diff options
Diffstat (limited to 'materialsystem/stdshaders/portalstaticoverlay_dx60.cpp')
| -rw-r--r-- | materialsystem/stdshaders/portalstaticoverlay_dx60.cpp | 181 |
1 files changed, 181 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/portalstaticoverlay_dx60.cpp b/materialsystem/stdshaders/portalstaticoverlay_dx60.cpp new file mode 100644 index 0000000..709a6bf --- /dev/null +++ b/materialsystem/stdshaders/portalstaticoverlay_dx60.cpp @@ -0,0 +1,181 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" +#include "convar.h" +#include "d3dx.h" + +DEFINE_FALLBACK_SHADER( PortalStaticOverlay, PortalStaticOverlay_DX60 ); + +BEGIN_VS_SHADER( PortalStaticOverlay_DX60, + "Help for PortalStaticOverlay_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( NOCOLORWRITE, SHADER_PARAM_TYPE_INTEGER, "0", "" ) + END_SHADER_PARAMS + + +SHADER_INIT_PARAMS() +{ + SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); +} + +SHADER_FALLBACK +{ + 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 +{ + 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 ); + + pShaderShadow->EnableAlphaTest( true ); + pShaderShadow->EnableColorWrites( params[NOCOLORWRITE]->GetIntValue() == 0 ); + } + DYNAMIC_STATE + { + pShaderAPI->SetDefaultState(); + } + + if( params[ALPHAMASKTEXTURE]->IsTexture() ) + StaticPass_WithAlphaMask( pShaderShadow, pShaderAPI, params ); //portal static texture blending, with an alpha mask + else + StaticPass_NoAlphaMask( pShaderShadow, pShaderAPI, params ); //portal static texture blending +} + +void StaticPass_NoAlphaMask( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params ) +{ + SHADOW_STATE + { + pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); + + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + + pShaderShadow->EnableBlending( true ); + pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + + pShaderShadow->EnableCustomPixelPipe( true ); + pShaderShadow->CustomTextureStages( 1 ); + + pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, + SHADER_TEXCHANNEL_COLOR, + SHADER_TEXOP_SELECTARG1, + SHADER_TEXARG_TEXTURE, SHADER_TEXARG_TEXTURE ); + + pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, + SHADER_TEXCHANNEL_ALPHA, + SHADER_TEXOP_BLEND_CONSTANTALPHA, + SHADER_TEXARG_ZERO, SHADER_TEXARG_ONE ); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME ); + pShaderAPI->Color4f( 0.0f, 0.0f, 0.0f, params[STATICAMOUNT]->GetFloatValue() ); + } + Draw(); + SHADOW_STATE + { + pShaderShadow->EnableCustomPixelPipe( false ); + } +} + + +void StaticPass_WithAlphaMask( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params ) +{ + SHADOW_STATE + { + pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 ); + + 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 + pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, + SHADER_TEXCHANNEL_COLOR, + SHADER_TEXOP_SELECTARG1, + SHADER_TEXARG_TEXTURE, SHADER_TEXARG_TEXTURE ); + + pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, + SHADER_TEXCHANNEL_ALPHA, + SHADER_TEXOP_BLEND_CONSTANTALPHA, + SHADER_TEXARG_ZERO, SHADER_TEXARG_ONE ); + + + //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_MODULATE, + SHADER_TEXARG_TEXTUREALPHA, SHADER_TEXARG_PREVIOUSSTAGE ); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME ); + BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME ); + + pShaderAPI->Color4f( 0.0f, 0.0f, 0.0f, params[STATICAMOUNT]->GetFloatValue() ); + } + Draw(); + SHADOW_STATE + { + pShaderShadow->EnableCustomPixelPipe( false ); + } +} + +END_SHADER + + |