//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" //#include "cloak_blended_pass_helper.h" #include "unlittwotexture_vs40.inc" #include "unlittwotexture_ps40.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" CREATE_CONSTANT_BUFFER( UnlitTwoTexture ) { // vsh Vector4D BaseTextureTransform[2]; Vector4D BaseTexture2Transform[2]; // psh Vector4D ModulationColor; Vector4D FogParams; Vector4D FogColor; }; DEFINE_FALLBACK_SHADER( UnlitTwoTexture, UnlitTwoTexture_DX11 ) //extern ConVar r_flashlight_version2; BEGIN_VS_SHADER( UnlitTwoTexture_DX11, "Help for UnlitTwoTexture_DX11" ) 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 DECLARE_CONSTANT_BUFFER( UnlitTwoTexture ) SHADER_INIT_GLOBAL { INIT_CONSTANT_BUFFER( UnlitTwoTexture ); } 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 ); 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 ) ) // { // bDrawStandardPass = false; // } //} // Skip flashlight pass for unlit stuff //bool bNewFlashlightPath = IsX360() || ( r_flashlight_version2.GetInt() != 0 ); //if ( bDrawStandardPass && ( pShaderShadow == NULL ) && ( pShaderAPI != NULL ) && // !bNewFlashlightPath && ( pShaderAPI->InFlashlightMode() ) ) // not snapshotting && flashlight pass) //{ // bDrawStandardPass = false; //} // Standard rendering pass if ( bDrawStandardPass ) { 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 { // 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( ); } } // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; if (IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR )) { flags |= VERTEX_COLOR; } pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); SetVertexShaderConstantBuffer( 0, SHADER_CONSTANTBUFFER_SKINNING ); SetVertexShaderConstantBuffer( 1, SHADER_CONSTANTBUFFER_PERFRAME ); SetVertexShaderConstantBuffer( 2, SHADER_CONSTANTBUFFER_PERSCENE ); SetVertexShaderConstantBuffer( 3, CONSTANT_BUFFER( UnlitTwoTexture ) ); SetPixelShaderConstantBuffer( 0, SHADER_CONSTANTBUFFER_PERFRAME ); SetPixelShaderConstantBuffer( 1, SHADER_CONSTANTBUFFER_PERSCENE ); SetPixelShaderConstantBuffer( 2, CONSTANT_BUFFER( UnlitTwoTexture ) ); DECLARE_STATIC_VERTEX_SHADER( unlittwotexture_vs40 ); SET_STATIC_VERTEX_SHADER( unlittwotexture_vs40 ); DECLARE_STATIC_PIXEL_SHADER( unlittwotexture_ps40 ); SET_STATIC_PIXEL_SHADER( unlittwotexture_ps40 ); DefaultFog(); pShaderShadow->EnableAlphaWrites( bFullyOpaque ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER1, TEXTURE2, FRAME2 ); ALIGN16 CONSTANT_BUFFER_TYPE( UnlitTwoTexture ) consts; pShaderAPI->GetFogParamsAndColor( consts.FogParams.Base(), consts.FogColor.Base() ); StoreVertexShaderTextureTransform( consts.BaseTextureTransform, BASETEXTURETRANSFORM ); StoreVertexShaderTextureTransform( consts.BaseTexture2Transform, TEXTURE2TRANSFORM ); SetModulationDynamicState_LinearColorSpace( consts.ModulationColor ); UPDATE_CONSTANT_BUFFER( UnlitTwoTexture, consts ); MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; int numBones = pShaderAPI->GetCurrentNumBones(); DECLARE_DYNAMIC_VERTEX_SHADER( unlittwotexture_vs40 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( unlittwotexture_vs40 ); DECLARE_DYNAMIC_PIXEL_SHADER( unlittwotexture_ps40 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( unlittwotexture_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