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118 lines
3.6 KiB
118 lines
3.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: A shader that builds the shadow using render-to-texture |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "BaseVSShader.h" |
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#include "mathlib/vmatrix.h" |
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#include "unlitgeneric_vs11.inc" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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DEFINE_FALLBACK_SHADER( ShadowBuild, ShadowBuild_DX8 ) |
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BEGIN_VS_SHADER_FLAGS( ShadowBuild_DX8, "Help for ShadowBuild", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( TRANSLUCENT_MATERIAL, SHADER_PARAM_TYPE_MATERIAL, "", "Points to a material to grab translucency from" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); |
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} |
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SHADER_FALLBACK |
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{ |
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if ( !g_pHardwareConfig->SupportsVertexAndPixelShaders() ) |
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return "ShadowBuild_DX6"; |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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if (params[BASETEXTURE]->IsDefined()) |
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{ |
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LoadTexture(BASETEXTURE); |
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} |
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} |
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SHADER_DRAW |
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{ |
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SHADOW_STATE |
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{ |
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// Add the alphas into the frame buffer |
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
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// base texture. We just use this for alpha, but enable SRGB read to make everything consistent. |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableSRGBWrite( true ); |
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pShaderShadow->EnableAlphaWrites( true ); |
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pShaderShadow->EnableDepthWrites( false ); |
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS ); |
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); |
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unlitgeneric_vs11_Static_Index vshIndex; |
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vshIndex.SetDETAIL( false ); |
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vshIndex.SetENVMAP( false ); |
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vshIndex.SetENVMAPCAMERASPACE( false ); |
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vshIndex.SetENVMAPSPHERE( false ); |
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vshIndex.SetVERTEXCOLOR( false ); |
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vshIndex.SetSEPARATEDETAILUVS( false ); |
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pShaderShadow->SetVertexShader( "UnlitGeneric_vs11", vshIndex.GetIndex() ); |
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pShaderShadow->SetPixelShader( "ShadowBuildTexture" ); |
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} |
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DYNAMIC_STATE |
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{ |
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SetModulationVertexShaderDynamicState(); |
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// Snack important parameters from the original material |
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// FIXME: What about alpha modulation? Need a solution for that |
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ITexture *pTexture = NULL; |
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IMaterialVar **ppTranslucentParams = NULL; |
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if (params[TRANSLUCENT_MATERIAL]->IsDefined()) |
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{ |
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IMaterial *pMaterial = params[TRANSLUCENT_MATERIAL]->GetMaterialValue(); |
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if (pMaterial) |
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{ |
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ppTranslucentParams = pMaterial->GetShaderParams(); |
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if ( ppTranslucentParams[BASETEXTURE]->IsTexture() ) |
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{ |
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pTexture = ppTranslucentParams[BASETEXTURE]->GetTextureValue(); |
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} |
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} |
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} |
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if (pTexture) |
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{ |
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BindTexture( SHADER_SAMPLER0, pTexture, ppTranslucentParams[FRAME]->GetIntValue() ); |
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Vector4D transformation[2]; |
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const VMatrix &mat = ppTranslucentParams[BASETEXTURETRANSFORM]->GetMatrixValue(); |
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transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] ); |
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transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] ); |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 ); |
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} |
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else |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP_FULLBRIGHT ); |
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} |
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// Compute the vertex shader index. |
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unlitgeneric_vs11_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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} |
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Draw( ); |
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} |
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END_SHADER
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