|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A shader that builds the shadow using render-to-texture
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "unlitgeneric_vs20.inc"
#include "shadowbuildtexture_ps20.inc"
#include "shadowbuildtexture_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
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 { if ( !g_pHardwareConfig->SupportsVertexAndPixelShaders() ) return "ShadowBuild_DX6";
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) return "ShadowBuild_DX8";
return 0; }
SHADER_INIT { if ( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); } }
SHADER_DRAW { 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, true );
pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS );
// 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 );
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 ); } } DYNAMIC_STATE { SetModulationVertexShaderDynamicState();
// 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(); } } }
if (pTexture) { BindTexture( SHADER_SAMPLER0, 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, TEXTURE_LIGHTMAP_FULLBRIGHT ); }
float vVertexColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vVertexColor, 1 );
// Compute the vertex shader index.
DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_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_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); 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 ); } } Draw( ); } END_SHADER
|