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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/modulate_dx8.cpp | |
| download | archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.tar.xz archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.zip | |
Diffstat (limited to 'materialsystem/stdshaders/modulate_dx8.cpp')
| -rw-r--r-- | materialsystem/stdshaders/modulate_dx8.cpp | 231 |
1 files changed, 231 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/modulate_dx8.cpp b/materialsystem/stdshaders/modulate_dx8.cpp new file mode 100644 index 0000000..7a3b2d8 --- /dev/null +++ b/materialsystem/stdshaders/modulate_dx8.cpp @@ -0,0 +1,231 @@ +//========= 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 |