Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "portal_refract_helper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( PortalRefract, PortalRefract_dx9 )
BEGIN_VS_SHADER( PortalRefract_dx9, "PortalRefract" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( STAGE, SHADER_PARAM_TYPE_INTEGER, "0", "Stage of portal rendering (0, 1, 2)" )
SHADER_PARAM( PORTALOPENAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal open amount 0.0-1.0" )
SHADER_PARAM( PORTALSTATIC, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal static amount 0.0-1.0" )
SHADER_PARAM( PORTALMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Mask texture" )
SHADER_PARAM( TEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "Texcoord transform" )
SHADER_PARAM( PORTALCOLORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Color texture" )
SHADER_PARAM( PORTALCOLORSCALE, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal color scale" )
SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" )
END_SHADER_PARAMS
void SetupVarsPortalRefract( PortalRefractVars_t &info )
{
info.m_nStage = STAGE;
info.m_nPortalOpenAmount = PORTALOPENAMOUNT;
info.m_nPortalStatic = PORTALSTATIC;
info.m_nPortalMaskTexture = PORTALMASKTEXTURE;
info.m_nTextureTransform = TEXTURETRANSFORM;
info.m_nPortalColorTexture = PORTALCOLORTEXTURE;
info.m_nPortalColorScale = PORTALCOLORSCALE;
info.m_nTime = TIME;
}
bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
{
// For setting model flag at load time
if ( bCheckSpecificToThisFrame == false )
return true;
// We only need the texture for stage 0
if ( params[STAGE]->GetIntValue() == 0 )
{
//Msg( "Portal Refract @ %f time\n", params[TIME]->GetFloatValue() );
return true;
}
else
{
return false;
}
}
SHADER_INIT_PARAMS()
{
PortalRefractVars_t info;
SetupVarsPortalRefract( info );
InitParamsPortalRefract( this, params, pMaterialName, info );
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
return "PortalRefract_dx8";
}
return 0;
}
SHADER_INIT
{
PortalRefractVars_t info;
SetupVarsPortalRefract( info );
InitPortalRefract( this, params, info );
}
SHADER_DRAW
{
// Skip drawing if in stage 0 and the portal isn't partially opened
bool bDraw = true;
if ( ( params[STAGE]->GetIntValue() == 0 ) && ( ( params[PORTALOPENAMOUNT]->GetFloatValue() <= 0.0f ) || ( params[PORTALOPENAMOUNT]->GetFloatValue() >= 1.0f ) ) ) // If in stage 0 and not partially opened
{
bDraw = false;
}
// If ( snapshotting ) or ( we need to draw this frame )
if ( ( pShaderShadow != NULL ) || ( bDraw == true ) )
{
PortalRefractVars_t info;
SetupVarsPortalRefract( info );
DrawPortalRefract( this, params, pShaderAPI, pShaderShadow, info );
}
else // We're not snapshotting and we don't need to draw this frame
{
// Skip this pass!
Draw( false );
}
}
END_SHADER