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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/portal_dx80.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/portal_dx80.cpp')
-rw-r--r--materialsystem/stdshaders/portal_dx80.cpp307
1 files changed, 307 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/portal_dx80.cpp b/materialsystem/stdshaders/portal_dx80.cpp
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+++ b/materialsystem/stdshaders/portal_dx80.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include "portal_vs11.inc"
+#include "portal_ps11.inc"
+#include "convar.h"
+
+
+DEFINE_FALLBACK_SHADER( Portal, Portal_DX80 )
+
+BEGIN_VS_SHADER( Portal_DX80,
+ "Help for Portal 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" )
+ SHADER_PARAM( USEALTERNATEVIEWMATRIX, SHADER_PARAM_TYPE_INTEGER, "1", "Use the alternate view matrix instead of the current view matrix" )
+ SHADER_PARAM( ALTERNATEVIEWMATRIX, SHADER_PARAM_TYPE_MATRIX, "0", "The alternate view matrix to use when $usealternateviewmatrix is enabled" )
+ END_SHADER_PARAMS
+
+SHADER_INIT_PARAMS()
+{
+ SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
+ if( !params[BASETEXTURE]->IsDefined() )
+ {
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
+ }
+}
+
+SHADER_FALLBACK
+{
+ if( !g_pHardwareConfig->SupportsVertexAndPixelShaders() )
+ return "Portal_DX60";
+
+ return 0;
+}
+
+int iMaxTextureStages;
+
+SHADER_INIT
+{
+ iMaxTextureStages = min( 3, g_pHardwareConfig->GetSamplerCount() );
+
+ if (params[BASETEXTURE]->IsDefined() )
+ LoadTexture( BASETEXTURE );
+ if( params[STATICBLENDTEXTURE]->IsDefined() )
+ LoadTexture( STATICBLENDTEXTURE );
+ if( (iMaxTextureStages > 1) && 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 );
+
+ if ( !params[USEALTERNATEVIEWMATRIX]->IsDefined() )
+ params[USEALTERNATEVIEWMATRIX]->SetIntValue( 0 );
+
+ if ( !params[ALTERNATEVIEWMATRIX]->IsDefined() )
+ {
+ VMatrix matIdentity;
+ matIdentity.Identity();
+ params[ALTERNATEVIEWMATRIX]->SetMatrixValue( matIdentity );
+ }
+}
+
+SHADER_DRAW
+{
+ bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture();
+ bool bAlphaMaskTexture = ((iMaxTextureStages > 1) && (params[ALPHAMASKTEXTURE]->IsTexture()))?(1):(0); //must support at least 2 texture stages to use any kind of mask
+
+ float fStaticAmount = params[STATICAMOUNT]->GetFloatValue();
+
+ SHADOW_STATE
+ {
+ SetInitialShadowState();
+ 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->EnableAlphaTest( true );
+
+ if( ((iMaxTextureStages < 3) && bStaticBlendTexture) || bAlphaMaskTexture ) //in multipass modes, we need alpha to mix portal static, other
+ {
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ }
+ else
+ {
+ pShaderShadow->EnableBlending( false );
+ }
+
+ int fmt = VERTEX_POSITION | VERTEX_NORMAL;
+ int userDataSize = 0;
+ int iTexCoords = 1;
+ if( IS_FLAG_SET( MATERIAL_VAR_MODEL ) )
+ {
+ userDataSize = 4;
+ }
+ else
+ {
+ fmt |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
+ }
+ pShaderShadow->VertexShaderVertexFormat( fmt, iTexCoords, NULL, userDataSize );
+
+ DECLARE_STATIC_VERTEX_SHADER( portal_vs11 );
+ SET_STATIC_VERTEX_SHADER_COMBO( MAXTEXTURESTAGES, (iMaxTextureStages - 1) );
+ SET_STATIC_VERTEX_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture );
+ SET_STATIC_VERTEX_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture );
+ SET_STATIC_VERTEX_SHADER_COMBO( USEALTERNATEVIEW, (params[USEALTERNATEVIEWMATRIX]->GetIntValue() != 0) );
+ SET_STATIC_VERTEX_SHADER( portal_vs11 );
+
+ DECLARE_STATIC_PIXEL_SHADER( portal_ps11 );
+ SET_STATIC_PIXEL_SHADER_COMBO( MAXTEXTURESTAGES, (iMaxTextureStages - 1) );
+ SET_STATIC_PIXEL_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture );
+ SET_STATIC_PIXEL_SHADER( portal_ps11 );
+
+ }
+ DYNAMIC_STATE
+ {
+ pShaderAPI->SetDefaultState();
+
+ //x is static, y is inverse static
+ float pc0[4] = { fStaticAmount, 1.0f - fStaticAmount, 0.0f, 0.0f };
+ pShaderAPI->SetPixelShaderConstant( 0, pc0 );
+
+ if ( params[USEALTERNATEVIEWMATRIX]->GetIntValue() != 0 )
+ {
+ const VMatrix &matCustomView = params[ALTERNATEVIEWMATRIX]->GetMatrixValue();
+
+ VMatrix matProj;
+ pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProj.Base() );
+ MatrixTranspose( matProj, matProj );
+
+ VMatrix matFinal;
+ MatrixMultiply( matProj, matCustomView, matFinal );
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, matFinal.Base(), 4 );
+ }
+ }
+
+
+ if( iMaxTextureStages == 3 )
+ {
+ SinglePass( pShaderShadow, pShaderAPI, params, fStaticAmount, bStaticBlendTexture, bAlphaMaskTexture );
+ }
+ else
+ {
+ MultiPass_CutoutPass( pShaderShadow, pShaderAPI, params, bAlphaMaskTexture );
+ if( bStaticBlendTexture ) //if we don't have a static texture, the cutout pass will mix in gray for any static amount
+ MultiPass_StaticPass( pShaderShadow, pShaderAPI, params, bAlphaMaskTexture );
+ }
+}
+
+void SinglePass( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, float fStaticAmount, bool bStaticBlendTexture, bool bAlphaMaskTexture )
+{
+ SHADOW_STATE
+ {
+ // source render target that contains the image that we are warping.
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ if( bStaticBlendTexture || bAlphaMaskTexture )
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+
+ if( bStaticBlendTexture && bAlphaMaskTexture )
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+
+ }
+ DYNAMIC_STATE
+ {
+ if ( params[BASETEXTURE]->IsTexture() )
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ else
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
+
+ bool bHasStatic = (fStaticAmount > 0.0f);
+ bool bUsingStaticTexture = (bStaticBlendTexture && bHasStatic);
+
+ if ( bAlphaMaskTexture )
+ {
+ BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
+ if ( bUsingStaticTexture )
+ BindTexture( SHADER_SAMPLER2, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
+ }
+ else
+ {
+ if ( bUsingStaticTexture )
+ BindTexture( SHADER_SAMPLER1, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
+ }
+
+ int iHasStatic = bHasStatic?1:0;
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( portal_vs11 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( ADDSTATIC, iHasStatic );
+ SET_DYNAMIC_VERTEX_SHADER( portal_vs11 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( portal_ps11 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( ADDSTATIC, iHasStatic );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( portal_ps11 );
+ }
+ Draw();
+}
+
+
+void MultiPass_CutoutPass( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, bool bAlphaMaskTexture )
+{
+ //the basic portal effect
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ if( bAlphaMaskTexture )
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ }
+ DYNAMIC_STATE
+ {
+ if ( params[BASETEXTURE]->IsTexture() )
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ else
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
+
+ if( bAlphaMaskTexture )
+ BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( portal_vs11 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( ADDSTATIC, 0 );
+ SET_DYNAMIC_VERTEX_SHADER( portal_vs11 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( portal_ps11 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( ADDSTATIC, 0 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( portal_ps11 );
+ }
+ Draw();
+}
+
+
+void MultiPass_StaticPass( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, bool bAlphaMaskTexture )
+{
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ if( bAlphaMaskTexture )
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
+ if( bAlphaMaskTexture )
+ BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( portal_vs11 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( ADDSTATIC, 1 );
+ SET_DYNAMIC_VERTEX_SHADER( portal_vs11 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( portal_ps11 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( ADDSTATIC, 1 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( portal_ps11 );
+ }
+ Draw();
+}
+
+END_SHADER
+
+