Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "portal_vs11.inc"
#include "portal_ps11.inc"
#include "convar.h"
DEFINE_FALLBACK_SHADER( Portal, Portal_DX80 )
BEGIN_VS_SHADER( Portal_DX80,
"Help for Portal shader" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM( STATICAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.0", "Amount of the static blend texture to blend into the base texture" )
SHADER_PARAM( STATICBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "When adding static, this is the texture that gets blended in" )
SHADER_PARAM( STATICBLENDTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( ALPHAMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "An alpha mask for odd shaped portals" )
SHADER_PARAM( ALPHAMASKTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( RENDERFIXZ, SHADER_PARAM_TYPE_INTEGER, "0", "Special depth handling, intended for rendering bug workarounds for extremely close polygons" )
SHADER_PARAM( USEALTERNATEVIEWMATRIX, SHADER_PARAM_TYPE_INTEGER, "1", "Use the alternate view matrix instead of the current view matrix" )
SHADER_PARAM( ALTERNATEVIEWMATRIX, SHADER_PARAM_TYPE_MATRIX, "0", "The alternate view matrix to use when $usealternateviewmatrix is enabled" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
if( !params[BASETEXTURE]->IsDefined() )
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
}
}
SHADER_FALLBACK
{
if( !g_pHardwareConfig->SupportsVertexAndPixelShaders() )
return "Portal_DX60";
return 0;
}
int iMaxTextureStages;
SHADER_INIT
{
iMaxTextureStages = min( 3, g_pHardwareConfig->GetSamplerCount() );
if (params[BASETEXTURE]->IsDefined() )
LoadTexture( BASETEXTURE );
if( params[STATICBLENDTEXTURE]->IsDefined() )
LoadTexture( STATICBLENDTEXTURE );
if( (iMaxTextureStages > 1) && params[ALPHAMASKTEXTURE]->IsDefined() )
LoadTexture( ALPHAMASKTEXTURE );
if( !params[STATICAMOUNT]->IsDefined() )
params[STATICAMOUNT]->SetFloatValue( 0.0f );
if( !params[STATICAMOUNT]->IsDefined() )
params[STATICAMOUNT]->SetFloatValue( 0.0f );
if( !params[STATICBLENDTEXTURE]->IsDefined() )
params[STATICBLENDTEXTURE]->SetIntValue( 0 );
if( !params[STATICBLENDTEXTUREFRAME]->IsDefined() )
params[STATICBLENDTEXTUREFRAME]->SetIntValue( 0 );
if( !params[ALPHAMASKTEXTURE]->IsDefined() )
params[ALPHAMASKTEXTURE]->SetIntValue( 0 );
if( !params[ALPHAMASKTEXTUREFRAME]->IsDefined() )
params[ALPHAMASKTEXTUREFRAME]->SetIntValue( 0 );
if( !params[RENDERFIXZ]->IsDefined() )
params[RENDERFIXZ]->SetIntValue( 0 );
if ( !params[USEALTERNATEVIEWMATRIX]->IsDefined() )
params[USEALTERNATEVIEWMATRIX]->SetIntValue( 0 );
if ( !params[ALTERNATEVIEWMATRIX]->IsDefined() )
{
VMatrix matIdentity;
matIdentity.Identity();
params[ALTERNATEVIEWMATRIX]->SetMatrixValue( matIdentity );
}
}
SHADER_DRAW
{
bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture();
bool bAlphaMaskTexture = ((iMaxTextureStages > 1) && (params[ALPHAMASKTEXTURE]->IsTexture()))?(1):(0); //must support at least 2 texture stages to use any kind of mask
float fStaticAmount = params[STATICAMOUNT]->GetFloatValue();
SHADOW_STATE
{
SetInitialShadowState();
FogToFogColor();
if( params[RENDERFIXZ]->GetIntValue() == 0 )
{
//pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); //a portal is effectively a decal on top of a wall
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_NEAREROREQUAL );
}
else
{
pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DISABLE );
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS );
pShaderShadow->EnableDepthTest( false );
pShaderShadow->EnableDepthWrites( false );
}
pShaderShadow->EnableAlphaTest( true );
if( ((iMaxTextureStages < 3) && bStaticBlendTexture) || bAlphaMaskTexture ) //in multipass modes, we need alpha to mix portal static, other
{
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
else
{
pShaderShadow->EnableBlending( false );
}
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
int userDataSize = 0;
int iTexCoords = 1;
if( IS_FLAG_SET( MATERIAL_VAR_MODEL ) )
{
userDataSize = 4;
}
else
{
fmt |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
}
pShaderShadow->VertexShaderVertexFormat( fmt, iTexCoords, NULL, userDataSize );
DECLARE_STATIC_VERTEX_SHADER( portal_vs11 );
SET_STATIC_VERTEX_SHADER_COMBO( MAXTEXTURESTAGES, (iMaxTextureStages - 1) );
SET_STATIC_VERTEX_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture );
SET_STATIC_VERTEX_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture );
SET_STATIC_VERTEX_SHADER_COMBO( USEALTERNATEVIEW, (params[USEALTERNATEVIEWMATRIX]->GetIntValue() != 0) );
SET_STATIC_VERTEX_SHADER( portal_vs11 );
DECLARE_STATIC_PIXEL_SHADER( portal_ps11 );
SET_STATIC_PIXEL_SHADER_COMBO( MAXTEXTURESTAGES, (iMaxTextureStages - 1) );
SET_STATIC_PIXEL_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture );
SET_STATIC_PIXEL_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture );
SET_STATIC_PIXEL_SHADER( portal_ps11 );
}
DYNAMIC_STATE
{
pShaderAPI->SetDefaultState();
//x is static, y is inverse static
float pc0[4] = { fStaticAmount, 1.0f - fStaticAmount, 0.0f, 0.0f };
pShaderAPI->SetPixelShaderConstant( 0, pc0 );
if ( params[USEALTERNATEVIEWMATRIX]->GetIntValue() != 0 )
{
const VMatrix &matCustomView = params[ALTERNATEVIEWMATRIX]->GetMatrixValue();
VMatrix matProj;
pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProj.Base() );
MatrixTranspose( matProj, matProj );
VMatrix matFinal;
MatrixMultiply( matProj, matCustomView, matFinal );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, matFinal.Base(), 4 );
}
}
if( iMaxTextureStages == 3 )
{
SinglePass( pShaderShadow, pShaderAPI, params, fStaticAmount, bStaticBlendTexture, bAlphaMaskTexture );
}
else
{
MultiPass_CutoutPass( pShaderShadow, pShaderAPI, params, bAlphaMaskTexture );
if( bStaticBlendTexture ) //if we don't have a static texture, the cutout pass will mix in gray for any static amount
MultiPass_StaticPass( pShaderShadow, pShaderAPI, params, bAlphaMaskTexture );
}
}
void SinglePass( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, float fStaticAmount, bool bStaticBlendTexture, bool bAlphaMaskTexture )
{
SHADOW_STATE
{
// source render target that contains the image that we are warping.
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
if( bStaticBlendTexture || bAlphaMaskTexture )
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
if( bStaticBlendTexture && bAlphaMaskTexture )
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
}
DYNAMIC_STATE
{
if ( params[BASETEXTURE]->IsTexture() )
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
else
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
bool bHasStatic = (fStaticAmount > 0.0f);
bool bUsingStaticTexture = (bStaticBlendTexture && bHasStatic);
if ( bAlphaMaskTexture )
{
BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
if ( bUsingStaticTexture )
BindTexture( SHADER_SAMPLER2, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
}
else
{
if ( bUsingStaticTexture )
BindTexture( SHADER_SAMPLER1, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
}
int iHasStatic = bHasStatic?1:0;
DECLARE_DYNAMIC_VERTEX_SHADER( portal_vs11 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( ADDSTATIC, iHasStatic );
SET_DYNAMIC_VERTEX_SHADER( portal_vs11 );
DECLARE_DYNAMIC_PIXEL_SHADER( portal_ps11 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( ADDSTATIC, iHasStatic );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( portal_ps11 );
}
Draw();
}
void MultiPass_CutoutPass( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, bool bAlphaMaskTexture )
{
//the basic portal effect
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
if( bAlphaMaskTexture )
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
}
DYNAMIC_STATE
{
if ( params[BASETEXTURE]->IsTexture() )
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
else
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
if( bAlphaMaskTexture )
BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
DECLARE_DYNAMIC_VERTEX_SHADER( portal_vs11 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( ADDSTATIC, 0 );
SET_DYNAMIC_VERTEX_SHADER( portal_vs11 );
DECLARE_DYNAMIC_PIXEL_SHADER( portal_ps11 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( ADDSTATIC, 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( portal_ps11 );
}
Draw();
}
void MultiPass_StaticPass( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, bool bAlphaMaskTexture )
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
if( bAlphaMaskTexture )
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
if( bAlphaMaskTexture )
BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
DECLARE_DYNAMIC_VERTEX_SHADER( portal_vs11 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( ADDSTATIC, 1 );
SET_DYNAMIC_VERTEX_SHADER( portal_vs11 );
DECLARE_DYNAMIC_PIXEL_SHADER( portal_ps11 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( ADDSTATIC, 1 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( portal_ps11 );
}
Draw();
}
END_SHADER