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. ============//
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "portal_refract_dx8_helper.h"
#include "convar.h"
// Auto generated inc files
#include "portal_refract_vs11.inc"
#include "portal_refract_ps11.inc"
void InitParamsPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, PortalRefractVarsDX8_t &info )
{
// Set material flags
SET_FLAGS( MATERIAL_VAR_MODEL );
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
// Set material parameter default values
if ( ( info.m_nStage != -1 ) && ( !params[info.m_nStage]->IsDefined() ) )
{
params[info.m_nStage]->SetIntValue( 0 );
}
if ( ( info.m_nPortalOpenAmount != -1 ) && ( !params[info.m_nPortalOpenAmount]->IsDefined() ) )
{
params[info.m_nPortalOpenAmount]->SetFloatValue( kDefaultPortalOpenAmount );
}
if ( ( info.m_nPortalStatic != -1 ) && ( !params[info.m_nPortalStatic]->IsDefined() ) )
{
params[info.m_nPortalStatic]->SetFloatValue( kDefaultPortalStatic );
}
}
void InitPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, PortalRefractVarsDX8_t &info )
{
if ( (info.m_nPortalMaskTexture != -1) && params[info.m_nPortalMaskTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nPortalMaskTexture );
}
if ( (info.m_nPortalColorTexture != -1) && params[info.m_nPortalColorTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nPortalColorTexture );
}
}
void DrawPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params,
IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, PortalRefractVarsDX8_t &info )
{
int nStage = IS_PARAM_DEFINED( info.m_nStage ) ? params[info.m_nStage]->GetIntValue() : 0;
SHADOW_STATE
{
// Set stream format
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_NORMAL, 1, NULL, 4 );
// Vertex Shader
DECLARE_STATIC_VERTEX_SHADER( portal_refract_vs11 );
SET_STATIC_VERTEX_SHADER_COMBO( STAGE, nStage );
SET_STATIC_VERTEX_SHADER( portal_refract_vs11 );
// Pixel Shader
DECLARE_STATIC_PIXEL_SHADER( portal_refract_ps11 );
SET_STATIC_PIXEL_SHADER_COMBO( STAGE, nStage );
SET_STATIC_PIXEL_SHADER( portal_refract_ps11 );
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
// Enable alpha testing for all stages
pShaderShadow->EnableAlphaTest( true );
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.5f );
// Enable alpha blending for stage 2
if ( nStage == 2 )
{
pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 1.0f/255.0f );
}
// Disable z-writes for all passes
pShaderShadow->EnableDepthWrites( false );
// Disable alpha-writes for all passes
pShaderShadow->EnableAlphaWrites( false );
pShader->DefaultFog();
}
DYNAMIC_STATE
{
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( portal_refract_vs11 );
SET_DYNAMIC_VERTEX_SHADER( portal_refract_vs11 );
// Set Vertex Shader Constants
if ( IS_PARAM_DEFINED( info.m_nTextureTransform ) )
{
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nTextureTransform );
}
// Time % 1000
float vPackedVsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPackedVsConst1[0] = pShaderAPI->CurrentTime();
vPackedVsConst1[0] -= (float)( floor( vPackedVsConst1[0] / 1000.0f ) ) * 1000.0f;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 );
// Set Pixel Shader Combos
DECLARE_DYNAMIC_PIXEL_SHADER( portal_refract_ps11 );
SET_DYNAMIC_PIXEL_SHADER( portal_refract_ps11 );
// Bind textures
pShader->BindTexture( SHADER_SAMPLER0, info.m_nPortalColorTexture );
pShader->BindTexture( SHADER_SAMPLER1, info.m_nPortalMaskTexture );
// Set Pixel Shader Constants
pShaderAPI->SetPixelShaderFogParams( 6 );
// Set c0-c3 to contain four rows of ViewProj matrix
VMatrix mView, mProj;
pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
VMatrix mViewProj = mView * mProj;
mViewProj = mViewProj.Transpose();
pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 4 );
// Portal open amount
float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPackedConst1[0] = ( IS_PARAM_DEFINED( info.m_nPortalOpenAmount ) ? params[info.m_nPortalOpenAmount]->GetFloatValue() : kDefaultPortalOpenAmount );
vPackedConst1[1] = 1.0f - ( IS_PARAM_DEFINED( info.m_nPortalStatic ) ? params[info.m_nPortalStatic]->GetFloatValue() : kDefaultPortalStatic );
vPackedConst1[2] = ( IS_PARAM_DEFINED( info.m_nPortalColorScale ) ? params[info.m_nPortalColorScale]->GetFloatValue() : kDefaultPortalColorScale ) / 4.0f; // Will scale by 4 in ps
//vPackedConst4[0] = 0.6f;
//DevMsg( "Refract Time: %f\n", vPackedConst4[0] );
pShaderAPI->SetPixelShaderConstant( 1, vPackedConst1, 1 );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vPackedConst1, 1 );
// Camera position
float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
}
pShader->Draw();
}