hl2_src-leak-2017/src/materialsystem/stdshaders/shadow_dx8.cpp

136 lines
3.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "shadow_vs14.inc"
#include "unlitgeneric_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Shadow, Shadow_DX8 )
BEGIN_VS_SHADER_FLAGS( Shadow_DX8, "Help for Shadow_DX8", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
// FIXME: Need fallback for dx5, don't fade out shadows, just pop them out
/*
The alpha blending state either must be:
Src Color * Dst Color + Dst Color * 0
(src color = C*A + 1-A)
or
// Can't be this, doesn't work with fog
Src Color * Dst Color + Dst Color * (1-Src Alpha)
(src color = C * A, Src Alpha = A)
*/
}
SHADER_FALLBACK
{
if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
{
return "Shadow_DX6";
}
return 0;
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
if ( g_pHardwareConfig->SupportsPixelShaders_1_4() )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
}
EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
unsigned int flags = VERTEX_POSITION | VERTEX_COLOR;
int numTexCoords = 1;
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
if( g_pHardwareConfig->GetDXSupportLevel() >= 81 )
{
shadow_vs14_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "Shadow_vs14", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "Shadow_ps14" );
}
else
{
unlitgeneric_vs11_Static_Index vshIndex;
vshIndex.SetDETAIL( false );
vshIndex.SetENVMAP( false );
vshIndex.SetENVMAPCAMERASPACE( false );
vshIndex.SetENVMAPSPHERE( false );
vshIndex.SetVERTEXCOLOR( true );
vshIndex.SetSEPARATEDETAILUVS( false );
pShaderShadow->SetVertexShader( "UnlitGeneric_vs11", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "Shadow" );
}
// We need to fog to *white* regardless of overbrighting...
FogToWhite();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
SetPixelShaderConstant( 1, COLOR );
if ( g_pHardwareConfig->GetDXSupportLevel() >= 81 )
{
BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME );
BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME );
BindTexture( SHADER_SAMPLER4, BASETEXTURE, FRAME );
// Get texture dimensions...
int nWidth = 16;
int nHeight = 16;
ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
if (pTexture)
{
nWidth = pTexture->GetActualWidth();
nHeight = pTexture->GetActualHeight();
}
Vector4D vecJitter( 1.0 / nWidth, 1.0 / nHeight, 0.0, 0.0 );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vecJitter.Base() );
vecJitter.y *= -1.0f;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vecJitter.Base() );
shadow_vs14_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
else
{
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