Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $Header: $
  6. // $NoKeywords: $
  7. //=============================================================================//
  8. #include "BaseVSShader.h"
  9. #include "shadowmodel.inc"
  10. // memdbgon must be the last include file in a .cpp file!!!
  11. #include "tier0/memdbgon.h"
  12. DEFINE_FALLBACK_SHADER( ShadowModel, ShadowModel_DX8 )
  13. BEGIN_VS_SHADER_FLAGS( ShadowModel_DX8, "Help for ShadowModel", SHADER_NOT_EDITABLE )
  14. BEGIN_SHADER_PARAMS
  15. SHADER_PARAM( BASETEXTUREOFFSET, SHADER_PARAM_TYPE_VEC2, "[0 0]", "$baseTexture texcoord offset" )
  16. SHADER_PARAM( BASETEXTURESCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "$baseTexture texcoord scale" )
  17. SHADER_PARAM( FALLOFFOFFSET, SHADER_PARAM_TYPE_FLOAT, "0", "Distance at which shadow starts to fade" )
  18. SHADER_PARAM( FALLOFFDISTANCE, SHADER_PARAM_TYPE_FLOAT, "100", "Max shadow distance" )
  19. SHADER_PARAM( FALLOFFAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.9", "Amount to brighten the shadow at max dist" )
  20. END_SHADER_PARAMS
  21. SHADER_INIT_PARAMS()
  22. {
  23. SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
  24. if (!params[BASETEXTURESCALE]->IsDefined())
  25. {
  26. Vector2D scale(1, 1);
  27. params[BASETEXTURESCALE]->SetVecValue( scale.Base(), 2 );
  28. }
  29. if (!params[FALLOFFDISTANCE]->IsDefined())
  30. params[FALLOFFDISTANCE]->SetFloatValue( 100.0f );
  31. if (!params[FALLOFFAMOUNT]->IsDefined())
  32. params[FALLOFFAMOUNT]->SetFloatValue( 0.9f );
  33. }
  34. SHADER_INIT
  35. {
  36. if (params[BASETEXTURE]->IsDefined())
  37. LoadTexture( BASETEXTURE );
  38. }
  39. SHADER_DRAW
  40. {
  41. SHADOW_STATE
  42. {
  43. // Base texture on stage 0
  44. pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
  45. // Multiplicative blending state...
  46. EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
  47. int fmt = VERTEX_POSITION | VERTEX_NORMAL;
  48. pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
  49. shadowmodel_Static_Index vshIndex;
  50. pShaderShadow->SetVertexShader( "ShadowModel", vshIndex.GetIndex() );
  51. pShaderShadow->SetPixelShader( "ShadowModel" );
  52. // We need to fog to *white* regardless of overbrighting...
  53. FogToWhite();
  54. }
  55. DYNAMIC_STATE
  56. {
  57. BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
  58. SetVertexShaderMatrix3x4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
  59. SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, BASETEXTUREOFFSET );
  60. SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURESCALE );
  61. Vector4D shadow;
  62. shadow[0] = params[FALLOFFOFFSET]->GetFloatValue();
  63. shadow[1] = params[FALLOFFDISTANCE]->GetFloatValue() + shadow[0];
  64. if (shadow[1] != 0.0f)
  65. shadow[1] = 1.0f / shadow[1];
  66. shadow[2] = params[FALLOFFAMOUNT]->GetFloatValue();
  67. pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, shadow.Base(), 1 );
  68. // The constant color is the shadow color...
  69. SetModulationVertexShaderDynamicState();
  70. shadowmodel_Dynamic_Index vshIndex;
  71. vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
  72. vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
  73. pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
  74. }
  75. Draw( );
  76. }
  77. END_SHADER