//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=====================================================================================// #include "BaseVSShader.h" #include "convar.h" #include "unlitgeneric_vs20.inc" #include "modulate_ps20.inc" #include "modulate_ps20b.inc" #include "cpp_shader_constant_register_map.h" #if !defined( _X360 ) && !defined( _PS3 ) #include "modulate_ps30.inc" #include "unlitgeneric_vs30.inc" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #include "cloak_blended_pass_helper.h" static ConVar mat_displacementmap( "mat_displacementmap", "1", FCVAR_CHEAT ); 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 { 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, TEXTUREFLAGS_SRGB ); } // 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 ); pShaderShadow->EnableSRGBRead( 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 ); #if !defined( _X360 ) && !defined( _PS3 ) if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { 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 ); } } #if !defined( _X360 ) && !defined( _PS3 ) else { SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION ); DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bVertexColorOrAlpha ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( unlitgeneric_vs30 ); DECLARE_STATIC_PIXEL_SHADER( modulate_ps30 ); SET_STATIC_PIXEL_SHADER( modulate_ps30 ); } #endif // We need to fog to *white* regardless of overbrighting... if( bMod2X ) { FogToGrey(); } else { FogToOOOverbright(); } pShaderShadow->EnableAlphaWrites( bWriteZ && bFullyOpaque ); PI_BeginCommandBuffer(); // set constant color for modulation PI_SetModulationVertexShaderDynamicState(); PI_EndCommandBuffer(); } DYNAMIC_STATE { if( params[BASETEXTURE]->IsTexture() ) { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, FRAME ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); } // 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 ); #if !defined( _X360 ) && !defined( _PS3 ) if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 ); SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( modulate_ps20b ); 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( modulate_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 ) else { TessellationMode_t nTessellationMode = pShaderAPI->GetTessellationMode(); if ( nTessellationMode != TESSELLATION_MODE_DISABLED ) { pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES ); bool bHasDisplacement = false; // TODO float vSubDDimensions[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, vSubDDimensions ); // JasonM - revisit this later...requires plumbing in a separate vertex texture param type?? // bool bHasDisplacement = (info.m_nDisplacementMap != -1) && params[info.m_nDisplacementMap]->IsTexture(); // if( bHasDisplacement ) // { // pShader->BindVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, info.m_nDisplacementMap ); // } // else // { // pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, VERTEX_TEXTURE_BLACK ); // } } DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode ); SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( modulate_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteZ && bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( modulate_ps30 ); } #endif } 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