113 lines
3.4 KiB
C++
113 lines
3.4 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#include "shaderlib/cshader.h"
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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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BEGIN_SHADER( Rift_DX6,
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"Help for Rift_DX6" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "second texture" )
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SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $texture2" )
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SHADER_PARAM( TEXTURE2TRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$texture2 texcoord transform" )
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END_SHADER_PARAMS
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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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if (params[TEXTURE2]->IsDefined())
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{
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LoadTexture( TEXTURE2 );
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}
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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SetModulationShadowState();
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// Either we've got a constant modulation
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bool isTranslucent = IsAlphaModulating();
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// Or we've got a texture alpha on either texture
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isTranslucent = isTranslucent || TextureIsTranslucent( BASETEXTURE, true ) ||
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TextureIsTranslucent( TEXTURE2, true );
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if ( isTranslucent )
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{
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if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
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{
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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}
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else
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{
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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}
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else
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{
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if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
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{
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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}
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}
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pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
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pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 );
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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// 1) Take a coordinate in camera space
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// 2) Flip Y by multiplying by -1
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// 3) Transform from [-w,w] to [0,2*w]
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// 4) Transform from [0,2*w] to [0,w]
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// We'll end up dividing by w in the pixel shader to get to [0,1]
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VMatrix matProjection, matYFlip, matHalf, matOffset, matBaseTransform;
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s_pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProjection.m[0] );
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MatrixTranspose( matProjection, matProjection );
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MatrixBuildScale( matYFlip, 1.0f, -1.0f, 1.0f );
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MatrixBuildTranslation( matOffset, 1.0f, 1.0f, 0.0f );
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MatrixBuildScale( matHalf, 0.5f, 0.5f, 1.0f );
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MatrixMultiply( matYFlip, matProjection, matBaseTransform );
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MatrixMultiply( matOffset, matBaseTransform, matBaseTransform );
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MatrixMultiply( matHalf, matBaseTransform, matBaseTransform );
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// tranpose before going into the shaderapi. . . suck
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MatrixTranspose( matBaseTransform, matBaseTransform );
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s_pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
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s_pShaderAPI->LoadMatrix( &matBaseTransform[0][0] );
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// NOTE: This *must* be set after LoadMatrix since LoadMatrix slams the texture dimension
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pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 3, true );
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BindTexture( SHADER_SAMPLER1, TEXTURE2, FRAME2 );
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, TEXTURE2TRANSFORM );
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SetModulationDynamicState();
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}
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Draw();
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}
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END_SHADER
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