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97 lines
3.1 KiB
97 lines
3.1 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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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 "shadowmodel.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( ShadowModel, ShadowModel_DX8 ) |
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BEGIN_VS_SHADER_FLAGS( ShadowModel_DX8, "Help for ShadowModel", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( BASETEXTUREOFFSET, SHADER_PARAM_TYPE_VEC2, "[0 0]", "$baseTexture texcoord offset" ) |
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SHADER_PARAM( BASETEXTURESCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "$baseTexture texcoord scale" ) |
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SHADER_PARAM( FALLOFFOFFSET, SHADER_PARAM_TYPE_FLOAT, "0", "Distance at which shadow starts to fade" ) |
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SHADER_PARAM( FALLOFFDISTANCE, SHADER_PARAM_TYPE_FLOAT, "100", "Max shadow distance" ) |
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SHADER_PARAM( FALLOFFAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.9", "Amount to brighten the shadow at max dist" ) |
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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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if (!params[BASETEXTURESCALE]->IsDefined()) |
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{ |
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Vector2D scale(1, 1); |
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params[BASETEXTURESCALE]->SetVecValue( scale.Base(), 2 ); |
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} |
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if (!params[FALLOFFDISTANCE]->IsDefined()) |
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params[FALLOFFDISTANCE]->SetFloatValue( 100.0f ); |
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if (!params[FALLOFFAMOUNT]->IsDefined()) |
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params[FALLOFFAMOUNT]->SetFloatValue( 0.9f ); |
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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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LoadTexture( BASETEXTURE ); |
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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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// Base texture on stage 0 |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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// Multiplicative blending state... |
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO ); |
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int fmt = VERTEX_POSITION | VERTEX_NORMAL; |
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); |
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shadowmodel_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "ShadowModel", vshIndex.GetIndex() ); |
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pShaderShadow->SetPixelShader( "ShadowModel" ); |
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// We need to fog to *white* regardless of overbrighting... |
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FogToWhite(); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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SetVertexShaderMatrix3x4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); |
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SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, BASETEXTUREOFFSET ); |
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SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURESCALE ); |
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Vector4D shadow; |
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shadow[0] = params[FALLOFFOFFSET]->GetFloatValue(); |
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shadow[1] = params[FALLOFFDISTANCE]->GetFloatValue() + shadow[0]; |
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if (shadow[1] != 0.0f) |
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shadow[1] = 1.0f / shadow[1]; |
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shadow[2] = params[FALLOFFAMOUNT]->GetFloatValue(); |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, shadow.Base(), 1 ); |
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// The constant color is the shadow color... |
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SetModulationVertexShaderDynamicState(); |
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shadowmodel_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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