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//========= 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
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