summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/shadowbuild_dx8.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'materialsystem/stdshaders/shadowbuild_dx8.cpp')
-rw-r--r--materialsystem/stdshaders/shadowbuild_dx8.cpp118
1 files changed, 118 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/shadowbuild_dx8.cpp b/materialsystem/stdshaders/shadowbuild_dx8.cpp
new file mode 100644
index 0000000..2316fb5
--- /dev/null
+++ b/materialsystem/stdshaders/shadowbuild_dx8.cpp
@@ -0,0 +1,118 @@
+//========= 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_vs11.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( ShadowBuild, ShadowBuild_DX8 )
+
+BEGIN_VS_SHADER_FLAGS( ShadowBuild_DX8, "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";
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ if (params[BASETEXTURE]->IsDefined())
+ {
+ LoadTexture(BASETEXTURE);
+ }
+ }
+
+ 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 );
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
+
+ unlitgeneric_vs11_Static_Index vshIndex;
+ vshIndex.SetDETAIL( false );
+ vshIndex.SetENVMAP( false );
+ vshIndex.SetENVMAPCAMERASPACE( false );
+ vshIndex.SetENVMAPSPHERE( false );
+ vshIndex.SetVERTEXCOLOR( false );
+ vshIndex.SetSEPARATEDETAILUVS( false );
+ pShaderShadow->SetVertexShader( "UnlitGeneric_vs11", vshIndex.GetIndex() );
+
+ pShaderShadow->SetPixelShader( "ShadowBuildTexture" );
+ }
+ 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 );
+ }
+
+ // Compute the vertex shader index.
+ 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