//========= 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