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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "portal_vs20.inc"
#include "portal_ps20.inc"
#include "portal_ps20b.inc"
#include "convar.h"
#include "cpp_shader_constant_register_map.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Portal, Portal_DX90 )
BEGIN_VS_SHADER( Portal_DX90, "Help for Portal 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" ) SHADER_PARAM( USEALTERNATEVIEWMATRIX, SHADER_PARAM_TYPE_INTEGER, "1", "Use the alternate view matrix instead of the current view matrix" ) SHADER_PARAM( ALTERNATEVIEWMATRIX, SHADER_PARAM_TYPE_MATRIX, "0", "The alternate view matrix to use when $usealternateviewmatrix is enabled" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); if( !params[BASETEXTURE]->IsDefined() ) { SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); } }
SHADER_FALLBACK { return 0; }
SHADER_INIT { if ( params[BASETEXTURE]->IsDefined() ) { if ( IsGameConsole() ) { // prevent unused rt access
IMaterialVar* pNameVar = params[BASETEXTURE]; const char *pStringValue = pNameVar->GetStringValue(); if ( !V_stricmp( pStringValue, "_rt_portal1" ) || !V_stricmp( pStringValue, "_rt_portal2" ) ) { pNameVar->SetStringValue( "white" ); } } LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); }
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 );
if ( !params[USEALTERNATEVIEWMATRIX]->IsDefined() ) params[USEALTERNATEVIEWMATRIX]->SetIntValue( 0 );
if ( !params[ALTERNATEVIEWMATRIX]->IsDefined() ) { VMatrix matIdentity; matIdentity.Identity(); params[ALTERNATEVIEWMATRIX]->SetMatrixValue( matIdentity ); } }
SHADER_DRAW { bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture(); bool bAlphaMaskTexture = ( params[ALPHAMASKTEXTURE]->IsTexture()? 1 : 0 ); float fStaticAmount = params[STATICAMOUNT]->GetFloatValue(); SHADOW_STATE { SetInitialShadowState(); 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->EnableAlphaTest( true );
if( bAlphaMaskTexture ) { pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } else { pShaderShadow->EnableBlending( false ); }
pShaderShadow->EnableSRGBWrite( true );
int fmt = VERTEX_POSITION | VERTEX_NORMAL; int userDataSize = 0; int iTexCoords = 2; if( IS_FLAG_SET( MATERIAL_VAR_MODEL ) ) { userDataSize = 4; } else { fmt |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; } pShaderShadow->VertexShaderVertexFormat( fmt, iTexCoords, NULL, userDataSize );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
if( bStaticBlendTexture || bAlphaMaskTexture ) pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
if( bStaticBlendTexture && bAlphaMaskTexture ) pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Sampler for nvidia's stereo hackery
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false );
DECLARE_STATIC_VERTEX_SHADER( portal_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture ); SET_STATIC_VERTEX_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture ); SET_STATIC_VERTEX_SHADER_COMBO( USEALTERNATEVIEW, (params[USEALTERNATEVIEWMATRIX]->GetIntValue() != 0) ); SET_STATIC_VERTEX_SHADER( portal_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( portal_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture ); SET_STATIC_PIXEL_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture ); SET_STATIC_PIXEL_SHADER( portal_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( portal_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture ); SET_STATIC_PIXEL_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture ); SET_STATIC_PIXEL_SHADER( portal_ps20 ); }
} DYNAMIC_STATE { pShaderAPI->SetDefaultState();
//x is static, y is inverse static
float pc0[4] = { fStaticAmount, 1.0f - fStaticAmount, 0.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 0, pc0 );
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 );
if ( params[BASETEXTURE]->IsTexture() ) BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, FRAME ); else pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
bool bHasStatic = (fStaticAmount > 0.0f); bool bUsingStaticTexture = (bStaticBlendTexture && bHasStatic);
if ( bAlphaMaskTexture ) { BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME ); if ( bUsingStaticTexture ) BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME ); } else { if ( bUsingStaticTexture ) BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME ); }
if ( params[USEALTERNATEVIEWMATRIX]->GetIntValue() != 0 ) { const VMatrix &matCustomView = params[ALTERNATEVIEWMATRIX]->GetMatrixValue(); VMatrix matProj; pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProj.Base() ); MatrixTranspose( matProj, matProj );
VMatrix matFinal; MatrixMultiply( matProj, matCustomView, matFinal ); #ifdef _PS3
// PS3's Cg likes things in row-major rather than column-major
MatrixTranspose( matFinal, matFinal ); #endif // _PS3
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, matFinal.Base(), 4 ); }
// Get viewport and render target dimensions and set shader constant to do a 2D mad
{ int nViewportX, nViewportY, nViewportWidth, nViewportHeight; pShaderAPI->GetCurrentViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
int nRtWidth, nRtHeight; pShaderAPI->GetCurrentRenderTargetDimensions( nRtWidth, nRtHeight );
float vViewportMad[4]; vViewportMad[0] = ( float )nViewportWidth / ( float )nRtWidth; vViewportMad[1] = ( float )nViewportHeight / ( float )nRtHeight; vViewportMad[2] = ( float )nViewportX / ( float )nRtWidth; vViewportMad[3] = ( float )nViewportY / ( float )nRtHeight;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, vViewportMad, 1 ); }
int nPortalRecursionDepth = ShaderApiFast( pShaderAPI )->GetIntRenderingParameter( INT_RENDERPARM_PORTAL_RECURSION_DEPTH ); float vPackedConst4[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; if( g_pHardwareConfig->UseFastClipping() ) { vPackedConst4[0] = ( nPortalRecursionDepth > 0 ) ? 1.0f : 0.0f; } else { vPackedConst4[0] = ( nPortalRecursionDepth > 1 )? 1.0f : 0.0f; } ShaderApiFast( pShaderAPI )->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, vPackedConst4, 1 );
bool bNvidiaStereoActiveThisFrame = pShaderAPI->IsStereoActiveThisFrame(); if ( bNvidiaStereoActiveThisFrame ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, TEXTURE_STEREO_PARAM_MAP ); }
DECLARE_DYNAMIC_VERTEX_SHADER( portal_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( ADDSTATIC, bHasStatic ); SET_DYNAMIC_VERTEX_SHADER( portal_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( portal_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( ADDSTATIC, bHasStatic ); SET_DYNAMIC_PIXEL_SHADER_COMBO( D_NVIDIA_STEREO, bNvidiaStereoActiveThisFrame ); SET_DYNAMIC_PIXEL_SHADER( portal_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( portal_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( ADDSTATIC, bHasStatic ); SET_DYNAMIC_PIXEL_SHADER( portal_ps20 ); } }
Draw(); }
END_SHADER
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