//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=====================================================================================// #if 0 #include "BaseVSShader.h" #include "modulate_vs40.inc" #include "modulate_ps40.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //#include "cloak_blended_pass_helper.h" CREATE_CONSTANT_BUFFER( Modulate ) { // vsh Vector4D BaseTextureTransform[2]; Vector4D ModulationColor; // psh Vector4D WhiteGrayMix; Vector4D FogParams; Vector4D FogColor; }; DEFINE_FALLBACK_SHADER( Modulate, Modulate_DX11 ) BEGIN_VS_SHADER( Modulate_DX11, "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 DECLARE_CONSTANT_BUFFER( Modulate ) SHADER_FALLBACK { 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 ) ) // { // 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 ); bool bWriteZ = params[WRITEZ]->GetIntValue() != 0; BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true ); bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use SHADOW_STATE { if( bMod2X ) { EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); } else { EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO ); } if ( bWriteZ ) { // This overrides the disabling of depth writes performed in // EnableAlphaBlending pShaderShadow->EnableDepthWrites( true ); } unsigned int flags = VERTEX_POSITION; int numTexCoords = 0; int userDataSize = 0; if( params[BASETEXTURE]->IsTexture() ) { numTexCoords = 1; } if( bVertexColorOrAlpha ) { flags |= VERTEX_COLOR; } // HACK: add 1 texcoord if these verts are too thin (to do with how we // bind stream 2 - see CShaderShadowDX8::VertexShaderVertexFormat) // FIXME: instead of this, don't add stream 2 elements to all vertex decls! if ( !( flags & VERTEX_COLOR ) && ( numTexCoords == 0 ) ) { numTexCoords = 1; } // This shader supports compressed vertices, so OR in that flag: flags |= VERTEX_FORMAT_COMPRESSED; pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, NULL, userDataSize ); SetVertexShaderConstantBuffer( 0, SHADER_CONSTANTBUFFER_SKINNING ); SetVertexShaderConstantBuffer( 1, SHADER_CONSTANTBUFFER_PERFRAME ); SetVertexShaderConstantBuffer( 2, SHADER_CONSTANTBUFFER_PERSCENE ); SetVertexShaderConstantBuffer( 3, CONSTANT_BUFFER( Modulate ) ); SetPixelShaderConstantBuffer( 0, SHADER_CONSTANTBUFFER_PERFRAME ); SetPixelShaderConstantBuffer( 1, SHADER_CONSTANTBUFFER_PERSCENE ); SetPixelShaderConstantBuffer( 2, CONSTANT_BUFFER( Modulate ) ); DECLARE_STATIC_VERTEX_SHADER( modulate_vs40 ); SET_STATIC_VERTEX_SHADER( modulate_vs40 ); DECLARE_STATIC_PIXEL_SHADER( modulate_ps40 ); SET_STATIC_PIXEL_SHADER( modulate_ps40 ); // We need to fog to *white* regardless of overbrighting... if( bMod2X ) { FogToGrey(); } else { FogToOOOverbright(); } pShaderShadow->EnableAlphaWrites( bWriteZ && bFullyOpaque ); } DYNAMIC_STATE { ALIGN16 CONSTANT_BUFFER_TYPE( Modulate ) consts; /*if( params[BASETEXTURE]->IsTexture() ) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); StoreVertexShaderTextureTransform( consts.BaseTextureTransform, BASETEXTURETRANSFORM ); }*/ //pShaderAPI->GetFogParamsAndColor( consts.FogParams.Base(), consts.FogColor.Base() ); // set constant color for modulation SetModulationDynamicState( consts.ModulationColor ); // 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 ); } UPDATE_CONSTANT_BUFFER( Modulate, consts ); DECLARE_DYNAMIC_VERTEX_SHADER( modulate_vs40 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( modulate_vs40 ); DECLARE_DYNAMIC_PIXEL_SHADER( modulate_ps40 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteZ && bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( modulate_ps40 ); } 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 #endif