|
|
//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: A shader that builds the shadow using render-to-texture
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "convar.h"
#include "mathlib/vmatrix.h"
#include "unlitgeneric_vs20.inc"
#include "shadowbuildtexture_ps20.inc"
#include "shadowbuildtexture_ps20b.inc"
#if !defined( _X360 ) && !defined( _PS3 )
#include "shadowbuildtexture_ps30.inc"
#include "unlitgeneric_vs30.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar mat_displacementmap( "mat_displacementmap", "1", FCVAR_CHEAT );
DEFINE_FALLBACK_SHADER( ShadowBuild, ShadowBuild_DX9 )
BEGIN_VS_SHADER_FLAGS( ShadowBuild_DX9, "Help for ShadowBuild", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS SHADER_PARAM( TRANSLUCENT_MATERIAL, SHADER_PARAM_TYPE_MATERIAL, "", "Points to a material to grab translucency from" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); }
SHADER_FALLBACK { return 0; }
SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); } }
SHADER_DRAW { bool bHDR = g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE; // Snack important parameters from the original material
// FIXME: What about alpha modulation? Need a solution for that
ITexture *pTexture = NULL; IMaterialVar **ppTranslucentParams = NULL; if (params[TRANSLUCENT_MATERIAL]->IsDefined()) { IMaterial *pMaterial = params[TRANSLUCENT_MATERIAL]->GetMaterialValue(); if (pMaterial) { ppTranslucentParams = pMaterial->GetShaderParams(); if ( ppTranslucentParams[BASETEXTURE]->IsTexture() ) { pTexture = ppTranslucentParams[BASETEXTURE]->GetTextureValue(); } } } SHADOW_STATE { // Add the alphas into the frame buffer
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
// Base texture. We just use this for alpha, but enable SRGB read to make everything consistent.
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, pTexture || !bHDR );
pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableDepthWrites( false ); // pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS );
pShaderShadow->EnableDepthTest( false );
#if defined( _PS3 )
pShaderShadow->EnableDepthTest( false ); #else
#endif
// Specify vertex format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; unsigned int nTexCoordCount = 1; unsigned int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, 0 ); SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( shadowbuildtexture_ps20b ); SET_STATIC_PIXEL_SHADER( shadowbuildtexture_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( shadowbuildtexture_ps20 ); SET_STATIC_PIXEL_SHADER( shadowbuildtexture_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 )
else { SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION );
DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, 0 ); SET_STATIC_VERTEX_SHADER( unlitgeneric_vs30 );
DECLARE_STATIC_PIXEL_SHADER( shadowbuildtexture_ps30 ); SET_STATIC_PIXEL_SHADER( shadowbuildtexture_ps30 ); } #endif
PI_BeginCommandBuffer(); PI_SetModulationVertexShaderDynamicState(); PI_EndCommandBuffer(); } DYNAMIC_STATE { if ( pTexture ) { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, pTexture, ppTranslucentParams[FRAME]->GetIntValue() );
Vector4D transformation[2]; const VMatrix &mat = ppTranslucentParams[BASETEXTURETRANSFORM]->GetMatrixValue(); transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] ); transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, bHDR ? TEXTURE_BINDFLAGS_NONE : TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_LIGHTMAP_FULLBRIGHT ); }
#if !defined( _X360 ) && !defined( _PS3 )
TessellationMode_t nTessellationMode = TESSELLATION_MODE_DISABLED; if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ // Compute the vertex shader index.
DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 ); SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps20b ); SET_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps20 ); SET_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 )
else { nTessellationMode = pShaderAPI->GetTessellationMode(); if ( nTessellationMode != TESSELLATION_MODE_DISABLED ) { pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES );
bool bHasDisplacement = false; // TODO
float vSubDDimensions[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, vSubDDimensions );
// JasonM - revisit this later...requires plumbing in a separate vertex texture param type??
// bool bHasDisplacement = (info.m_nDisplacementMap != -1) && params[info.m_nDisplacementMap]->IsTexture();
// if( bHasDisplacement )
// {
// pShader->BindVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, info.m_nDisplacementMap );
// }
// else
// {
// pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, VERTEX_TEXTURE_BLACK );
// }
}
// Compute the vertex shader index.
DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode ); SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps30 ); SET_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps30 ); } #endif
} Draw( ); } END_SHADER
|