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118 lines
3.6 KiB
118 lines
3.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A shader that builds the shadow using render-to-texture
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "mathlib/vmatrix.h"
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#include "unlitgeneric_vs11.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( ShadowBuild, ShadowBuild_DX8 )
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BEGIN_VS_SHADER_FLAGS( ShadowBuild_DX8, "Help for ShadowBuild", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( TRANSLUCENT_MATERIAL, SHADER_PARAM_TYPE_MATERIAL, "", "Points to a material to grab translucency from" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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}
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SHADER_FALLBACK
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{
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if ( !g_pHardwareConfig->SupportsVertexAndPixelShaders() )
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return "ShadowBuild_DX6";
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return 0;
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}
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SHADER_INIT
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{
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if (params[BASETEXTURE]->IsDefined())
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{
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LoadTexture(BASETEXTURE);
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}
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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// Add the alphas into the frame buffer
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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// base texture. We just use this for alpha, but enable SRGB read to make everything consistent.
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBWrite( true );
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pShaderShadow->EnableAlphaWrites( true );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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unlitgeneric_vs11_Static_Index vshIndex;
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vshIndex.SetDETAIL( false );
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vshIndex.SetENVMAP( false );
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vshIndex.SetENVMAPCAMERASPACE( false );
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vshIndex.SetENVMAPSPHERE( false );
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vshIndex.SetVERTEXCOLOR( false );
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vshIndex.SetSEPARATEDETAILUVS( false );
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pShaderShadow->SetVertexShader( "UnlitGeneric_vs11", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "ShadowBuildTexture" );
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}
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DYNAMIC_STATE
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{
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SetModulationVertexShaderDynamicState();
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// Snack important parameters from the original material
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// FIXME: What about alpha modulation? Need a solution for that
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ITexture *pTexture = NULL;
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IMaterialVar **ppTranslucentParams = NULL;
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if (params[TRANSLUCENT_MATERIAL]->IsDefined())
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{
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IMaterial *pMaterial = params[TRANSLUCENT_MATERIAL]->GetMaterialValue();
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if (pMaterial)
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{
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ppTranslucentParams = pMaterial->GetShaderParams();
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if ( ppTranslucentParams[BASETEXTURE]->IsTexture() )
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{
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pTexture = ppTranslucentParams[BASETEXTURE]->GetTextureValue();
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}
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}
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}
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if (pTexture)
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{
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BindTexture( SHADER_SAMPLER0, pTexture, ppTranslucentParams[FRAME]->GetIntValue() );
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Vector4D transformation[2];
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const VMatrix &mat = ppTranslucentParams[BASETEXTURETRANSFORM]->GetMatrixValue();
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transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
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transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 );
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}
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else
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP_FULLBRIGHT );
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}
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// Compute the vertex shader index.
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unlitgeneric_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw( );
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}
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END_SHADER
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