diff options
Diffstat (limited to 'materialsystem/stdshaders/shadow.cpp')
| -rw-r--r-- | materialsystem/stdshaders/shadow.cpp | 138 |
1 files changed, 138 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/shadow.cpp b/materialsystem/stdshaders/shadow.cpp new file mode 100644 index 0000000..17318a3 --- /dev/null +++ b/materialsystem/stdshaders/shadow.cpp @@ -0,0 +1,138 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "shadow_ps20.inc" +#include "shadow_ps20b.inc" +#include "shadow_vs20.inc" + +BEGIN_VS_SHADER_FLAGS( Shadow, "Help for Shadow", SHADER_NOT_EDITABLE ) + + BEGIN_SHADER_PARAMS + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + /* + 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 ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) + { + return "Shadow_DX8"; + } + return 0; + } + + SHADER_INIT + { + LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); + + + // NOTE: This is deliberately this way round (instead of "DST_COLOR, ZERO"), + // since these two permutations produce *different* values on 360!! + // This was causing undue darkening of the framebuffer by these + // shadows, which was highly noticeable in very dark areas: + EnableAlphaBlending( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_COLOR ); + + + unsigned int flags = VERTEX_POSITION | VERTEX_COLOR; + int numTexCoords = 1; + pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); + + DECLARE_STATIC_VERTEX_SHADER( shadow_vs20 ); + SET_STATIC_VERTEX_SHADER( shadow_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( shadow_ps20b ); + SET_STATIC_PIXEL_SHADER( shadow_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( shadow_ps20 ); + SET_STATIC_PIXEL_SHADER( shadow_ps20 ); + } + + pShaderShadow->EnableSRGBWrite( true ); + + // 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 ); + SetPixelShaderConstantGammaToLinear( 1, COLOR ); + + // 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() ); + + MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); + int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; + + DECLARE_DYNAMIC_VERTEX_SHADER( shadow_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); + SET_DYNAMIC_VERTEX_SHADER( shadow_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( shadow_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( shadow_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( shadow_ps20 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( shadow_ps20 ); + } + + float eyePos[4]; + pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); + pShaderAPI->SetPixelShaderConstant( 2, eyePos, 1 ); + pShaderAPI->SetPixelShaderFogParams( 3 ); + } + Draw( ); + } +END_SHADER |