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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/portalstaticoverlay.cpp
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Diffstat (limited to 'materialsystem/stdshaders/portalstaticoverlay.cpp')
-rw-r--r--materialsystem/stdshaders/portalstaticoverlay.cpp198
1 files changed, 198 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/portalstaticoverlay.cpp b/materialsystem/stdshaders/portalstaticoverlay.cpp
new file mode 100644
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+++ b/materialsystem/stdshaders/portalstaticoverlay.cpp
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+//========= 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
+
+