Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

205 lines
6.1 KiB

//========= 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