You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
135 lines
3.9 KiB
135 lines
3.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
// $Header: $ |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
|
|
|
|
#include "BaseVSShader.h" |
|
|
|
#include "shadow_vs14.inc" |
|
#include "unlitgeneric_vs11.inc" |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
DEFINE_FALLBACK_SHADER( Shadow, Shadow_DX8 ) |
|
|
|
BEGIN_VS_SHADER_FLAGS( Shadow_DX8, "Help for Shadow_DX8", SHADER_NOT_EDITABLE ) |
|
|
|
BEGIN_SHADER_PARAMS |
|
END_SHADER_PARAMS |
|
|
|
SHADER_INIT_PARAMS() |
|
{ |
|
// FIXME: Need fallback for dx5, don't fade out shadows, just pop them out |
|
/* |
|
The alpha blending state either must be: |
|
Src Color * Dst Color + Dst Color * 0 |
|
(src color = C*A + 1-A) |
|
|
|
or |
|
|
|
// Can't be this, doesn't work with fog |
|
Src Color * Dst Color + Dst Color * (1-Src Alpha) |
|
(src color = C * A, Src Alpha = A) |
|
*/ |
|
} |
|
|
|
SHADER_FALLBACK |
|
{ |
|
if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) |
|
{ |
|
return "Shadow_DX6"; |
|
} |
|
return 0; |
|
} |
|
|
|
SHADER_INIT |
|
{ |
|
LoadTexture( BASETEXTURE ); |
|
} |
|
|
|
SHADER_DRAW |
|
{ |
|
SHADOW_STATE |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
|
if ( g_pHardwareConfig->SupportsPixelShaders_1_4() ) |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); |
|
} |
|
|
|
EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO ); |
|
unsigned int flags = VERTEX_POSITION | VERTEX_COLOR; |
|
int numTexCoords = 1; |
|
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); |
|
if( g_pHardwareConfig->GetDXSupportLevel() >= 81 ) |
|
{ |
|
shadow_vs14_Static_Index vshIndex; |
|
pShaderShadow->SetVertexShader( "Shadow_vs14", vshIndex.GetIndex() ); |
|
pShaderShadow->SetPixelShader( "Shadow_ps14" ); |
|
} |
|
else |
|
{ |
|
unlitgeneric_vs11_Static_Index vshIndex; |
|
vshIndex.SetDETAIL( false ); |
|
vshIndex.SetENVMAP( false ); |
|
vshIndex.SetENVMAPCAMERASPACE( false ); |
|
vshIndex.SetENVMAPSPHERE( false ); |
|
vshIndex.SetVERTEXCOLOR( true ); |
|
vshIndex.SetSEPARATEDETAILUVS( false ); |
|
pShaderShadow->SetVertexShader( "UnlitGeneric_vs11", vshIndex.GetIndex() ); |
|
pShaderShadow->SetPixelShader( "Shadow" ); |
|
} |
|
// We need to fog to *white* regardless of overbrighting... |
|
FogToWhite(); |
|
} |
|
DYNAMIC_STATE |
|
{ |
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
|
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); |
|
SetPixelShaderConstant( 1, COLOR ); |
|
if ( g_pHardwareConfig->GetDXSupportLevel() >= 81 ) |
|
{ |
|
BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); |
|
BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME ); |
|
BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME ); |
|
BindTexture( SHADER_SAMPLER4, BASETEXTURE, FRAME ); |
|
|
|
// Get texture dimensions... |
|
int nWidth = 16; |
|
int nHeight = 16; |
|
ITexture *pTexture = params[BASETEXTURE]->GetTextureValue(); |
|
if (pTexture) |
|
{ |
|
nWidth = pTexture->GetActualWidth(); |
|
nHeight = pTexture->GetActualHeight(); |
|
} |
|
Vector4D vecJitter( 1.0 / nWidth, 1.0 / nHeight, 0.0, 0.0 ); |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vecJitter.Base() ); |
|
|
|
vecJitter.y *= -1.0f; |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vecJitter.Base() ); |
|
|
|
shadow_vs14_Dynamic_Index vshIndex; |
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
|
} |
|
else |
|
{ |
|
unlitgeneric_vs11_Dynamic_Index vshIndex; |
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); |
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
|
} |
|
} |
|
Draw( ); |
|
} |
|
END_SHADER
|
|
|