//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "portal_vs11.inc" #include "portal_ps11.inc" #include "convar.h" DEFINE_FALLBACK_SHADER( Portal, Portal_DX80 ) BEGIN_VS_SHADER( Portal_DX80, "Help for Portal 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" ) SHADER_PARAM( USEALTERNATEVIEWMATRIX, SHADER_PARAM_TYPE_INTEGER, "1", "Use the alternate view matrix instead of the current view matrix" ) SHADER_PARAM( ALTERNATEVIEWMATRIX, SHADER_PARAM_TYPE_MATRIX, "0", "The alternate view matrix to use when $usealternateviewmatrix is enabled" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); if( !params[BASETEXTURE]->IsDefined() ) { SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); } } SHADER_FALLBACK { if( !g_pHardwareConfig->SupportsVertexAndPixelShaders() ) return "Portal_DX60"; return 0; } int iMaxTextureStages; SHADER_INIT { iMaxTextureStages = min( 3, g_pHardwareConfig->GetSamplerCount() ); if (params[BASETEXTURE]->IsDefined() ) LoadTexture( BASETEXTURE ); if( params[STATICBLENDTEXTURE]->IsDefined() ) LoadTexture( STATICBLENDTEXTURE ); if( (iMaxTextureStages > 1) && 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 ); if ( !params[USEALTERNATEVIEWMATRIX]->IsDefined() ) params[USEALTERNATEVIEWMATRIX]->SetIntValue( 0 ); if ( !params[ALTERNATEVIEWMATRIX]->IsDefined() ) { VMatrix matIdentity; matIdentity.Identity(); params[ALTERNATEVIEWMATRIX]->SetMatrixValue( matIdentity ); } } SHADER_DRAW { bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture(); bool bAlphaMaskTexture = ((iMaxTextureStages > 1) && (params[ALPHAMASKTEXTURE]->IsTexture()))?(1):(0); //must support at least 2 texture stages to use any kind of mask float fStaticAmount = params[STATICAMOUNT]->GetFloatValue(); SHADOW_STATE { SetInitialShadowState(); 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->EnableAlphaTest( true ); if( ((iMaxTextureStages < 3) && bStaticBlendTexture) || bAlphaMaskTexture ) //in multipass modes, we need alpha to mix portal static, other { pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } else { pShaderShadow->EnableBlending( false ); } int fmt = VERTEX_POSITION | VERTEX_NORMAL; int userDataSize = 0; int iTexCoords = 1; if( IS_FLAG_SET( MATERIAL_VAR_MODEL ) ) { userDataSize = 4; } else { fmt |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; } pShaderShadow->VertexShaderVertexFormat( fmt, iTexCoords, NULL, userDataSize ); DECLARE_STATIC_VERTEX_SHADER( portal_vs11 ); SET_STATIC_VERTEX_SHADER_COMBO( MAXTEXTURESTAGES, (iMaxTextureStages - 1) ); SET_STATIC_VERTEX_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture ); SET_STATIC_VERTEX_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture ); SET_STATIC_VERTEX_SHADER_COMBO( USEALTERNATEVIEW, (params[USEALTERNATEVIEWMATRIX]->GetIntValue() != 0) ); SET_STATIC_VERTEX_SHADER( portal_vs11 ); DECLARE_STATIC_PIXEL_SHADER( portal_ps11 ); SET_STATIC_PIXEL_SHADER_COMBO( MAXTEXTURESTAGES, (iMaxTextureStages - 1) ); SET_STATIC_PIXEL_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture ); SET_STATIC_PIXEL_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture ); SET_STATIC_PIXEL_SHADER( portal_ps11 ); } DYNAMIC_STATE { pShaderAPI->SetDefaultState(); //x is static, y is inverse static float pc0[4] = { fStaticAmount, 1.0f - fStaticAmount, 0.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 0, pc0 ); if ( params[USEALTERNATEVIEWMATRIX]->GetIntValue() != 0 ) { const VMatrix &matCustomView = params[ALTERNATEVIEWMATRIX]->GetMatrixValue(); VMatrix matProj; pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProj.Base() ); MatrixTranspose( matProj, matProj ); VMatrix matFinal; MatrixMultiply( matProj, matCustomView, matFinal ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, matFinal.Base(), 4 ); } } if( iMaxTextureStages == 3 ) { SinglePass( pShaderShadow, pShaderAPI, params, fStaticAmount, bStaticBlendTexture, bAlphaMaskTexture ); } else { MultiPass_CutoutPass( pShaderShadow, pShaderAPI, params, bAlphaMaskTexture ); if( bStaticBlendTexture ) //if we don't have a static texture, the cutout pass will mix in gray for any static amount MultiPass_StaticPass( pShaderShadow, pShaderAPI, params, bAlphaMaskTexture ); } } void SinglePass( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, float fStaticAmount, bool bStaticBlendTexture, bool bAlphaMaskTexture ) { SHADOW_STATE { // source render target that contains the image that we are warping. pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); if( bStaticBlendTexture || bAlphaMaskTexture ) pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( bStaticBlendTexture && bAlphaMaskTexture ) pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); } DYNAMIC_STATE { if ( params[BASETEXTURE]->IsTexture() ) BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); else pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); bool bHasStatic = (fStaticAmount > 0.0f); bool bUsingStaticTexture = (bStaticBlendTexture && bHasStatic); if ( bAlphaMaskTexture ) { BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME ); if ( bUsingStaticTexture ) BindTexture( SHADER_SAMPLER2, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME ); } else { if ( bUsingStaticTexture ) BindTexture( SHADER_SAMPLER1, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME ); } int iHasStatic = bHasStatic?1:0; DECLARE_DYNAMIC_VERTEX_SHADER( portal_vs11 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( ADDSTATIC, iHasStatic ); SET_DYNAMIC_VERTEX_SHADER( portal_vs11 ); DECLARE_DYNAMIC_PIXEL_SHADER( portal_ps11 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( ADDSTATIC, iHasStatic ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( portal_ps11 ); } Draw(); } void MultiPass_CutoutPass( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, bool bAlphaMaskTexture ) { //the basic portal effect SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); if( bAlphaMaskTexture ) pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); } DYNAMIC_STATE { if ( params[BASETEXTURE]->IsTexture() ) BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); else pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); if( bAlphaMaskTexture ) BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME ); DECLARE_DYNAMIC_VERTEX_SHADER( portal_vs11 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( ADDSTATIC, 0 ); SET_DYNAMIC_VERTEX_SHADER( portal_vs11 ); DECLARE_DYNAMIC_PIXEL_SHADER( portal_ps11 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( ADDSTATIC, 0 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( portal_ps11 ); } Draw(); } void MultiPass_StaticPass( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, bool bAlphaMaskTexture ) { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); if( bAlphaMaskTexture ) pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME ); if( bAlphaMaskTexture ) BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME ); DECLARE_DYNAMIC_VERTEX_SHADER( portal_vs11 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( ADDSTATIC, 1 ); SET_DYNAMIC_VERTEX_SHADER( portal_vs11 ); DECLARE_DYNAMIC_PIXEL_SHADER( portal_ps11 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( ADDSTATIC, 1 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( portal_ps11 ); } Draw(); } END_SHADER