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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_dx80.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_dx80.cpp')
| -rw-r--r-- | materialsystem/stdshaders/portal_dx80.cpp | 307 |
1 files changed, 307 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/portal_dx80.cpp b/materialsystem/stdshaders/portal_dx80.cpp new file mode 100644 index 0000000..079b653 --- /dev/null +++ b/materialsystem/stdshaders/portal_dx80.cpp @@ -0,0 +1,307 @@ +//========= 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 + + |