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//========= Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
//Note: Not upgraded to vs/ps 2.0 fxc's because this shader is unused and there are no test cases to verify against.
#include "BaseVSShader.h"
#if !defined( _X360 ) && !defined( _PS3 )
#include "shadowmodel_ps20.inc"
#include "shadowmodel_vs20.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( ShadowModel, ShadowModel_DX9 )
#if !defined( _X360 ) && !defined( _PS3 ) //not used for anything at time of 360/PS3 ship, and we want to avoid storing/loading assembly shaders
//PC version
BEGIN_VS_SHADER_FLAGS( ShadowModel_DX9, "Help for ShadowModel", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS SHADER_PARAM( BASETEXTUREOFFSET, SHADER_PARAM_TYPE_VEC2, "[0 0]", "$baseTexture texcoord offset" ) SHADER_PARAM( BASETEXTURESCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "$baseTexture texcoord scale" ) SHADER_PARAM( FALLOFFOFFSET, SHADER_PARAM_TYPE_FLOAT, "0", "Distance at which shadow starts to fade" ) SHADER_PARAM( FALLOFFDISTANCE, SHADER_PARAM_TYPE_FLOAT, "100", "Max shadow distance" ) SHADER_PARAM( FALLOFFAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.9", "Amount to brighten the shadow at max dist" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { if (!params[BASETEXTURESCALE]->IsDefined()) { Vector2D scale(1, 1); params[BASETEXTURESCALE]->SetVecValue( scale.Base(), 2 ); }
if (!params[FALLOFFDISTANCE]->IsDefined()) params[FALLOFFDISTANCE]->SetFloatValue( 100.0f );
if (!params[FALLOFFAMOUNT]->IsDefined()) params[FALLOFFAMOUNT]->SetFloatValue( 0.9f ); }
SHADER_FALLBACK { return 0; }
SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE ); } }
SHADER_DRAW { SHADOW_STATE { // Base texture on stage 0
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// Multiplicative blending state...
EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
int fmt = VERTEX_POSITION | VERTEX_NORMAL; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( shadowmodel_vs20 ); SET_STATIC_VERTEX_SHADER( shadowmodel_vs20 );
DECLARE_STATIC_PIXEL_SHADER( shadowmodel_ps20 ); SET_STATIC_PIXEL_SHADER( shadowmodel_ps20 );
// We need to fog to *white* regardless of overbrighting...
FogToWhite();
// The constant color is the shadow color...
PI_BeginCommandBuffer(); PI_SetModulationVertexShaderDynamicState(); PI_EndCommandBuffer(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE, FRAME ); SetVertexShaderMatrix3x4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, BASETEXTUREOFFSET ); SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURESCALE );
Vector4D shadow; shadow[0] = params[FALLOFFOFFSET]->GetFloatValue(); shadow[1] = params[FALLOFFDISTANCE]->GetFloatValue() + shadow[0]; if (shadow[1] != 0.0f) shadow[1] = 1.0f / shadow[1]; shadow[2] = params[FALLOFFAMOUNT]->GetFloatValue(); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, shadow.Base(), 1 );
DECLARE_DYNAMIC_VERTEX_SHADER( shadowmodel_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( shadowmodel_vs20 );
DECLARE_DYNAMIC_PIXEL_SHADER( shadowmodel_ps20 ); SET_DYNAMIC_PIXEL_SHADER( shadowmodel_ps20 ); } Draw( ); } END_SHADER
#else
//360 and PS3 version
BEGIN_VS_SHADER_FLAGS( ShadowModel_DX9, "Help for ShadowModel", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS SHADER_PARAM( BASETEXTUREOFFSET, SHADER_PARAM_TYPE_VEC2, "[0 0]", "$baseTexture texcoord offset" ) SHADER_PARAM( BASETEXTURESCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "$baseTexture texcoord scale" ) SHADER_PARAM( FALLOFFOFFSET, SHADER_PARAM_TYPE_FLOAT, "0", "Distance at which shadow starts to fade" ) SHADER_PARAM( FALLOFFDISTANCE, SHADER_PARAM_TYPE_FLOAT, "100", "Max shadow distance" ) SHADER_PARAM( FALLOFFAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.9", "Amount to brighten the shadow at max dist" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { return 0; }
SHADER_INIT { }
SHADER_DRAW { Draw( false ); } END_SHADER
#endif
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