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//========= 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_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( ShadowBuild, ShadowBuild_DX8 )
BEGIN_VS_SHADER_FLAGS( ShadowBuild_DX8, "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"; return 0; }
SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) { LoadTexture(BASETEXTURE); } }
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 ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
unlitgeneric_vs11_Static_Index vshIndex; vshIndex.SetDETAIL( false ); vshIndex.SetENVMAP( false ); vshIndex.SetENVMAPCAMERASPACE( false ); vshIndex.SetENVMAPSPHERE( false ); vshIndex.SetVERTEXCOLOR( false ); vshIndex.SetSEPARATEDETAILUVS( false ); pShaderShadow->SetVertexShader( "UnlitGeneric_vs11", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "ShadowBuildTexture" ); } 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 ); }
// Compute the vertex shader index.
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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