summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/modulate_dx8.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'materialsystem/stdshaders/modulate_dx8.cpp')
-rw-r--r--materialsystem/stdshaders/modulate_dx8.cpp231
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