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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "shadow_vs14.inc"
#include "unlitgeneric_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Shadow, Shadow_DX8 )
BEGIN_VS_SHADER_FLAGS( Shadow_DX8, "Help for Shadow_DX8", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT_PARAMS() { // FIXME: Need fallback for dx5, don't fade out shadows, just pop them out
/*
The alpha blending state either must be: Src Color * Dst Color + Dst Color * 0 (src color = C*A + 1-A)
or
// Can't be this, doesn't work with fog
Src Color * Dst Color + Dst Color * (1-Src Alpha) (src color = C * A, Src Alpha = A) */ }
SHADER_FALLBACK { if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) { return "Shadow_DX6"; } return 0; }
SHADER_INIT { LoadTexture( BASETEXTURE ); }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); if ( g_pHardwareConfig->SupportsPixelShaders_1_4() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); }
EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO ); unsigned int flags = VERTEX_POSITION | VERTEX_COLOR; int numTexCoords = 1; pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); if( g_pHardwareConfig->GetDXSupportLevel() >= 81 ) { shadow_vs14_Static_Index vshIndex; pShaderShadow->SetVertexShader( "Shadow_vs14", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "Shadow_ps14" ); } else { unlitgeneric_vs11_Static_Index vshIndex; vshIndex.SetDETAIL( false ); vshIndex.SetENVMAP( false ); vshIndex.SetENVMAPCAMERASPACE( false ); vshIndex.SetENVMAPSPHERE( false ); vshIndex.SetVERTEXCOLOR( true ); vshIndex.SetSEPARATEDETAILUVS( false ); pShaderShadow->SetVertexShader( "UnlitGeneric_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "Shadow" ); } // We need to fog to *white* regardless of overbrighting...
FogToWhite(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); SetPixelShaderConstant( 1, COLOR ); if ( g_pHardwareConfig->GetDXSupportLevel() >= 81 ) { BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER4, BASETEXTURE, FRAME );
// Get texture dimensions...
int nWidth = 16; int nHeight = 16; ITexture *pTexture = params[BASETEXTURE]->GetTextureValue(); if (pTexture) { nWidth = pTexture->GetActualWidth(); nHeight = pTexture->GetActualHeight(); } Vector4D vecJitter( 1.0 / nWidth, 1.0 / nHeight, 0.0, 0.0 ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vecJitter.Base() );
vecJitter.y *= -1.0f; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vecJitter.Base() );
shadow_vs14_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } else { unlitgeneric_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } } Draw( ); } END_SHADER
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