hl2_src-leak-2017/src/materialsystem/stdshaders/shadowmodel_dx8.cpp

98 lines
3.1 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "shadowmodel.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( ShadowModel, ShadowModel_DX8 )
BEGIN_VS_SHADER_FLAGS( ShadowModel_DX8, "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()
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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_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 );
shadowmodel_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "ShadowModel", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "ShadowModel" );
// 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();
shadowmodel_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