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;
}