//===== 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 ) { }