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83 lines
2.5 KiB
83 lines
2.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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#include "BaseVSShader.h" |
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#include "portal_refract_dx8_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_dx8 ) |
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BEGIN_VS_SHADER( PortalRefract_dx8, "PortalRefract_dx8" ) |
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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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END_SHADER_PARAMS |
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void SetupVarsPortalRefract_DX8( PortalRefractVarsDX8_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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} |
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bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const |
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{ |
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return false; |
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} |
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SHADER_INIT_PARAMS() |
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{ |
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PortalRefractVarsDX8_t info; |
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SetupVarsPortalRefract_DX8( info ); |
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InitParamsPortalRefract_DX8( 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() < 80 ) |
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{ |
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return "Wireframe"; |
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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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PortalRefractVarsDX8_t info; |
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SetupVarsPortalRefract_DX8( info ); |
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InitPortalRefract_DX8( this, params, info ); |
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} |
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SHADER_DRAW |
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{ |
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// Skip drawing stage 0 in DX8 |
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bool bDraw = true; |
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if ( params[STAGE]->GetIntValue() == 0 ) |
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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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PortalRefractVarsDX8_t info; |
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SetupVarsPortalRefract_DX8( info ); |
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DrawPortalRefract_DX8( 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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