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https://github.com/celisej567/cool-source-archive.git
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282 lines
8.6 KiB
C++
282 lines
8.6 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=====================================================================================//
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#if 0
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#include "BaseVSShader.h"
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#include "modulate_vs40.inc"
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#include "modulate_ps40.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//#include "cloak_blended_pass_helper.h"
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CREATE_CONSTANT_BUFFER( Modulate )
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{
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// vsh
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Vector4D BaseTextureTransform[2];
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Vector4D ModulationColor;
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// psh
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Vector4D WhiteGrayMix;
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Vector4D FogParams;
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Vector4D FogColor;
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};
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DEFINE_FALLBACK_SHADER( Modulate, Modulate_DX11 )
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BEGIN_VS_SHADER( Modulate_DX11,
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"Help for Modulate" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( WRITEZ, SHADER_PARAM_TYPE_BOOL, "0", "Forces z to be written if set" )
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SHADER_PARAM( MOD2X, SHADER_PARAM_TYPE_BOOL, "0", "forces a 2x modulate so that you can brighten and darken things" )
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// Cloak Pass
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SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" )
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SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
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SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" )
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
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END_SHADER_PARAMS
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DECLARE_CONSTANT_BUFFER( Modulate )
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SHADER_FALLBACK
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{
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return 0;
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}
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// Cloak Pass
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//void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info )
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//{
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// info.m_nCloakFactor = CLOAKFACTOR;
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//// info.m_nCloakColorTint = CLOAKCOLORTINT;
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// info.m_nRefractAmount = REFRACTAMOUNT;
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//}
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bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
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{
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//if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
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//{
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// if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time
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// return true;
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// else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
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// return true;
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// // else, not cloaking this frame, so check flag2 in case the base material still needs it
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//}
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// Check flag2 if not drawing cloak pass
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return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
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}
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bool IsTranslucent( IMaterialVar **params ) const
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{
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//if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
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//{
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// if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
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// return true;
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// else, not cloaking this frame, so check flag in case the base material still needs it
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//}
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// Check flag if not drawing cloak pass
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return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
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}
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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// Cloak Pass
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//if ( !params[CLOAKPASSENABLED]->IsDefined() )
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//{
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// params[CLOAKPASSENABLED]->SetIntValue( 0 );
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//}
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//else if ( params[CLOAKPASSENABLED]->GetIntValue() )
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//{
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// CloakBlendedPassVars_t info;
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// SetupVarsCloakBlendedPass( info );
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// InitParamsCloakBlendedPass( this, params, pMaterialName, info );
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//}
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}
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SHADER_INIT
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{
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if (params[BASETEXTURE]->IsDefined())
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{
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LoadTexture( BASETEXTURE );
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}
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// Cloak Pass
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//if ( params[CLOAKPASSENABLED]->GetIntValue() )
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//{
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// CloakBlendedPassVars_t info;
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// SetupVarsCloakBlendedPass( info );
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// InitCloakBlendedPass( this, params, info );
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//}
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}
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SHADER_DRAW
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{
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// Skip the standard rendering if cloak pass is fully opaque
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bool bDrawStandardPass = true;
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//if ( params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting
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//{
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// CloakBlendedPassVars_t info;
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// SetupVarsCloakBlendedPass( info );
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// if ( CloakBlendedPassIsFullyOpaque( params, info ) )
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// {
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// bDrawStandardPass = false;
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// }
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//}
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// Standard rendering pass
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if ( bDrawStandardPass )
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{
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bool bMod2X = params[MOD2X]->IsDefined() && params[MOD2X]->GetIntValue();
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bool bVertexColorOrAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) || IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
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bool bWriteZ = params[WRITEZ]->GetIntValue() != 0;
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BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true );
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bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use
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SHADOW_STATE
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{
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if( bMod2X )
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{
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
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}
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else
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{
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
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}
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if ( bWriteZ )
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{
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// This overrides the disabling of depth writes performed in
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// EnableAlphaBlending
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pShaderShadow->EnableDepthWrites( true );
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}
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unsigned int flags = VERTEX_POSITION;
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int numTexCoords = 0;
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int userDataSize = 0;
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if( params[BASETEXTURE]->IsTexture() )
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{
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numTexCoords = 1;
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}
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if( bVertexColorOrAlpha )
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{
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flags |= VERTEX_COLOR;
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}
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// HACK: add 1 texcoord if these verts are too thin (to do with how we
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// bind stream 2 - see CShaderShadowDX8::VertexShaderVertexFormat)
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// FIXME: instead of this, don't add stream 2 elements to all vertex decls!
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if ( !( flags & VERTEX_COLOR ) && ( numTexCoords == 0 ) )
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{
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numTexCoords = 1;
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}
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// This shader supports compressed vertices, so OR in that flag:
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flags |= VERTEX_FORMAT_COMPRESSED;
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, NULL, userDataSize );
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SetVertexShaderConstantBuffer( 0, SHADER_CONSTANTBUFFER_SKINNING );
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SetVertexShaderConstantBuffer( 1, SHADER_CONSTANTBUFFER_PERFRAME );
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SetVertexShaderConstantBuffer( 2, SHADER_CONSTANTBUFFER_PERSCENE );
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SetVertexShaderConstantBuffer( 3, CONSTANT_BUFFER( Modulate ) );
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SetPixelShaderConstantBuffer( 0, SHADER_CONSTANTBUFFER_PERFRAME );
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SetPixelShaderConstantBuffer( 1, SHADER_CONSTANTBUFFER_PERSCENE );
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SetPixelShaderConstantBuffer( 2, CONSTANT_BUFFER( Modulate ) );
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DECLARE_STATIC_VERTEX_SHADER( modulate_vs40 );
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SET_STATIC_VERTEX_SHADER( modulate_vs40 );
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DECLARE_STATIC_PIXEL_SHADER( modulate_ps40 );
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SET_STATIC_PIXEL_SHADER( modulate_ps40 );
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// We need to fog to *white* regardless of overbrighting...
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if( bMod2X )
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{
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FogToGrey();
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}
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else
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{
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FogToOOOverbright();
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}
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pShaderShadow->EnableAlphaWrites( bWriteZ && bFullyOpaque );
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}
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DYNAMIC_STATE
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{
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ALIGN16 CONSTANT_BUFFER_TYPE( Modulate ) consts;
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/*if( params[BASETEXTURE]->IsTexture() )
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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StoreVertexShaderTextureTransform( consts.BaseTextureTransform, BASETEXTURETRANSFORM );
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}*/
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//pShaderAPI->GetFogParamsAndColor( consts.FogParams.Base(), consts.FogColor.Base() );
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// set constant color for modulation
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SetModulationDynamicState( consts.ModulationColor );
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// We need to fog to *white* regardless of overbrighting...
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if( bMod2X )
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{
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float grey[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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pShaderAPI->SetPixelShaderConstant( 0, grey );
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}
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else
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{
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float white[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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pShaderAPI->SetPixelShaderConstant( 0, white );
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}
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UPDATE_CONSTANT_BUFFER( Modulate, consts );
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DECLARE_DYNAMIC_VERTEX_SHADER( modulate_vs40 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( modulate_vs40 );
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DECLARE_DYNAMIC_PIXEL_SHADER( modulate_ps40 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteZ && bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( modulate_ps40 );
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}
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Draw();
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}
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else
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{
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// Skip this pass!
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Draw( false );
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}
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// Cloak Pass
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//if ( params[CLOAKPASSENABLED]->GetIntValue() )
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//{
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// If ( snapshotting ) or ( we need to draw this frame )
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// if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) )
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// {
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// CloakBlendedPassVars_t info;
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// SetupVarsCloakBlendedPass( info );
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// DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
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// }
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// else // We're not snapshotting and we don't need to draw this frame
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// {
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// // Skip this pass!
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// Draw( false );
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// }
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//}
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}
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END_SHADER
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#endif
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