227 lines
7.5 KiB
C++
227 lines
7.5 KiB
C++
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
|
||
//
|
||
// Purpose:
|
||
//
|
||
// $NoKeywords: $
|
||
//=============================================================================//
|
||
|
||
#include "BaseVSShader.h"
|
||
#include "convar.h"
|
||
#include "portalstaticoverlay_vs20.inc"
|
||
#include "portalstaticoverlay_ps20.inc"
|
||
#include "portalstaticoverlay_ps20b.inc"
|
||
#include "cpp_shader_constant_register_map.h"
|
||
|
||
// NOTE: This has to be the last file included!
|
||
#include "tier0/memdbgon.h"
|
||
|
||
|
||
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", "" )
|
||
SHADER_PARAM( GHOSTOVERLAY, SHADER_PARAM_TYPE_INTEGER, "0", "" )
|
||
END_SHADER_PARAMS
|
||
|
||
|
||
SHADER_INIT_PARAMS()
|
||
{
|
||
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
|
||
}
|
||
|
||
SHADER_FALLBACK
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
SHADER_INIT
|
||
{
|
||
if( params[STATICBLENDTEXTURE]->IsDefined() )
|
||
LoadTexture( STATICBLENDTEXTURE, TEXTUREFLAGS_SRGB | ANISOTROPIC_OVERRIDE );
|
||
if( params[ALPHAMASKTEXTURE]->IsDefined() )
|
||
LoadTexture( ALPHAMASKTEXTURE, ANISOTROPIC_OVERRIDE );
|
||
|
||
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 );
|
||
|
||
if( !params[GHOSTOVERLAY]->IsDefined() )
|
||
params[GHOSTOVERLAY]->SetIntValue( 0 );
|
||
}
|
||
|
||
SHADER_DRAW
|
||
{
|
||
bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture();
|
||
bool bAlphaMaskTexture = params[ALPHAMASKTEXTURE]->IsTexture(); //must support 2 texture stages to use a mask
|
||
|
||
bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
|
||
bool bColorWrites = params[NOCOLORWRITE]->GetIntValue() == 0;
|
||
bool bGhostOverlay = params[GHOSTOVERLAY]->GetIntValue() != 0;
|
||
|
||
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( !bGhostOverlay );
|
||
|
||
pShaderShadow->EnableBlending( true );
|
||
if ( bGhostOverlay )
|
||
{
|
||
// Custom blend state to ensure we can see the ghost portals on bright foreground surfaces
|
||
pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
|
||
|
||
// Do a reverse z-test so we only render hidden pixels
|
||
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_FARTHER );
|
||
pShaderShadow->EnableDepthTest( true );
|
||
pShaderShadow->EnableDepthWrites( false );
|
||
}
|
||
else
|
||
{
|
||
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
|
||
}
|
||
|
||
if ( !bGhostOverlay )
|
||
{
|
||
pShaderShadow->EnableAlphaTest( true );
|
||
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f );
|
||
}
|
||
|
||
pShaderShadow->EnableColorWrites( bColorWrites );
|
||
|
||
if( bStaticBlendTexture || bAlphaMaskTexture )
|
||
{
|
||
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bStaticBlendTexture && !IsX360() );
|
||
}
|
||
|
||
if( bStaticBlendTexture && bAlphaMaskTexture )
|
||
{
|
||
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||
}
|
||
|
||
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
|
||
{
|
||
pShaderShadow->EnableSRGBWrite( true );
|
||
}
|
||
|
||
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
|
||
if ( bGhostOverlay )
|
||
{
|
||
fmt |= VERTEX_COLOR;
|
||
}
|
||
int userDataSize = 0;
|
||
if( bIsModel )
|
||
{
|
||
userDataSize = 4;
|
||
}
|
||
else
|
||
{
|
||
fmt |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
|
||
}
|
||
pShaderShadow->VertexShaderVertexFormat( fmt, 1, NULL, userDataSize );
|
||
|
||
DECLARE_STATIC_VERTEX_SHADER( portalstaticoverlay_vs20 );
|
||
SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
|
||
SET_STATIC_VERTEX_SHADER_COMBO( PORTALGHOSTOVERLAY, params[GHOSTOVERLAY]->GetIntValue() );
|
||
SET_STATIC_VERTEX_SHADER( portalstaticoverlay_vs20 );
|
||
|
||
// Avoid setting a pixel shader when only doing depth/stencil operations, as recommended by PIX
|
||
if( bColorWrites || bAlphaMaskTexture || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() )
|
||
{
|
||
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
{
|
||
DECLARE_STATIC_PIXEL_SHADER( portalstaticoverlay_ps20b );
|
||
SET_STATIC_PIXEL_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture );
|
||
SET_STATIC_PIXEL_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture );
|
||
SET_STATIC_PIXEL_SHADER_COMBO( PORTALGHOSTOVERLAY, bGhostOverlay );
|
||
SET_STATIC_PIXEL_SHADER( portalstaticoverlay_ps20b );
|
||
}
|
||
else
|
||
{
|
||
DECLARE_STATIC_PIXEL_SHADER( portalstaticoverlay_ps20 );
|
||
SET_STATIC_PIXEL_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture );
|
||
SET_STATIC_PIXEL_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture );
|
||
SET_STATIC_PIXEL_SHADER_COMBO( PORTALGHOSTOVERLAY, bGhostOverlay );
|
||
SET_STATIC_PIXEL_SHADER( portalstaticoverlay_ps20 );
|
||
}
|
||
}
|
||
}
|
||
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, !IsX360() ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
|
||
if( bAlphaMaskTexture )
|
||
BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
|
||
}
|
||
else if( bAlphaMaskTexture )
|
||
{
|
||
BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
|
||
}
|
||
|
||
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
|
||
|
||
float vEyePos_SpecExponent[4];
|
||
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
|
||
vEyePos_SpecExponent[3] = 0.0f;
|
||
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
|
||
|
||
DECLARE_DYNAMIC_VERTEX_SHADER( portalstaticoverlay_vs20 );
|
||
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
|
||
SET_DYNAMIC_VERTEX_SHADER( portalstaticoverlay_vs20 );
|
||
|
||
// Avoid setting a pixel shader when only doing depth/stencil operations, as recommended by PIX
|
||
if( bColorWrites || bAlphaMaskTexture || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() )
|
||
{
|
||
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
{
|
||
DECLARE_DYNAMIC_PIXEL_SHADER( portalstaticoverlay_ps20b );
|
||
SET_DYNAMIC_PIXEL_SHADER( portalstaticoverlay_ps20b );
|
||
}
|
||
else
|
||
{
|
||
DECLARE_DYNAMIC_PIXEL_SHADER( portalstaticoverlay_ps20 );
|
||
SET_DYNAMIC_PIXEL_SHADER( portalstaticoverlay_ps20 );
|
||
}
|
||
}
|
||
}
|
||
|
||
Draw();
|
||
}
|
||
|
||
END_SHADER
|
||
|
||
|