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205 lines
6.1 KiB
205 lines
6.1 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "BaseVSShader.h" |
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#include "convar.h" |
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#include "d3dx.h" |
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DEFINE_FALLBACK_SHADER( Portal, Portal_DX60 ) |
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BEGIN_VS_SHADER( Portal_DX60, |
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"Help for Portal_DX60 shader" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) |
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SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) |
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SHADER_PARAM( STATICAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.0", "Amount of the static blend texture to blend into the base texture" ) |
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SHADER_PARAM( STATICBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "When adding static, this is the texture that gets blended in" ) |
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SHADER_PARAM( STATICBLENDTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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SHADER_PARAM( ALPHAMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "An alpha mask for odd shaped portals" ) |
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SHADER_PARAM( ALPHAMASKTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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SHADER_PARAM( RENDERFIXZ, SHADER_PARAM_TYPE_INTEGER, "0", "Special depth handling, intended for rendering bug workarounds for extremely close polygons" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); |
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} |
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SHADER_FALLBACK |
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{ |
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return 0; //it doesn't get any simpler than this |
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} |
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SHADER_INIT |
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{ |
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if( params[STATICBLENDTEXTURE]->IsDefined() ) |
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LoadTexture( STATICBLENDTEXTURE ); |
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if( params[ALPHAMASKTEXTURE]->IsDefined() ) |
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LoadTexture( ALPHAMASKTEXTURE ); |
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if( !params[STATICAMOUNT]->IsDefined() ) |
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params[STATICAMOUNT]->SetFloatValue( 0.0f ); |
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if( !params[STATICAMOUNT]->IsDefined() ) |
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params[STATICAMOUNT]->SetFloatValue( 0.0f ); |
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if( !params[STATICBLENDTEXTURE]->IsDefined() ) |
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params[STATICBLENDTEXTURE]->SetIntValue( 0 ); |
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if( !params[STATICBLENDTEXTUREFRAME]->IsDefined() ) |
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params[STATICBLENDTEXTUREFRAME]->SetIntValue( 0 ); |
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if( !params[ALPHAMASKTEXTURE]->IsDefined() ) |
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params[ALPHAMASKTEXTURE]->SetIntValue( 0 ); |
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if( !params[ALPHAMASKTEXTUREFRAME]->IsDefined() ) |
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params[ALPHAMASKTEXTUREFRAME]->SetIntValue( 0 ); |
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if( !params[RENDERFIXZ]->IsDefined() ) |
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params[RENDERFIXZ]->SetIntValue( 0 ); |
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} |
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SHADER_DRAW |
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{ |
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bool bAlphaMaskTexture = params[ALPHAMASKTEXTURE]->IsTexture(); |
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SHADOW_STATE |
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{ |
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SetInitialShadowState(); |
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bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); |
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FogToFogColor(); |
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if( params[RENDERFIXZ]->GetIntValue() == 0 ) |
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{ |
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//pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); //a portal is effectively a decal on top of a wall |
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_NEAREROREQUAL ); |
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} |
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else |
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{ |
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DISABLE ); |
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS ); |
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pShaderShadow->EnableDepthTest( false ); |
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pShaderShadow->EnableDepthWrites( false ); |
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} |
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pShaderShadow->EnableDepthWrites( true ); |
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if( bAlphaMaskTexture ) |
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{ |
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pShaderShadow->EnableAlphaTest( true ); |
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if( bIsModel ) |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 ); |
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else |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 | SHADER_DRAW_LIGHTMAP_TEXCOORD1 ); |
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} |
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else |
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{ |
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if( bIsModel ) |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); |
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else |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); |
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} |
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} |
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DYNAMIC_STATE |
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{ |
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pShaderAPI->SetDefaultState(); |
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} |
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if( bAlphaMaskTexture ) |
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StaticPass_WithAlphaMask( pShaderShadow, pShaderAPI, params ); //portal static texture blending |
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else |
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StaticPass_NoAlphaMask( pShaderShadow, pShaderAPI, params ); //portal static texture blending |
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} |
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void StaticPass_NoAlphaMask( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params ) |
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{ |
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bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture(); |
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SHADOW_STATE |
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{ |
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if( bStaticBlendTexture ) |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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} |
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DYNAMIC_STATE |
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{ |
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if( bStaticBlendTexture ) |
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BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME ); |
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else |
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pShaderAPI->Color4f( 0.5f, 0.5f, 0.5f, 0.0f ); |
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} |
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Draw(); |
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} |
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void StaticPass_WithAlphaMask( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params ) |
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{ |
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bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture(); |
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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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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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pShaderShadow->EnableCustomPixelPipe( true ); |
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pShaderShadow->CustomTextureStages( 2 ); |
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//portal static |
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if( bStaticBlendTexture ) |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_COLOR, |
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SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_TEXTURE ); |
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} |
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else |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_COLOR, |
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SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_CONSTANTCOLOR ); |
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} |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_ALPHA, |
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SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_ZERO, SHADER_TEXARG_ZERO ); |
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//alpha mask |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_COLOR, |
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SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_PREVIOUSSTAGE ); |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_ALPHA, |
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SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_TEXTUREALPHA, SHADER_TEXARG_TEXTUREALPHA ); |
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} |
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DYNAMIC_STATE |
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{ |
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if( bStaticBlendTexture ) |
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BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME ); |
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else |
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pShaderAPI->Color4f( 0.5f, 0.5f, 0.5f, 0.0f ); |
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BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME ); |
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} |
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Draw(); |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableCustomPixelPipe( false ); |
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} |
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} |
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END_SHADER |
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