diff options
Diffstat (limited to 'materialsystem/stdshaders/unlittwotexture_dx8.cpp')
| -rw-r--r-- | materialsystem/stdshaders/unlittwotexture_dx8.cpp | 222 |
1 files changed, 222 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/unlittwotexture_dx8.cpp b/materialsystem/stdshaders/unlittwotexture_dx8.cpp new file mode 100644 index 0000000..b44afa6 --- /dev/null +++ b/materialsystem/stdshaders/unlittwotexture_dx8.cpp @@ -0,0 +1,222 @@ +//========= 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 |