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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#include "BaseVSShader.h"
#include "unlitgeneric_vs11.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( Modulate, Modulate_DX8 )
BEGIN_VS_SHADER( Modulate_DX8, "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 ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders() ) return "Modulate_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 );
// 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 ) { bool bMod2X = params[MOD2X]->IsDefined() && params[MOD2X]->GetIntValue(); bool bVertexColorOrAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) || IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
SHADOW_STATE { if( bMod2X ) { EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); } else { EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO ); }
if (params[WRITEZ]->GetIntValue() != 0) { // This overrides the disabling of depth writes performed in
// EnableAlphaBlending
pShaderShadow->EnableDepthWrites( true ); }
unsigned int flags = VERTEX_POSITION; int numTexCoords = 1;
if( params[BASETEXTURE]->IsTexture() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); }
if( bVertexColorOrAlpha ) { flags |= VERTEX_COLOR; }
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, NULL, 0 );
unlitgeneric_vs11_Static_Index vshIndex; vshIndex.SetDETAIL( false ); vshIndex.SetENVMAP( false ); vshIndex.SetENVMAPCAMERASPACE( false ); vshIndex.SetENVMAPSPHERE( false ); vshIndex.SetSEPARATEDETAILUVS( false ); vshIndex.SetVERTEXCOLOR( bVertexColorOrAlpha ); pShaderShadow->SetVertexShader( "unlitgeneric_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "Modulate_ps11" );
// We need to fog to *white* regardless of overbrighting...
if( bMod2X ) { FogToGrey(); } else { FogToOOOverbright(); } } 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 ); } unlitgeneric_vs11_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
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