Files
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

282 lines
8.6 KiB
C++

//========= 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