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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_refract_dx8_helper.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/portal_refract_dx8_helper.cpp')
-rw-r--r--materialsystem/stdshaders/portal_refract_dx8_helper.cpp145
1 files changed, 145 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/portal_refract_dx8_helper.cpp b/materialsystem/stdshaders/portal_refract_dx8_helper.cpp
new file mode 100644
index 0000000..930ea1f
--- /dev/null
+++ b/materialsystem/stdshaders/portal_refract_dx8_helper.cpp
@@ -0,0 +1,145 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+#include "BaseVSShader.h"
+#include "mathlib/vmatrix.h"
+#include "portal_refract_dx8_helper.h"
+#include "convar.h"
+
+// Auto generated inc files
+#include "portal_refract_vs11.inc"
+#include "portal_refract_ps11.inc"
+
+void InitParamsPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, PortalRefractVarsDX8_t &info )
+{
+ // Set material flags
+ SET_FLAGS( MATERIAL_VAR_MODEL );
+ SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
+
+ // Set material parameter default values
+ if ( ( info.m_nStage != -1 ) && ( !params[info.m_nStage]->IsDefined() ) )
+ {
+ params[info.m_nStage]->SetIntValue( 0 );
+ }
+
+ if ( ( info.m_nPortalOpenAmount != -1 ) && ( !params[info.m_nPortalOpenAmount]->IsDefined() ) )
+ {
+ params[info.m_nPortalOpenAmount]->SetFloatValue( kDefaultPortalOpenAmount );
+ }
+
+ if ( ( info.m_nPortalStatic != -1 ) && ( !params[info.m_nPortalStatic]->IsDefined() ) )
+ {
+ params[info.m_nPortalStatic]->SetFloatValue( kDefaultPortalStatic );
+ }
+}
+
+void InitPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, PortalRefractVarsDX8_t &info )
+{
+ if ( (info.m_nPortalMaskTexture != -1) && params[info.m_nPortalMaskTexture]->IsDefined() )
+ {
+ pShader->LoadTexture( info.m_nPortalMaskTexture );
+ }
+
+ if ( (info.m_nPortalColorTexture != -1) && params[info.m_nPortalColorTexture]->IsDefined() )
+ {
+ pShader->LoadTexture( info.m_nPortalColorTexture );
+ }
+}
+
+void DrawPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params,
+ IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, PortalRefractVarsDX8_t &info )
+{
+ int nStage = IS_PARAM_DEFINED( info.m_nStage ) ? params[info.m_nStage]->GetIntValue() : 0;
+
+ SHADOW_STATE
+ {
+ // Set stream format
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_NORMAL, 1, NULL, 4 );
+
+ // Vertex Shader
+ DECLARE_STATIC_VERTEX_SHADER( portal_refract_vs11 );
+ SET_STATIC_VERTEX_SHADER_COMBO( STAGE, nStage );
+ SET_STATIC_VERTEX_SHADER( portal_refract_vs11 );
+
+ // Pixel Shader
+ DECLARE_STATIC_PIXEL_SHADER( portal_refract_ps11 );
+ SET_STATIC_PIXEL_SHADER_COMBO( STAGE, nStage );
+ SET_STATIC_PIXEL_SHADER( portal_refract_ps11 );
+
+ // Textures
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+
+ // Enable alpha testing for all stages
+ pShaderShadow->EnableAlphaTest( true );
+ pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.5f );
+
+ // Enable alpha blending for stage 2
+ if ( nStage == 2 )
+ {
+ pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 1.0f/255.0f );
+ }
+
+ // Disable z-writes for all passes
+ pShaderShadow->EnableDepthWrites( false );
+
+ // Disable alpha-writes for all passes
+ pShaderShadow->EnableAlphaWrites( false );
+
+ pShader->DefaultFog();
+ }
+ DYNAMIC_STATE
+ {
+ // Set Vertex Shader Combos
+ DECLARE_DYNAMIC_VERTEX_SHADER( portal_refract_vs11 );
+ SET_DYNAMIC_VERTEX_SHADER( portal_refract_vs11 );
+
+ // Set Vertex Shader Constants
+ if ( IS_PARAM_DEFINED( info.m_nTextureTransform ) )
+ {
+ pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nTextureTransform );
+ }
+
+ // Time % 1000
+ float vPackedVsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ vPackedVsConst1[0] = pShaderAPI->CurrentTime();
+ vPackedVsConst1[0] -= (float)( floor( vPackedVsConst1[0] / 1000.0f ) ) * 1000.0f;
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 );
+
+ // Set Pixel Shader Combos
+ DECLARE_DYNAMIC_PIXEL_SHADER( portal_refract_ps11 );
+ SET_DYNAMIC_PIXEL_SHADER( portal_refract_ps11 );
+
+ // Bind textures
+ pShader->BindTexture( SHADER_SAMPLER0, info.m_nPortalColorTexture );
+ pShader->BindTexture( SHADER_SAMPLER1, info.m_nPortalMaskTexture );
+
+ // Set Pixel Shader Constants
+ pShaderAPI->SetPixelShaderFogParams( 6 );
+
+ // Set c0-c3 to contain four rows of ViewProj matrix
+ VMatrix mView, mProj;
+ pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
+ pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
+ VMatrix mViewProj = mView * mProj;
+ mViewProj = mViewProj.Transpose();
+ pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 4 );
+
+ // Portal open amount
+ float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ vPackedConst1[0] = ( IS_PARAM_DEFINED( info.m_nPortalOpenAmount ) ? params[info.m_nPortalOpenAmount]->GetFloatValue() : kDefaultPortalOpenAmount );
+ vPackedConst1[1] = 1.0f - ( IS_PARAM_DEFINED( info.m_nPortalStatic ) ? params[info.m_nPortalStatic]->GetFloatValue() : kDefaultPortalStatic );
+ vPackedConst1[2] = ( IS_PARAM_DEFINED( info.m_nPortalColorScale ) ? params[info.m_nPortalColorScale]->GetFloatValue() : kDefaultPortalColorScale ) / 4.0f; // Will scale by 4 in ps
+
+ //vPackedConst4[0] = 0.6f;
+ //DevMsg( "Refract Time: %f\n", vPackedConst4[0] );
+
+ pShaderAPI->SetPixelShaderConstant( 1, vPackedConst1, 1 );
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vPackedConst1, 1 );
+
+ // Camera position
+ float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
+ pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
+ }
+ pShader->Draw();
+}