diff options
| 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_refract_dx8.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_refract_dx8.cpp')
| -rw-r--r-- | materialsystem/stdshaders/portal_refract_dx8.cpp | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/portal_refract_dx8.cpp b/materialsystem/stdshaders/portal_refract_dx8.cpp new file mode 100644 index 0000000..261aebb --- /dev/null +++ b/materialsystem/stdshaders/portal_refract_dx8.cpp @@ -0,0 +1,83 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// + +#include "BaseVSShader.h" +#include "portal_refract_dx8_helper.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( PortalRefract, PortalRefract_dx8 ) +BEGIN_VS_SHADER( PortalRefract_dx8, "PortalRefract_dx8" ) + BEGIN_SHADER_PARAMS + SHADER_PARAM( STAGE, SHADER_PARAM_TYPE_INTEGER, "0", "Stage of portal rendering (0, 1, 2)" ) + SHADER_PARAM( PORTALOPENAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal open amount 0.0-1.0" ) + SHADER_PARAM( PORTALSTATIC, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal static amount 0.0-1.0" ) + SHADER_PARAM( PORTALMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Mask texture" ) + SHADER_PARAM( TEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "Texcoord transform" ) + SHADER_PARAM( PORTALCOLORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Color texture" ) + SHADER_PARAM( PORTALCOLORSCALE, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal color scale" ) + END_SHADER_PARAMS + + void SetupVarsPortalRefract_DX8( PortalRefractVarsDX8_t &info ) + { + info.m_nStage = STAGE; + info.m_nPortalOpenAmount = PORTALOPENAMOUNT; + info.m_nPortalStatic = PORTALSTATIC; + info.m_nPortalMaskTexture = PORTALMASKTEXTURE; + info.m_nTextureTransform = TEXTURETRANSFORM; + info.m_nPortalColorTexture = PORTALCOLORTEXTURE; + info.m_nPortalColorScale = PORTALCOLORSCALE; + } + + bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const + { + return false; + } + + SHADER_INIT_PARAMS() + { + PortalRefractVarsDX8_t info; + SetupVarsPortalRefract_DX8( info ); + InitParamsPortalRefract_DX8( this, params, pMaterialName, info ); + } + + SHADER_FALLBACK + { + if ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) + { + return "Wireframe"; + } + + return 0; + } + + SHADER_INIT + { + PortalRefractVarsDX8_t info; + SetupVarsPortalRefract_DX8( info ); + InitPortalRefract_DX8( this, params, info ); + } + + SHADER_DRAW + { + // Skip drawing stage 0 in DX8 + bool bDraw = true; + if ( params[STAGE]->GetIntValue() == 0 ) + { + bDraw = false; + } + + // If ( snapshotting ) or ( we need to draw this frame ) + if ( ( pShaderShadow != NULL ) || ( bDraw == true ) ) + { + PortalRefractVarsDX8_t info; + SetupVarsPortalRefract_DX8( info ); + DrawPortalRefract_DX8( this, params, pShaderAPI, pShaderShadow, info ); + } + else // We're not snapshotting and we don't need to draw this frame + { + // Skip this pass! + Draw( false ); + } + } +END_SHADER |