Team Fortress 2 Source Code as on 22/4/2020
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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