Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. #include "BaseVSShader.h"
  3. #include "portal_refract_helper.h"
  4. // memdbgon must be the last include file in a .cpp file!!!
  5. #include "tier0/memdbgon.h"
  6. DEFINE_FALLBACK_SHADER( PortalRefract, PortalRefract_dx9 )
  7. BEGIN_VS_SHADER( PortalRefract_dx9, "PortalRefract" )
  8. BEGIN_SHADER_PARAMS
  9. SHADER_PARAM( STAGE, SHADER_PARAM_TYPE_INTEGER, "0", "Stage of portal rendering (0, 1, 2)" )
  10. SHADER_PARAM( PORTALOPENAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal open amount 0.0-1.0" )
  11. SHADER_PARAM( PORTALSTATIC, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal static amount 0.0-1.0" )
  12. SHADER_PARAM( PORTALMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Mask texture" )
  13. SHADER_PARAM( TEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "Texcoord transform" )
  14. SHADER_PARAM( PORTALCOLORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Color texture" )
  15. SHADER_PARAM( PORTALCOLORSCALE, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal color scale" )
  16. SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" )
  17. END_SHADER_PARAMS
  18. void SetupVarsPortalRefract( PortalRefractVars_t &info )
  19. {
  20. info.m_nStage = STAGE;
  21. info.m_nPortalOpenAmount = PORTALOPENAMOUNT;
  22. info.m_nPortalStatic = PORTALSTATIC;
  23. info.m_nPortalMaskTexture = PORTALMASKTEXTURE;
  24. info.m_nTextureTransform = TEXTURETRANSFORM;
  25. info.m_nPortalColorTexture = PORTALCOLORTEXTURE;
  26. info.m_nPortalColorScale = PORTALCOLORSCALE;
  27. info.m_nTime = TIME;
  28. }
  29. bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
  30. {
  31. // For setting model flag at load time
  32. if ( bCheckSpecificToThisFrame == false )
  33. return true;
  34. // We only need the texture for stage 0
  35. if ( params[STAGE]->GetIntValue() == 0 )
  36. {
  37. //Msg( "Portal Refract @ %f time\n", params[TIME]->GetFloatValue() );
  38. return true;
  39. }
  40. else
  41. {
  42. return false;
  43. }
  44. }
  45. SHADER_INIT_PARAMS()
  46. {
  47. PortalRefractVars_t info;
  48. SetupVarsPortalRefract( info );
  49. InitParamsPortalRefract( this, params, pMaterialName, info );
  50. }
  51. SHADER_FALLBACK
  52. {
  53. if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
  54. {
  55. return "PortalRefract_dx8";
  56. }
  57. return 0;
  58. }
  59. SHADER_INIT
  60. {
  61. PortalRefractVars_t info;
  62. SetupVarsPortalRefract( info );
  63. InitPortalRefract( this, params, info );
  64. }
  65. SHADER_DRAW
  66. {
  67. // Skip drawing if in stage 0 and the portal isn't partially opened
  68. bool bDraw = true;
  69. if ( ( params[STAGE]->GetIntValue() == 0 ) && ( ( params[PORTALOPENAMOUNT]->GetFloatValue() <= 0.0f ) || ( params[PORTALOPENAMOUNT]->GetFloatValue() >= 1.0f ) ) ) // If in stage 0 and not partially opened
  70. {
  71. bDraw = false;
  72. }
  73. // If ( snapshotting ) or ( we need to draw this frame )
  74. if ( ( pShaderShadow != NULL ) || ( bDraw == true ) )
  75. {
  76. PortalRefractVars_t info;
  77. SetupVarsPortalRefract( info );
  78. DrawPortalRefract( this, params, pShaderAPI, pShaderShadow, info );
  79. }
  80. else // We're not snapshotting and we don't need to draw this frame
  81. {
  82. // Skip this pass!
  83. Draw( false );
  84. }
  85. }
  86. END_SHADER