT]->SetVecValue(1,1,1); }
// 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, TEXTUREFLAGS_SRGB | ANISOTROPIC_OVERRIDE ); if (params[TEXTURE2]->IsDefined()) LoadTexture( TEXTURE2, TEXTUREFLAGS_SRGB | ANISOTROPIC_OVERRIDE );
// 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; } }
// Skip flashlight pass for unlit stuff
bool bNewFlashlightPath = IsX360() || IsPS3(); if ( bDrawStandardPass && ( pShaderShadow == NULL ) && ( pShaderAPI != NULL ) && !bNewFlashlightPath && ( pShaderAPI->InFlashlightMode() ) ) // not snapshotting && flashlight pass)
{ bDrawStandardPass = false; }
// Standard rendering pass
if ( bDrawStandardPass ) { 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 { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
s_pShaderShadow->EnableSRGBWrite( true );
// Either we've got a constant modulation or we've got a texture alpha on either texture
if ( IsAlphaModulating() || IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) || TextureIsTranslucent( BASETEXTURE, true ) || TextureIsTranslucent( TEXTURE2, true ) ) { 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( ); } }
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; if (IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR )) { flags |= VERTEX_COLOR; } pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
// If this is set, blend with the alpha channels of the textures and modulation color
bool bTranslucent = IsAlphaModulating() || IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) || TextureIsTranslucent( BASETEXTURE, true ) || TextureIsTranslucent( TEXTURE2, true );
bool bCrosshairMode = ( params[CROSSHAIRMODE]->IsDefined() && params[CROSSHAIRMODE]->GetIntValue() > 0 );
int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 );
DECLARE_STATIC_VERTEX_SHADER( unlittwotexture_vs20 ); SET_STATIC_VERTEX_SHADER( unlittwotexture_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( unlittwotexture_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, bTranslucent ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_PIXEL_SHADER_COMBO( CROSSHAIR_MODE, bCrosshairMode ); SET_STATIC_PIXEL_SHADER( unlittwotexture_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( unlittwotexture_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, bTranslucent ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_PIXEL_SHADER_COMBO( CROSSHAIR_MODE, bCrosshairMode ); SET_STATIC_PIXEL_SHADER( unlittwotexture_ps20 ); }
DefaultFog();
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
PI_BeginCommandBuffer(); PI_SetModulationPixelShaderDynamicState_LinearColorSpace( 1 ); PI_EndCommandBuffer(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE2, FRAME2 ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, TEXTURE2TRANSFORM );
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 );
if ( params[CROSSHAIRMODE]->IsDefined() && params[CROSSHAIRMODE]->GetIntValue() > 0 ) { float fvConst4[4] = { params[CROSSHAIRCOLORTINT]->GetVecValue()[0], params[CROSSHAIRCOLORTINT]->GetVecValue()[1], params[CROSSHAIRCOLORTINT]->GetVecValue()[2], params[CROSSHAIRCOLORADAPT]->GetFloatValue() }; pShaderAPI->SetPixelShaderConstant(4, fvConst4, 1); }
int numBones = pShaderAPI->GetCurrentNumBones();
bool bWorldNormal = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ) == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH; if ( IsPC() && bWorldNormal ) { float vEyeDir[4]; pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir );
float flFarZ = pShaderAPI->GetFarZ(); vEyeDir[0] /= flFarZ; // Divide by farZ for SSAO algorithm
vEyeDir[1] /= flFarZ; vEyeDir[2] /= flFarZ; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, vEyeDir ); }
DECLARE_DYNAMIC_VERTEX_SHADER( unlittwotexture_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( WORLD_NORMAL, bWorldNormal ); SET_DYNAMIC_VERTEX_SHADER( unlittwotexture_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( unlittwotexture_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( unlittwotexture_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( unlittwotexture_ps20 ); SET_DYNAMIC_PIXEL_SHADER( unlittwotexture_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
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