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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/shadowbuild_dx9.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/shadowbuild_dx9.cpp')
-rw-r--r--materialsystem/stdshaders/shadowbuild_dx9.cpp149
1 files changed, 149 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/shadowbuild_dx9.cpp b/materialsystem/stdshaders/shadowbuild_dx9.cpp
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+++ b/materialsystem/stdshaders/shadowbuild_dx9.cpp
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+//========= 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_vs20.inc"
+#include "shadowbuildtexture_ps20.inc"
+#include "shadowbuildtexture_ps20b.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( ShadowBuild, ShadowBuild_DX9 )
+
+BEGIN_VS_SHADER_FLAGS( ShadowBuild_DX9, "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";
+
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ return "ShadowBuild_DX8";
+
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ if ( params[BASETEXTURE]->IsDefined() )
+ {
+ LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
+ }
+ }
+
+ 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 );
+
+ // Specify vertex format (note that this shader supports compression)
+ unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
+ unsigned int nTexCoordCount = 1;
+ unsigned int userDataSize = 0;
+ pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
+
+ DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, 0 );
+ SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( shadowbuildtexture_ps20b );
+ SET_STATIC_PIXEL_SHADER( shadowbuildtexture_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( shadowbuildtexture_ps20 );
+ SET_STATIC_PIXEL_SHADER( shadowbuildtexture_ps20 );
+ }
+ }
+ 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 );
+ }
+
+ float vVertexColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vVertexColor, 1 );
+
+ // Compute the vertex shader index.
+ DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps20 );
+ }
+ }
+ Draw( );
+ }
+END_SHADER