Team Fortress 2 Source Code as on 22/4/2020
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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