Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "portal_refract_helper.h"
#include "convar.h"
// Auto generated inc files
#include "portal_refract_vs20.inc"
#include "portal_refract_ps20.inc"
#include "portal_refract_ps20b.inc"
void InitParamsPortalRefract( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, PortalRefractVars_t &info )
{
// Set material flags
SET_FLAGS( MATERIAL_VAR_MODEL );
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
// Set material parameter default values
if ( ( info.m_nStage != -1 ) && ( !params[info.m_nStage]->IsDefined() ) )
{
params[info.m_nStage]->SetIntValue( 0 );
}
if ( ( info.m_nPortalOpenAmount != -1 ) && ( !params[info.m_nPortalOpenAmount]->IsDefined() ) )
{
params[info.m_nPortalOpenAmount]->SetFloatValue( kDefaultPortalOpenAmount );
}
if ( ( info.m_nPortalStatic != -1 ) && ( !params[info.m_nPortalStatic]->IsDefined() ) )
{
params[info.m_nPortalStatic]->SetFloatValue( kDefaultPortalStatic );
}
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f );
}
void InitPortalRefract( CBaseVSShader *pShader, IMaterialVar** params, PortalRefractVars_t &info )
{
int nStage = IS_PARAM_DEFINED( info.m_nStage ) ? params[info.m_nStage]->GetIntValue() : 0;
// Load textures
if ( nStage == 2 ) // Only load textures for third stage
{
if ( (info.m_nPortalMaskTexture != -1) && params[info.m_nPortalMaskTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nPortalMaskTexture );
}
if ( (info.m_nPortalColorTexture != -1) && params[info.m_nPortalColorTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nPortalColorTexture, TEXTUREFLAGS_SRGB );
}
}
}
void DrawPortalRefract( CBaseVSShader *pShader, IMaterialVar** params,
IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, PortalRefractVars_t &info )
{
int nStage = IS_PARAM_DEFINED( info.m_nStage ) ? params[info.m_nStage]->GetIntValue() : 0;
SHADOW_STATE
{
// Set stream format
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_NORMAL, 1, NULL, 4 );
// Vertex Shader
DECLARE_STATIC_VERTEX_SHADER( portal_refract_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( STAGE, nStage );
SET_STATIC_VERTEX_SHADER( portal_refract_vs20 );
// On Leopard / 10.5.8, we can't do an sRGB read from a render target, so we must fake it in shader code
bool bShaderSRGBRead = IsOSX() && !g_pHardwareConfig->CanDoSRGBReadFromRTs();
// Pixel Shader
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send OpenGL / Posix down this path
{
DECLARE_STATIC_PIXEL_SHADER( portal_refract_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( STAGE, nStage );
SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSRGBRead ? 1 : 0 );
SET_STATIC_PIXEL_SHADER( portal_refract_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( portal_refract_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( STAGE, nStage );
SET_STATIC_PIXEL_SHADER( portal_refract_ps20 );
}
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Noise
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Color
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // sRGB
pShaderShadow->EnableSRGBWrite( true ); //Stage 1 doesn't actually need srgb conversion, but it skips the software srgb solution anyway.
// Enable alpha testing for all stages
pShaderShadow->EnableAlphaTest( true );
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.5f );
// Enable alpha blending for stage 2
if ( nStage == 2 )
{
pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 1.0f/255.0f );
}
// Disable z-writes for all passes
pShaderShadow->EnableDepthWrites( false );
// Disable alpha-writes for all passes
pShaderShadow->EnableAlphaWrites( false );
}
DYNAMIC_STATE
{
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( portal_refract_vs20 );
SET_DYNAMIC_VERTEX_SHADER( portal_refract_vs20 );
// Set Vertex Shader Constants
if ( IS_PARAM_DEFINED( info.m_nTextureTransform ) )
{
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nTextureTransform );
}
// Time % 1000
float vPackedVsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
float flTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime();
vPackedVsConst1[0] = flTime;
vPackedVsConst1[0] -= (float)( floor( vPackedVsConst1[0] / 1000.0f ) ) * 1000.0f;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 );
// Set Pixel Shader Combos
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send OpenGL / Posix down this path
{
DECLARE_DYNAMIC_PIXEL_SHADER( portal_refract_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( portal_refract_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( portal_refract_ps20 );
SET_DYNAMIC_PIXEL_SHADER( portal_refract_ps20 );
}
// Bind textures
if ( nStage == 0 ) // Only bind frame buffer texture for first stage
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
}
if ( nStage == 2 ) // Only load textures for third stage
{
pShader->BindTexture( SHADER_SAMPLER1, info.m_nPortalMaskTexture );
pShader->BindTexture( SHADER_SAMPLER2, info.m_nPortalColorTexture );
}
// Set Pixel Shader Constants
pShaderAPI->SetPixelShaderFogParams( 6 );
// Set c0-c3 to contain four rows of ViewProj matrix
VMatrix mView, mProj;
pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
VMatrix mViewProj = mView * mProj;
mViewProj = mViewProj.Transpose();
pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 4 );
// Portal open amount
float vPackedConst4[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPackedConst4[0] = ( IS_PARAM_DEFINED( info.m_nPortalOpenAmount ) ? params[info.m_nPortalOpenAmount]->GetFloatValue() : kDefaultPortalOpenAmount );
vPackedConst4[1] = 1.0f - ( IS_PARAM_DEFINED( info.m_nPortalStatic ) ? params[info.m_nPortalStatic]->GetFloatValue() : kDefaultPortalStatic );
vPackedConst4[2] = ( IS_PARAM_DEFINED( info.m_nPortalColorScale ) ? params[info.m_nPortalColorScale]->GetFloatValue() : kDefaultPortalColorScale );
//vPackedConst4[0] = 0.6f;
//DevMsg( "Refract Time: %f\n", vPackedConst4[0] );
pShaderAPI->SetPixelShaderConstant( 4, vPackedConst4, 1 );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vPackedConst4, 1 );
// Camera position
float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
}
pShader->Draw();
}