//========= Copyright Valve Corporation, All rights reserved. ============// #include "BaseVSShader.h" #include "portal_refract_dx8_helper.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( PortalRefract, PortalRefract_dx8 ) BEGIN_VS_SHADER( PortalRefract_dx8, "PortalRefract_dx8" ) 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" ) END_SHADER_PARAMS void SetupVarsPortalRefract_DX8( PortalRefractVarsDX8_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; } bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const { return false; } SHADER_INIT_PARAMS() { PortalRefractVarsDX8_t info; SetupVarsPortalRefract_DX8( info ); InitParamsPortalRefract_DX8( this, params, pMaterialName, info ); } SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) { return "Wireframe"; } return 0; } SHADER_INIT { PortalRefractVarsDX8_t info; SetupVarsPortalRefract_DX8( info ); InitPortalRefract_DX8( this, params, info ); } SHADER_DRAW { // Skip drawing stage 0 in DX8 bool bDraw = true; if ( params[STAGE]->GetIntValue() == 0 ) { bDraw = false; } // If ( snapshotting ) or ( we need to draw this frame ) if ( ( pShaderShadow != NULL ) || ( bDraw == true ) ) { PortalRefractVarsDX8_t info; SetupVarsPortalRefract_DX8( info ); DrawPortalRefract_DX8( 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