Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "convar.h"
#include "portalstaticoverlay_vs11.inc"
#include "portalstaticoverlay_ps11.inc"
BEGIN_VS_SHADER( PortalStaticOverlay,
"Help for PortalStaticOverlay 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( NOCOLORWRITE, SHADER_PARAM_TYPE_INTEGER, "0", "" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
}
SHADER_FALLBACK
{
if( !g_pHardwareConfig->SupportsVertexAndPixelShaders() )
return "PortalStaticOverlay_DX60";
return 0;
}
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[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[NOCOLORWRITE]->IsDefined() )
params[NOCOLORWRITE]->SetIntValue( 0 );
}
SHADER_DRAW
{
bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture();
bool bAlphaMaskTexture = params[ALPHAMASKTEXTURE]->IsTexture();
bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
SHADOW_STATE
{
SetInitialShadowState();
FogToFogColor();
//pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); //a portal is effectively a decal on top of a wall
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_NEAREROREQUAL );
pShaderShadow->EnableDepthWrites( true );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableAlphaTest( true );
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f );
pShaderShadow->EnableColorWrites( params[NOCOLORWRITE]->GetIntValue() == 0 );
if( bStaticBlendTexture || bAlphaMaskTexture )
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
if( bStaticBlendTexture && bAlphaMaskTexture )
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
int userDataSize = 0;
if( bIsModel )
{
userDataSize = 4;
}
else
{
fmt |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
}
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, userDataSize );
DECLARE_STATIC_VERTEX_SHADER( portalstaticoverlay_vs11 );
SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
SET_STATIC_VERTEX_SHADER( portalstaticoverlay_vs11 );
DECLARE_STATIC_PIXEL_SHADER( portalstaticoverlay_ps11 );
SET_STATIC_PIXEL_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture );
SET_STATIC_PIXEL_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture );
SET_STATIC_PIXEL_SHADER( portalstaticoverlay_ps11 );
}
DYNAMIC_STATE
{
pShaderAPI->SetDefaultState();
float fStaticAmount = params[STATICAMOUNT]->GetFloatValue();
//x is static, y is inverse static
float pc0[4] = { fStaticAmount, 1.0f - fStaticAmount, 0.0f, 0.0f };
pShaderAPI->SetPixelShaderConstant( 0, pc0 );
if( bStaticBlendTexture )
{
BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
if( bAlphaMaskTexture )
BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
}
else if( bAlphaMaskTexture )
{
BindTexture( SHADER_SAMPLER0, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
}
DECLARE_DYNAMIC_VERTEX_SHADER( portalstaticoverlay_vs11 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER( portalstaticoverlay_vs11 );
DECLARE_DYNAMIC_PIXEL_SHADER( portalstaticoverlay_ps11 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( portalstaticoverlay_ps11 );
}
Draw();
}
END_SHADER