Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "shadershadowdx10.h"
#include "utlvector.h"
#include "materialsystem/imaterialsystem.h"
#include "IHardwareConfigInternal.h"
#include "shadersystem.h"
#include "shaderapi/ishaderutil.h"
#include "materialsystem/imesh.h"
#include "tier0/dbg.h"
#include "materialsystem/idebugtextureinfo.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Class Factory
//-----------------------------------------------------------------------------
static CShaderShadowDx10 s_ShaderShadow; CShaderShadowDx10 *g_pShaderShadowDx10 = &s_ShaderShadow;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderShadowDx10, IShaderShadow, SHADERSHADOW_INTERFACE_VERSION, s_ShaderShadow )
//-----------------------------------------------------------------------------
// The shader shadow interface
//-----------------------------------------------------------------------------
CShaderShadowDx10::CShaderShadowDx10() { m_IsTranslucent = false; m_IsAlphaTested = false; m_bIsDepthWriteEnabled = true; m_bUsesVertexAndPixelShaders = false; }
CShaderShadowDx10::~CShaderShadowDx10() { }
// Sets the default *shadow* state
void CShaderShadowDx10::SetDefaultState() { m_IsTranslucent = false; m_IsAlphaTested = false; m_bIsDepthWriteEnabled = true; m_bUsesVertexAndPixelShaders = false; }
// Methods related to depth buffering
void CShaderShadowDx10::DepthFunc( ShaderDepthFunc_t depthFunc ) { }
void CShaderShadowDx10::EnableDepthWrites( bool bEnable ) { m_bIsDepthWriteEnabled = bEnable; }
void CShaderShadowDx10::EnableDepthTest( bool bEnable ) { }
void CShaderShadowDx10::EnablePolyOffset( PolygonOffsetMode_t nOffsetMode ) { }
// Suppresses/activates color writing
void CShaderShadowDx10::EnableColorWrites( bool bEnable ) { }
// Suppresses/activates alpha writing
void CShaderShadowDx10::EnableAlphaWrites( bool bEnable ) { }
// Methods related to alpha blending
void CShaderShadowDx10::EnableBlending( bool bEnable ) { m_IsTranslucent = bEnable; }
void CShaderShadowDx10::EnableBlendingForceOpaque( bool bEnable ) { m_IsTranslucent = bEnable; }
void CShaderShadowDx10::BlendFunc( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor ) { }
void CShaderShadowDx10::BlendOp( ShaderBlendOp_t blendOp ) { }
void CShaderShadowDx10::BlendOpSeparateAlpha( ShaderBlendOp_t blendOp ) { }
void CShaderShadowDx10::SetShadowDepthFiltering( Sampler_t stage ) { }
// Alpha testing
void CShaderShadowDx10::EnableAlphaTest( bool bEnable ) { m_IsAlphaTested = bEnable; }
void CShaderShadowDx10::AlphaFunc( ShaderAlphaFunc_t alphaFunc, float alphaRef /* [0-1] */ ) { }
// Wireframe/filled polygons
void CShaderShadowDx10::PolyMode( ShaderPolyModeFace_t face, ShaderPolyMode_t polyMode ) { }
// Back face culling
void CShaderShadowDx10::EnableCulling( bool bEnable ) { }
// Alpha to coverage
void CShaderShadowDx10::EnableAlphaToCoverage( bool bEnable ) { }
// Indicates the vertex format for use with a vertex shader
// The flags to pass in here come from the VertexFormatFlags_t enum
// If pTexCoordDimensions is *not* specified, we assume all coordinates
// are 2-dimensional
void CShaderShadowDx10::VertexShaderVertexFormat( unsigned int flags, int numTexCoords, int* pTexCoordDimensions, int userDataSize ) { }
void CShaderShadowDx10::EnableTexture( Sampler_t stage, bool bEnable ) { }
void CShaderShadowDx10::EnableVertexTexture( VertexTextureSampler_t stage, bool bEnable ) { }
// Sets the vertex and pixel shaders
void CShaderShadowDx10::SetVertexShader( const char *pShaderName, int vshIndex ) { m_bUsesVertexAndPixelShaders = ( pShaderName != NULL ); }
void CShaderShadowDx10::EnableBlendingSeparateAlpha( bool bEnable ) { } void CShaderShadowDx10::SetPixelShader( const char *pShaderName, int pshIndex ) { m_bUsesVertexAndPixelShaders = ( pShaderName != NULL ); }
void CShaderShadowDx10::BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor ) { }
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