diff options
| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/shadow_dx8.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/shadow_dx8.cpp')
| -rw-r--r-- | materialsystem/stdshaders/shadow_dx8.cpp | 135 |
1 files changed, 135 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/shadow_dx8.cpp b/materialsystem/stdshaders/shadow_dx8.cpp new file mode 100644 index 0000000..1dc9374 --- /dev/null +++ b/materialsystem/stdshaders/shadow_dx8.cpp @@ -0,0 +1,135 @@ +//========= 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 |