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-rw-r--r--materialsystem/stdshaders/shadow_dx8.cpp135
1 files changed, 135 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/shadow_dx8.cpp b/materialsystem/stdshaders/shadow_dx8.cpp
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+++ b/materialsystem/stdshaders/shadow_dx8.cpp
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+//========= 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