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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/unlittwotexture_dx8.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/unlittwotexture_dx8.cpp')
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diff --git a/materialsystem/stdshaders/unlittwotexture_dx8.cpp b/materialsystem/stdshaders/unlittwotexture_dx8.cpp
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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