You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
218 lines
7.2 KiB
218 lines
7.2 KiB
//========= 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
|