//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// #include "BaseVSShader.h" #include "portal_refract_helper.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( PortalRefract, PortalRefract_dx9 ) BEGIN_VS_SHADER( PortalRefract_dx9, "PortalRefract" ) BEGIN_SHADER_PARAMS SHADER_PARAM( STAGE, SHADER_PARAM_TYPE_INTEGER, "0", "Stage of portal rendering (0, 1, 2)" ) SHADER_PARAM( PORTALOPENAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal open amount 0.0-1.0" ) SHADER_PARAM( PORTALSTATIC, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal static amount 0.0-1.0" ) SHADER_PARAM( PORTALMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Mask texture" ) SHADER_PARAM( TEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "Texcoord transform" ) SHADER_PARAM( PORTALCOLORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Color texture" ) SHADER_PARAM( PORTALCOLORGRADIENTDARK, SHADER_PARAM_TYPE_COLOR, "[0.0 0.0 0.0]", "The dark end of a tint gradient if not using a color texture" ) SHADER_PARAM( PORTALCOLORGRADIENTLIGHT, SHADER_PARAM_TYPE_COLOR, "[1.0 1.0 1.0]", "The light end of a tint gradient if not using a color texture" ) SHADER_PARAM( PORTALCOLORSCALE, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal color scale" ) SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" ) SHADER_PARAM( USEONSTATICPROP, SHADER_PARAM_TYPE_BOOL, "0", "Activate special mode to use this shader on a static prop" ) END_SHADER_PARAMS void SetupVarsPortalRefract( PortalRefractVars_t &info ) { info.m_nStage = STAGE; info.m_nPortalOpenAmount = PORTALOPENAMOUNT; info.m_nPortalStatic = PORTALSTATIC; info.m_nPortalMaskTexture = PORTALMASKTEXTURE; info.m_nTextureTransform = TEXTURETRANSFORM; info.m_nPortalColorTexture = PORTALCOLORTEXTURE; info.m_nPortalColorGradientDark = PORTALCOLORGRADIENTDARK; info.m_nPortalColorGradientLight = PORTALCOLORGRADIENTLIGHT; info.m_nPortalColorScale = PORTALCOLORSCALE; info.m_nTime = TIME; info.m_nUseOnStaticProp = USEONSTATICPROP; } bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const { // For setting model flag at load time if ( bCheckSpecificToThisFrame == false ) return true; // We only need the texture for stage 0 if ( params[STAGE]->GetIntValue() == 0 ) { //Msg( "Portal Refract @ %f time\n", params[TIME]->GetFloatValue() ); return true; } else { return false; } } SHADER_INIT_PARAMS() { PortalRefractVars_t info; SetupVarsPortalRefract( info ); InitParamsPortalRefract( this, params, pMaterialName, info ); } SHADER_FALLBACK { return 0; } SHADER_INIT { PortalRefractVars_t info; SetupVarsPortalRefract( info ); InitPortalRefract( this, params, info ); } SHADER_DRAW { // Skip drawing if in stage 0 and the portal isn't partially opened bool bDraw = true; if ( ( params[STAGE]->GetIntValue() == 0 ) && ( ( params[PORTALOPENAMOUNT]->GetFloatValue() <= 0.0f ) || ( params[PORTALOPENAMOUNT]->GetFloatValue() >= 1.0f ) ) ) // If in stage 0 and not partially opened { bDraw = false; } // If ( snapshotting ) or ( we need to draw this frame ) if ( ( pShaderShadow != NULL ) || ( bDraw == true ) ) { PortalRefractVars_t info; SetupVarsPortalRefract( info ); DrawPortalRefract( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } else // We're not snapshotting and we don't need to draw this frame { // Skip this pass! Draw( false ); } } END_SHADER