Counter Strike : Global Offensive Source Code
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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