Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "MAXTEXTURESTAGES" "0..2" // STATIC: "HASALPHAMASK" "0..1" // STATIC: "HASSTATICTEXTURE" "0..1" // STATIC: "USEALTERNATEVIEW" "0..1"
// DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "ADDSTATIC" "0..1" //in multipass configurations, this specifies whether we're adding static on this pass
#define TEXTURESTAGES (MAXTEXTURESTAGES + 1) #define USESTATICTEXTURE (((ADDSTATIC == 1) && (HASSTATICTEXTURE == 1))?(1):(0))
#include "common_vs_fxc.h"
static const int g_bSkinning = SKINNING ? true : false;
#if ( USEALTERNATEVIEW == 1 ) const float4x4 g_CustomViewProj : register( SHADER_SPECIFIC_CONST_0 ); #endif
struct VS_INPUT { float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float2 vMappingTexCoord : TEXCOORD0; };
struct VS_OUTPUT { float4 vProjPos : POSITION; float2 vPrimaryTexCoord : TEXCOORD0; //either the portal cutout, or static
# if( TEXTURESTAGES == 3 ) # if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) ) float2 vSecondaryTexCoord : TEXCOORD1; # if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) ) float2 vTertiaryTexCoord : TEXCOORD2; # endif # endif # elif( TEXTURESTAGES > 1 && HASALPHAMASK == 1 ) float2 vSecondaryTexCoord : TEXCOORD1; # endif
# if( !defined( _X360 ) ) float vFog : FOG; # endif };
float2 GetPortalTextureCoordinate( float3 worldPos, float4 projPos ) { float2 result; float4 vTextureProjectedPos; #if ( USEALTERNATEVIEW == 1 ) vTextureProjectedPos = mul( float4( worldPos, 1 ), g_CustomViewProj ); #else vTextureProjectedPos = projPos; #endif
//Screen coordinates mapped back to texture coordinates for the portal texture result.x = vTextureProjectedPos.x; result.y = -vTextureProjectedPos.y; // invert Y result.xy = (result.xy + vTextureProjectedPos.w) * 0.5f; result.xy = result.xy / vTextureProjectedPos.w; #if ( USEALTERNATEVIEW == 1 ) result.xy = saturate( result.xy ); //stretch instead of clipping. #endif
return result; }
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldPos; SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos ); o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); //Because we're pairing this with ps11, we can't divide the portal cutout texture coordinates in the pixel shader by w //So, we had to divide it by w here in the vertex shader. Unfortunately that causes some interpolation inconsistencies //between the position and the texture coordinate. So we also divide the position by w here. Causing the exact same projection //errors for both position and texture coordinate, thereby eliminating the difference between the two that cause the "warping" look. o.vProjPos.xyz = o.vProjPos.xyz * (1.0f / o.vProjPos.w); o.vProjPos.w = 1.0f; #if !defined( _X360 ) o.vFog = CalcFog( worldPos, o.vProjPos.xyz, FOGTYPE_RANGE ); #endif # if( TEXTURESTAGES == 3 )//single pass configuration { o.vPrimaryTexCoord = GetPortalTextureCoordinate( worldPos, o.vProjPos ); # if( HASALPHAMASK == 1 ) { o.vSecondaryTexCoord = v.vMappingTexCoord.xy; # if( USESTATICTEXTURE == 1 ) o.vTertiaryTexCoord = v.vMappingTexCoord.xy; # endif } # else { # if( USESTATICTEXTURE == 1 ) o.vSecondaryTexCoord = v.vMappingTexCoord.xy; # endif } # endif } # else //multipass configuration { # if( ADDSTATIC == 0 ) //if addstatic is 0, we're rendering the cutout on this pass, if it's 1, we're rendering static on this pass { o.vPrimaryTexCoord = GetPortalTextureCoordinate( worldPos, o.vProjPos ); } # else { o.vPrimaryTexCoord = v.vMappingTexCoord.xy; } # endif
# if( (TEXTURESTAGES > 1) && (HASALPHAMASK == 1) ) //supports alpha mask as well o.vSecondaryTexCoord = v.vMappingTexCoord.xy; # endif } # endif
return o; }
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