hl2_src-leak-2017/src/materialsystem/stdshaders/rift_dx6.cpp

113 lines
3.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_SHADER( Rift_DX6,
"Help for Rift_DX6" )
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" )
END_SHADER_PARAMS
SHADER_INIT
{
if (params[BASETEXTURE]->IsDefined())
{
LoadTexture( BASETEXTURE );
}
if (params[TEXTURE2]->IsDefined())
{
LoadTexture( TEXTURE2 );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
SetModulationShadowState();
// 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 );
}
}
pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 );
DefaultFog();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
// 1) Take a coordinate in camera space
// 2) Flip Y by multiplying by -1
// 3) Transform from [-w,w] to [0,2*w]
// 4) Transform from [0,2*w] to [0,w]
// We'll end up dividing by w in the pixel shader to get to [0,1]
VMatrix matProjection, matYFlip, matHalf, matOffset, matBaseTransform;
s_pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProjection.m[0] );
MatrixTranspose( matProjection, matProjection );
MatrixBuildScale( matYFlip, 1.0f, -1.0f, 1.0f );
MatrixBuildTranslation( matOffset, 1.0f, 1.0f, 0.0f );
MatrixBuildScale( matHalf, 0.5f, 0.5f, 1.0f );
MatrixMultiply( matYFlip, matProjection, matBaseTransform );
MatrixMultiply( matOffset, matBaseTransform, matBaseTransform );
MatrixMultiply( matHalf, matBaseTransform, matBaseTransform );
// tranpose before going into the shaderapi. . . suck
MatrixTranspose( matBaseTransform, matBaseTransform );
s_pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
s_pShaderAPI->LoadMatrix( &matBaseTransform[0][0] );
// NOTE: This *must* be set after LoadMatrix since LoadMatrix slams the texture dimension
pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 3, true );
BindTexture( SHADER_SAMPLER1, TEXTURE2, FRAME2 );
SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, TEXTURE2TRANSFORM );
SetModulationDynamicState();
}
Draw();
}
END_SHADER