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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "convar.h"
#include "d3dx.h"
DEFINE_FALLBACK_SHADER( Portal, Portal_DX60 )
BEGIN_VS_SHADER( Portal_DX60, "Help for Portal_DX60 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" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); }
SHADER_FALLBACK { return 0; //it doesn't get any simpler than this
}
SHADER_INIT { 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 ); }
SHADER_DRAW { bool bAlphaMaskTexture = params[ALPHAMASKTEXTURE]->IsTexture();
SHADOW_STATE { SetInitialShadowState(); bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
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->EnableDepthWrites( true );
if( bAlphaMaskTexture ) { pShaderShadow->EnableAlphaTest( true ); if( bIsModel ) pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 ); else pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 | SHADER_DRAW_LIGHTMAP_TEXCOORD1 ); } else { if( bIsModel ) pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); else pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); } } DYNAMIC_STATE { pShaderAPI->SetDefaultState(); }
if( bAlphaMaskTexture ) StaticPass_WithAlphaMask( pShaderShadow, pShaderAPI, params ); //portal static texture blending
else StaticPass_NoAlphaMask( pShaderShadow, pShaderAPI, params ); //portal static texture blending
}
void StaticPass_NoAlphaMask( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params ) { bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture();
SHADOW_STATE { if( bStaticBlendTexture ) pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); } DYNAMIC_STATE { if( bStaticBlendTexture ) BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME ); else pShaderAPI->Color4f( 0.5f, 0.5f, 0.5f, 0.0f ); } Draw(); }
void StaticPass_WithAlphaMask( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params ) { bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture();
SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 2 );
//portal static
if( bStaticBlendTexture ) { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_TEXTURE ); } else { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_CONSTANTCOLOR ); }
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_ZERO, SHADER_TEXARG_ZERO );
//alpha mask
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_PREVIOUSSTAGE );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTUREALPHA, SHADER_TEXARG_TEXTUREALPHA ); } DYNAMIC_STATE { if( bStaticBlendTexture ) BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME ); else pShaderAPI->Color4f( 0.5f, 0.5f, 0.5f, 0.0f ); BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME ); } Draw(); SHADOW_STATE { pShaderShadow->EnableCustomPixelPipe( false ); } }
END_SHADER
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