Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, 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"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.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", "" )
SHADER_PARAM( GHOSTOVERLAY, 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, TEXTUREFLAGS_SRGB | ANISOTROPIC_OVERRIDE );
if( params[ALPHAMASKTEXTURE]->IsDefined() )
LoadTexture( ALPHAMASKTEXTURE, ANISOTROPIC_OVERRIDE );
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 );
if( !params[GHOSTOVERLAY]->IsDefined() )
params[GHOSTOVERLAY]->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;
bool bGhostOverlay = params[GHOSTOVERLAY]->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( !bGhostOverlay );
pShaderShadow->EnableBlending( true );
if ( bGhostOverlay )
{
// Custom blend state to ensure we can see the ghost portals on bright foreground surfaces
pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
// Do a reverse z-test so we only render hidden pixels
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_FARTHER );
pShaderShadow->EnableDepthTest( true );
pShaderShadow->EnableDepthWrites( false );
}
else
{
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
if ( !bGhostOverlay )
{
pShaderShadow->EnableAlphaTest( true );
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f );
}
pShaderShadow->EnableColorWrites( bColorWrites );
if( bStaticBlendTexture || bAlphaMaskTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bStaticBlendTexture && !IsX360() );
}
if( bStaticBlendTexture && bAlphaMaskTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
}
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
{
pShaderShadow->EnableSRGBWrite( true );
}
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
if ( bGhostOverlay )
{
fmt |= VERTEX_COLOR;
}
int userDataSize = 0;
if( bIsModel )
{
userDataSize = 4;
}
else
{
fmt |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
}
pShaderShadow->VertexShaderVertexFormat( fmt, 1, NULL, userDataSize );
DECLARE_STATIC_VERTEX_SHADER( portalstaticoverlay_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
SET_STATIC_VERTEX_SHADER_COMBO( PORTALGHOSTOVERLAY, params[GHOSTOVERLAY]->GetIntValue() );
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_COMBO( PORTALGHOSTOVERLAY, bGhostOverlay );
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_COMBO( PORTALGHOSTOVERLAY, bGhostOverlay );
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, !IsX360() ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
if( bAlphaMaskTexture )
BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
}
else if( bAlphaMaskTexture )
{
BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, 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( portalstaticoverlay_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( portalstaticoverlay_ps20 );
SET_DYNAMIC_PIXEL_SHADER( portalstaticoverlay_ps20 );
}
}
}
Draw();
}
END_SHADER