Counter Strike : Global Offensive Source Code
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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