Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
//Note: Not upgraded to vs/ps 2.0 fxc's because this shader is unused and there are no test cases to verify against.
#include "BaseVSShader.h"
#if !defined( _X360 )
#include "shadowmodel_ps20.inc"
#include "shadowmodel_vs20.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( ShadowModel, ShadowModel_DX9 )
#if !defined( _X360 ) //not used for anything at time of 360 ship, and we want to avoid storing/loading assembly shaders
//PC version
BEGIN_VS_SHADER_FLAGS( ShadowModel_DX9, "Help for ShadowModel", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BASETEXTUREOFFSET, SHADER_PARAM_TYPE_VEC2, "[0 0]", "$baseTexture texcoord offset" )
SHADER_PARAM( BASETEXTURESCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "$baseTexture texcoord scale" )
SHADER_PARAM( FALLOFFOFFSET, SHADER_PARAM_TYPE_FLOAT, "0", "Distance at which shadow starts to fade" )
SHADER_PARAM( FALLOFFDISTANCE, SHADER_PARAM_TYPE_FLOAT, "100", "Max shadow distance" )
SHADER_PARAM( FALLOFFAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.9", "Amount to brighten the shadow at max dist" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
if (!params[BASETEXTURESCALE]->IsDefined())
{
Vector2D scale(1, 1);
params[BASETEXTURESCALE]->SetVecValue( scale.Base(), 2 );
}
if (!params[FALLOFFDISTANCE]->IsDefined())
params[FALLOFFDISTANCE]->SetFloatValue( 100.0f );
if (!params[FALLOFFAMOUNT]->IsDefined())
params[FALLOFFAMOUNT]->SetFloatValue( 0.9f );
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
return "ShadowModel_DX8";
return 0;
}
SHADER_INIT
{
if (params[BASETEXTURE]->IsDefined())
{
LoadTexture( BASETEXTURE );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
// Base texture on stage 0
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// Multiplicative blending state...
EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( shadowmodel_vs20 );
SET_STATIC_VERTEX_SHADER( shadowmodel_vs20 );
DECLARE_STATIC_PIXEL_SHADER( shadowmodel_ps20 );
SET_STATIC_PIXEL_SHADER( shadowmodel_ps20 );
// We need to fog to *white* regardless of overbrighting...
FogToWhite();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetVertexShaderMatrix3x4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, BASETEXTUREOFFSET );
SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURESCALE );
Vector4D shadow;
shadow[0] = params[FALLOFFOFFSET]->GetFloatValue();
shadow[1] = params[FALLOFFDISTANCE]->GetFloatValue() + shadow[0];
if (shadow[1] != 0.0f)
shadow[1] = 1.0f / shadow[1];
shadow[2] = params[FALLOFFAMOUNT]->GetFloatValue();
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, shadow.Base(), 1 );
// The constant color is the shadow color...
SetModulationVertexShaderDynamicState();
DECLARE_DYNAMIC_VERTEX_SHADER( shadowmodel_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( shadowmodel_vs20 );
DECLARE_DYNAMIC_PIXEL_SHADER( shadowmodel_ps20 );
SET_DYNAMIC_PIXEL_SHADER( shadowmodel_ps20 );
}
Draw( );
}
END_SHADER
#else
//360 version
BEGIN_VS_SHADER_FLAGS( ShadowModel_DX9, "Help for ShadowModel", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BASETEXTUREOFFSET, SHADER_PARAM_TYPE_VEC2, "[0 0]", "$baseTexture texcoord offset" )
SHADER_PARAM( BASETEXTURESCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "$baseTexture texcoord scale" )
SHADER_PARAM( FALLOFFOFFSET, SHADER_PARAM_TYPE_FLOAT, "0", "Distance at which shadow starts to fade" )
SHADER_PARAM( FALLOFFDISTANCE, SHADER_PARAM_TYPE_FLOAT, "100", "Max shadow distance" )
SHADER_PARAM( FALLOFFAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.9", "Amount to brighten the shadow at max dist" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
}
SHADER_DRAW
{
Draw( false );
}
END_SHADER
#endif