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98 lines
3.0 KiB
98 lines
3.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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#include "BaseVSShader.h" |
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#include "portal_refract_helper.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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DEFINE_FALLBACK_SHADER( PortalRefract, PortalRefract_dx9 ) |
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BEGIN_VS_SHADER( PortalRefract_dx9, "PortalRefract" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( STAGE, SHADER_PARAM_TYPE_INTEGER, "0", "Stage of portal rendering (0, 1, 2)" ) |
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SHADER_PARAM( PORTALOPENAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal open amount 0.0-1.0" ) |
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SHADER_PARAM( PORTALSTATIC, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal static amount 0.0-1.0" ) |
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SHADER_PARAM( PORTALMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Mask texture" ) |
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SHADER_PARAM( TEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "Texcoord transform" ) |
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SHADER_PARAM( PORTALCOLORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Color texture" ) |
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SHADER_PARAM( PORTALCOLORSCALE, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal color scale" ) |
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SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" ) |
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END_SHADER_PARAMS |
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void SetupVarsPortalRefract( PortalRefractVars_t &info ) |
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{ |
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info.m_nStage = STAGE; |
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info.m_nPortalOpenAmount = PORTALOPENAMOUNT; |
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info.m_nPortalStatic = PORTALSTATIC; |
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info.m_nPortalMaskTexture = PORTALMASKTEXTURE; |
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info.m_nTextureTransform = TEXTURETRANSFORM; |
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info.m_nPortalColorTexture = PORTALCOLORTEXTURE; |
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info.m_nPortalColorScale = PORTALCOLORSCALE; |
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info.m_nTime = TIME; |
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} |
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bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const |
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{ |
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// For setting model flag at load time |
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if ( bCheckSpecificToThisFrame == false ) |
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return true; |
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// We only need the texture for stage 0 |
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if ( params[STAGE]->GetIntValue() == 0 ) |
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{ |
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//Msg( "Portal Refract @ %f time\n", params[TIME]->GetFloatValue() ); |
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return true; |
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} |
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else |
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{ |
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return false; |
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} |
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} |
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SHADER_INIT_PARAMS() |
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{ |
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PortalRefractVars_t info; |
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SetupVarsPortalRefract( info ); |
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InitParamsPortalRefract( this, params, pMaterialName, info ); |
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} |
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SHADER_FALLBACK |
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{ |
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
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{ |
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return "PortalRefract_dx8"; |
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} |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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PortalRefractVars_t info; |
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SetupVarsPortalRefract( info ); |
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InitPortalRefract( this, params, info ); |
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} |
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SHADER_DRAW |
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{ |
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// Skip drawing if in stage 0 and the portal isn't partially opened |
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bool bDraw = true; |
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if ( ( params[STAGE]->GetIntValue() == 0 ) && ( ( params[PORTALOPENAMOUNT]->GetFloatValue() <= 0.0f ) || ( params[PORTALOPENAMOUNT]->GetFloatValue() >= 1.0f ) ) ) // If in stage 0 and not partially opened |
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{ |
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bDraw = false; |
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} |
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// If ( snapshotting ) or ( we need to draw this frame ) |
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if ( ( pShaderShadow != NULL ) || ( bDraw == true ) ) |
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{ |
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PortalRefractVars_t info; |
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SetupVarsPortalRefract( info ); |
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DrawPortalRefract( this, params, pShaderAPI, pShaderShadow, info ); |
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} |
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else // We're not snapshotting and we don't need to draw this frame |
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{ |
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// Skip this pass! |
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Draw( false ); |
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} |
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} |
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END_SHADER
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