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-rw-r--r--materialsystem/stdshaders/portal_dx60.cpp205
1 files changed, 205 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/portal_dx60.cpp b/materialsystem/stdshaders/portal_dx60.cpp
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+++ b/materialsystem/stdshaders/portal_dx60.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include "convar.h"
+#include "d3dx.h"
+
+DEFINE_FALLBACK_SHADER( Portal, Portal_DX60 )
+
+BEGIN_VS_SHADER( Portal_DX60,
+ "Help for Portal_DX60 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" )
+ END_SHADER_PARAMS
+
+SHADER_INIT_PARAMS()
+{
+ SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
+}
+
+SHADER_FALLBACK
+{
+ return 0; //it doesn't get any simpler than this
+}
+
+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[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 );
+}
+
+SHADER_DRAW
+{
+ bool bAlphaMaskTexture = params[ALPHAMASKTEXTURE]->IsTexture();
+
+ SHADOW_STATE
+ {
+ SetInitialShadowState();
+
+ bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
+
+ 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->EnableDepthWrites( true );
+
+ if( bAlphaMaskTexture )
+ {
+ pShaderShadow->EnableAlphaTest( true );
+ if( bIsModel )
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
+ else
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 | SHADER_DRAW_LIGHTMAP_TEXCOORD1 );
+ }
+ else
+ {
+ if( bIsModel )
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
+ else
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
+ }
+ }
+ DYNAMIC_STATE
+ {
+ pShaderAPI->SetDefaultState();
+ }
+
+ if( bAlphaMaskTexture )
+ StaticPass_WithAlphaMask( pShaderShadow, pShaderAPI, params ); //portal static texture blending
+ else
+ StaticPass_NoAlphaMask( pShaderShadow, pShaderAPI, params ); //portal static texture blending
+}
+
+
+void StaticPass_NoAlphaMask( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params )
+{
+ bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture();
+
+ SHADOW_STATE
+ {
+ if( bStaticBlendTexture )
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ }
+ DYNAMIC_STATE
+ {
+ if( bStaticBlendTexture )
+ BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
+ else
+ pShaderAPI->Color4f( 0.5f, 0.5f, 0.5f, 0.0f );
+ }
+ Draw();
+}
+
+
+void StaticPass_WithAlphaMask( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params )
+{
+ bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture();
+
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+
+ pShaderShadow->EnableCustomPixelPipe( true );
+ pShaderShadow->CustomTextureStages( 2 );
+
+ //portal static
+ if( bStaticBlendTexture )
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR,
+ SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_TEXTURE );
+ }
+ else
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR,
+ SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_CONSTANTCOLOR );
+ }
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA,
+ SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_ZERO, SHADER_TEXARG_ZERO );
+
+
+ //alpha mask
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR,
+ SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_PREVIOUSSTAGE );
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_ALPHA,
+ SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_TEXTUREALPHA, SHADER_TEXARG_TEXTUREALPHA );
+ }
+ DYNAMIC_STATE
+ {
+ if( bStaticBlendTexture )
+ BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
+ else
+ pShaderAPI->Color4f( 0.5f, 0.5f, 0.5f, 0.0f );
+
+ BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
+ }
+ Draw();
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableCustomPixelPipe( false );
+ }
+}
+
+END_SHADER
+
+