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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/portalstaticoverlay.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/portalstaticoverlay.cpp')
| -rw-r--r-- | materialsystem/stdshaders/portalstaticoverlay.cpp | 198 |
1 files changed, 198 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/portalstaticoverlay.cpp b/materialsystem/stdshaders/portalstaticoverlay.cpp new file mode 100644 index 0000000..5ee3ea6 --- /dev/null +++ b/materialsystem/stdshaders/portalstaticoverlay.cpp @@ -0,0 +1,198 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" +#include "convar.h" +#include "portalstaticoverlay_vs20.inc" +#include "portalstaticoverlay_ps20.inc" +#include "portalstaticoverlay_ps20b.inc" +#include "cpp_shader_constant_register_map.h" + +BEGIN_VS_SHADER( PortalStaticOverlay, + "Help for PortalStaticOverlay 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( NOCOLORWRITE, SHADER_PARAM_TYPE_INTEGER, "0", "" ) + END_SHADER_PARAMS + + +SHADER_INIT_PARAMS() +{ + SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); +} + +SHADER_FALLBACK +{ + if( !g_pHardwareConfig->SupportsVertexAndPixelShaders() ) + return "PortalStaticOverlay_DX60"; + + return 0; +} + +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[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[NOCOLORWRITE]->IsDefined() ) + params[NOCOLORWRITE]->SetIntValue( 0 ); +} + +SHADER_DRAW +{ + bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture(); + bool bAlphaMaskTexture = params[ALPHAMASKTEXTURE]->IsTexture(); //must support 2 texture stages to use a mask + + bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); + bool bColorWrites = params[NOCOLORWRITE]->GetIntValue() == 0; + + SHADOW_STATE + { + SetInitialShadowState(); + FogToFogColor(); + + //pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); //a portal is effectively a decal on top of a wall + pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_NEAREROREQUAL ); + + pShaderShadow->EnableDepthWrites( true ); + + if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) + { + pShaderShadow->EnableSRGBWrite( true ); + } + + pShaderShadow->EnableBlending( true ); + pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + + pShaderShadow->EnableAlphaTest( true ); + pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f ); + + pShaderShadow->EnableColorWrites( bColorWrites ); + + if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) + pShaderShadow->EnableSRGBWrite( true ); + + if( bStaticBlendTexture || bAlphaMaskTexture ) + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + if( bStaticBlendTexture && bAlphaMaskTexture ) + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + + int fmt = VERTEX_POSITION | VERTEX_NORMAL; + int userDataSize = 0; + if( bIsModel ) + { + userDataSize = 4; + } + else + { + fmt |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; + } + pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, userDataSize ); + + DECLARE_STATIC_VERTEX_SHADER( portalstaticoverlay_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); + SET_STATIC_VERTEX_SHADER( portalstaticoverlay_vs20 ); + + // Avoid setting a pixel shader when only doing depth/stencil operations, as recommended by PIX + if( bColorWrites || bAlphaMaskTexture || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() ) + { + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( portalstaticoverlay_ps20b ); + SET_STATIC_PIXEL_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture ); + SET_STATIC_PIXEL_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture ); + SET_STATIC_PIXEL_SHADER( portalstaticoverlay_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( portalstaticoverlay_ps20 ); + SET_STATIC_PIXEL_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture ); + SET_STATIC_PIXEL_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture ); + SET_STATIC_PIXEL_SHADER( portalstaticoverlay_ps20 ); + } + } + } + DYNAMIC_STATE + { + pShaderAPI->SetDefaultState(); + + float fStaticAmount = params[STATICAMOUNT]->GetFloatValue(); + + //x is static, y is inverse static + float pc0[4] = { fStaticAmount, 1.0f - fStaticAmount, 0.0f, 0.0f }; + pShaderAPI->SetPixelShaderConstant( 0, pc0 ); + + if ( bStaticBlendTexture ) + { + BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME ); + if( bAlphaMaskTexture ) + BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME ); + } + else if( bAlphaMaskTexture ) + { + BindTexture( SHADER_SAMPLER0, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME ); + } + + pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); + + float vEyePos_SpecExponent[4]; + pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); + vEyePos_SpecExponent[3] = 0.0f; + pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); + + DECLARE_DYNAMIC_VERTEX_SHADER( portalstaticoverlay_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER( portalstaticoverlay_vs20 ); + + // Avoid setting a pixel shader when only doing depth/stencil operations, as recommended by PIX + if( bColorWrites || bAlphaMaskTexture || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() ) + { + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( portalstaticoverlay_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( portalstaticoverlay_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( portalstaticoverlay_ps20 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( portalstaticoverlay_ps20 ); + } + } + } + + Draw(); +} + +END_SHADER + + |