hl2_src-leak-2017/src/materialsystem/stdshaders/rift_dx8.cpp

103 lines
2.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "rift_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( Rift_DX8,
"Help for Rift_DX8" )
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_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
}
SHADER_INIT
{
if (params[BASETEXTURE]->IsDefined())
{
LoadTexture( BASETEXTURE );
}
if (params[TEXTURE2]->IsDefined())
{
LoadTexture( TEXTURE2 );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
// 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 );
}
}
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
pShaderShadow->SetVertexShader( "rift_vs11", 0 );
pShaderShadow->SetPixelShader( "rift_ps11", 0 );
DefaultFog();
}
DYNAMIC_STATE
{
BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME );
pShaderAPI->SetTextureTransformDimension( 0, 3, true );
BindTexture( SHADER_TEXTURE_STAGE1, TEXTURE2, FRAME2 );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, TEXTURE2TRANSFORM );
// used to invert y
float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 );
SetModulationPixelShaderDynamicState( 0 );
rift_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
END_SHADER