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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/portal_dx60.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/portal_dx60.cpp')
| -rw-r--r-- | materialsystem/stdshaders/portal_dx60.cpp | 205 |
1 files changed, 205 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/portal_dx60.cpp b/materialsystem/stdshaders/portal_dx60.cpp new file mode 100644 index 0000000..489db66 --- /dev/null +++ b/materialsystem/stdshaders/portal_dx60.cpp @@ -0,0 +1,205 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" +#include "convar.h" +#include "d3dx.h" + +DEFINE_FALLBACK_SHADER( Portal, Portal_DX60 ) + +BEGIN_VS_SHADER( Portal_DX60, + "Help for Portal_DX60 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" ) + END_SHADER_PARAMS + +SHADER_INIT_PARAMS() +{ + SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); +} + +SHADER_FALLBACK +{ + return 0; //it doesn't get any simpler than this +} + +SHADER_INIT +{ + if( params[STATICBLENDTEXTURE]->IsDefined() ) + LoadTexture( STATICBLENDTEXTURE ); + if( 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 ); +} + +SHADER_DRAW +{ + bool bAlphaMaskTexture = params[ALPHAMASKTEXTURE]->IsTexture(); + + SHADOW_STATE + { + SetInitialShadowState(); + + bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); + + 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->EnableDepthWrites( true ); + + if( bAlphaMaskTexture ) + { + pShaderShadow->EnableAlphaTest( true ); + if( bIsModel ) + pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 ); + else + pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 | SHADER_DRAW_LIGHTMAP_TEXCOORD1 ); + } + else + { + if( bIsModel ) + pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); + else + pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); + } + } + DYNAMIC_STATE + { + pShaderAPI->SetDefaultState(); + } + + if( bAlphaMaskTexture ) + StaticPass_WithAlphaMask( pShaderShadow, pShaderAPI, params ); //portal static texture blending + else + StaticPass_NoAlphaMask( pShaderShadow, pShaderAPI, params ); //portal static texture blending +} + + +void StaticPass_NoAlphaMask( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params ) +{ + bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture(); + + SHADOW_STATE + { + if( bStaticBlendTexture ) + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + } + DYNAMIC_STATE + { + if( bStaticBlendTexture ) + BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME ); + else + pShaderAPI->Color4f( 0.5f, 0.5f, 0.5f, 0.0f ); + } + Draw(); +} + + +void StaticPass_WithAlphaMask( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params ) +{ + bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture(); + + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->EnableBlending( true ); + pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + + pShaderShadow->EnableCustomPixelPipe( true ); + pShaderShadow->CustomTextureStages( 2 ); + + //portal static + if( bStaticBlendTexture ) + { + pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, + SHADER_TEXCHANNEL_COLOR, + SHADER_TEXOP_SELECTARG1, + SHADER_TEXARG_TEXTURE, SHADER_TEXARG_TEXTURE ); + } + else + { + pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, + SHADER_TEXCHANNEL_COLOR, + SHADER_TEXOP_SELECTARG1, + SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_CONSTANTCOLOR ); + } + + pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, + SHADER_TEXCHANNEL_ALPHA, + SHADER_TEXOP_SELECTARG1, + SHADER_TEXARG_ZERO, SHADER_TEXARG_ZERO ); + + + //alpha mask + pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, + SHADER_TEXCHANNEL_COLOR, + SHADER_TEXOP_SELECTARG1, + SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_PREVIOUSSTAGE ); + + pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, + SHADER_TEXCHANNEL_ALPHA, + SHADER_TEXOP_SELECTARG1, + SHADER_TEXARG_TEXTUREALPHA, SHADER_TEXARG_TEXTUREALPHA ); + } + DYNAMIC_STATE + { + if( bStaticBlendTexture ) + BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME ); + else + pShaderAPI->Color4f( 0.5f, 0.5f, 0.5f, 0.0f ); + + BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME ); + } + Draw(); + SHADOW_STATE + { + pShaderShadow->EnableCustomPixelPipe( false ); + } +} + +END_SHADER + + |