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 "mathlib/vmatrix.h"
  4. #include "portal_refract_dx8_helper.h"
  5. #include "convar.h"
  6. // Auto generated inc files
  7. #include "portal_refract_vs11.inc"
  8. #include "portal_refract_ps11.inc"
  9. void InitParamsPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, PortalRefractVarsDX8_t &info )
  10. {
  11. // Set material flags
  12. SET_FLAGS( MATERIAL_VAR_MODEL );
  13. SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
  14. // Set material parameter default values
  15. if ( ( info.m_nStage != -1 ) && ( !params[info.m_nStage]->IsDefined() ) )
  16. {
  17. params[info.m_nStage]->SetIntValue( 0 );
  18. }
  19. if ( ( info.m_nPortalOpenAmount != -1 ) && ( !params[info.m_nPortalOpenAmount]->IsDefined() ) )
  20. {
  21. params[info.m_nPortalOpenAmount]->SetFloatValue( kDefaultPortalOpenAmount );
  22. }
  23. if ( ( info.m_nPortalStatic != -1 ) && ( !params[info.m_nPortalStatic]->IsDefined() ) )
  24. {
  25. params[info.m_nPortalStatic]->SetFloatValue( kDefaultPortalStatic );
  26. }
  27. }
  28. void InitPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, PortalRefractVarsDX8_t &info )
  29. {
  30. if ( (info.m_nPortalMaskTexture != -1) && params[info.m_nPortalMaskTexture]->IsDefined() )
  31. {
  32. pShader->LoadTexture( info.m_nPortalMaskTexture );
  33. }
  34. if ( (info.m_nPortalColorTexture != -1) && params[info.m_nPortalColorTexture]->IsDefined() )
  35. {
  36. pShader->LoadTexture( info.m_nPortalColorTexture );
  37. }
  38. }
  39. void DrawPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params,
  40. IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, PortalRefractVarsDX8_t &info )
  41. {
  42. int nStage = IS_PARAM_DEFINED( info.m_nStage ) ? params[info.m_nStage]->GetIntValue() : 0;
  43. SHADOW_STATE
  44. {
  45. // Set stream format
  46. pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_NORMAL, 1, NULL, 4 );
  47. // Vertex Shader
  48. DECLARE_STATIC_VERTEX_SHADER( portal_refract_vs11 );
  49. SET_STATIC_VERTEX_SHADER_COMBO( STAGE, nStage );
  50. SET_STATIC_VERTEX_SHADER( portal_refract_vs11 );
  51. // Pixel Shader
  52. DECLARE_STATIC_PIXEL_SHADER( portal_refract_ps11 );
  53. SET_STATIC_PIXEL_SHADER_COMBO( STAGE, nStage );
  54. SET_STATIC_PIXEL_SHADER( portal_refract_ps11 );
  55. // Textures
  56. pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
  57. pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
  58. // Enable alpha testing for all stages
  59. pShaderShadow->EnableAlphaTest( true );
  60. pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.5f );
  61. // Enable alpha blending for stage 2
  62. if ( nStage == 2 )
  63. {
  64. pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
  65. pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 1.0f/255.0f );
  66. }
  67. // Disable z-writes for all passes
  68. pShaderShadow->EnableDepthWrites( false );
  69. // Disable alpha-writes for all passes
  70. pShaderShadow->EnableAlphaWrites( false );
  71. pShader->DefaultFog();
  72. }
  73. DYNAMIC_STATE
  74. {
  75. // Set Vertex Shader Combos
  76. DECLARE_DYNAMIC_VERTEX_SHADER( portal_refract_vs11 );
  77. SET_DYNAMIC_VERTEX_SHADER( portal_refract_vs11 );
  78. // Set Vertex Shader Constants
  79. if ( IS_PARAM_DEFINED( info.m_nTextureTransform ) )
  80. {
  81. pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nTextureTransform );
  82. }
  83. // Time % 1000
  84. float vPackedVsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  85. vPackedVsConst1[0] = pShaderAPI->CurrentTime();
  86. vPackedVsConst1[0] -= (float)( floor( vPackedVsConst1[0] / 1000.0f ) ) * 1000.0f;
  87. pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 );
  88. // Set Pixel Shader Combos
  89. DECLARE_DYNAMIC_PIXEL_SHADER( portal_refract_ps11 );
  90. SET_DYNAMIC_PIXEL_SHADER( portal_refract_ps11 );
  91. // Bind textures
  92. pShader->BindTexture( SHADER_SAMPLER0, info.m_nPortalColorTexture );
  93. pShader->BindTexture( SHADER_SAMPLER1, info.m_nPortalMaskTexture );
  94. // Set Pixel Shader Constants
  95. pShaderAPI->SetPixelShaderFogParams( 6 );
  96. // Set c0-c3 to contain four rows of ViewProj matrix
  97. VMatrix mView, mProj;
  98. pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
  99. pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
  100. VMatrix mViewProj = mView * mProj;
  101. mViewProj = mViewProj.Transpose();
  102. pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 4 );
  103. // Portal open amount
  104. float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  105. vPackedConst1[0] = ( IS_PARAM_DEFINED( info.m_nPortalOpenAmount ) ? params[info.m_nPortalOpenAmount]->GetFloatValue() : kDefaultPortalOpenAmount );
  106. vPackedConst1[1] = 1.0f - ( IS_PARAM_DEFINED( info.m_nPortalStatic ) ? params[info.m_nPortalStatic]->GetFloatValue() : kDefaultPortalStatic );
  107. vPackedConst1[2] = ( IS_PARAM_DEFINED( info.m_nPortalColorScale ) ? params[info.m_nPortalColorScale]->GetFloatValue() : kDefaultPortalColorScale ) / 4.0f; // Will scale by 4 in ps
  108. //vPackedConst4[0] = 0.6f;
  109. //DevMsg( "Refract Time: %f\n", vPackedConst4[0] );
  110. pShaderAPI->SetPixelShaderConstant( 1, vPackedConst1, 1 );
  111. pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vPackedConst1, 1 );
  112. // Camera position
  113. float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  114. pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
  115. pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
  116. }
  117. pShader->Draw();
  118. }