mirror of
https://github.com/celisej567/cool-source-archive.git
synced 2026-09-09 20:09:18 +03:00
275 lines
8.8 KiB
C++
275 lines
8.8 KiB
C++
//===== 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
|