diff options
Diffstat (limited to 'materialsystem/stdshaders/MonitorScreen_dx8.cpp')
| -rw-r--r-- | materialsystem/stdshaders/MonitorScreen_dx8.cpp | 150 |
1 files changed, 150 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/MonitorScreen_dx8.cpp b/materialsystem/stdshaders/MonitorScreen_dx8.cpp new file mode 100644 index 0000000..f141290 --- /dev/null +++ b/materialsystem/stdshaders/MonitorScreen_dx8.cpp @@ -0,0 +1,150 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "BaseVSShader.h" + +#include "unlittwotexture.inc" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( MonitorScreen, MonitorScreen_DX8 ) + +BEGIN_VS_SHADER( MonitorScreen_DX8, + "This is a shader that does a contrast/saturation version of base times lightmap." ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( CONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) + SHADER_PARAM( SATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) + SHADER_PARAM( TINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "monitor tint" ) + SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/lightmappedtexture", "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" ) + END_SHADER_PARAMS + + // Set up anything that is necessary to make decisions in SHADER_FALLBACK. + SHADER_INIT_PARAMS() + { + SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); + + if( !params[CONTRAST]->IsDefined() ) + { + params[CONTRAST]->SetFloatValue( 0.0f ); + } + if( !params[SATURATION]->IsDefined() ) + { + params[SATURATION]->SetFloatValue( 1.0f ); + } + if( !params[TINT]->IsDefined() ) + { + params[TINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); + } + if (!IS_FLAG_DEFINED( MATERIAL_VAR_MODEL )) + { + CLEAR_FLAGS( MATERIAL_VAR_MODEL ); + } + } + + SHADER_FALLBACK + { + if( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 || (params && !params[BASETEXTURE]->IsDefined()) ) + { + if( IS_FLAG_DEFINED( MATERIAL_VAR_MODEL ) ) + { + return "VertexLitGeneric_DX6"; + } + else + { + return "LightmappedGeneric_DX6"; + } + } + return 0; + } + + SHADER_INIT + { + if (params[BASETEXTURE]->IsDefined()) + { + LoadTexture( BASETEXTURE ); + } + if (params[TEXTURE2]->IsDefined()) + { + LoadTexture( TEXTURE2 ); + } + } + + SHADER_DRAW + { + bool bHasTexture2 = params[TEXTURE2]->IsTexture(); + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); + if ( bHasTexture2 ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); + } + + pShaderShadow->EnableSRGBWrite( 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() ); + + int pshIndex = bHasTexture2 ? 1 : 0; + pShaderShadow->SetPixelShader( "MonitorScreen", pshIndex ); + DefaultFog(); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + if( bHasTexture2 ) + { + BindTexture( SHADER_SAMPLER1, TEXTURE2, FRAME2 ); + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, TEXTURE2TRANSFORM ); + } + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); + SetPixelShaderConstant( 1, CONTRAST ); + SetPixelShaderConstant( 2, SATURATION ); + SetPixelShaderConstant( 3, TINT ); + 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(); + } +END_SHADER |