diff options
Diffstat (limited to 'materialsystem/stdshaders/shadowbuild_dx9.cpp')
| -rw-r--r-- | materialsystem/stdshaders/shadowbuild_dx9.cpp | 149 |
1 files changed, 149 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/shadowbuild_dx9.cpp b/materialsystem/stdshaders/shadowbuild_dx9.cpp new file mode 100644 index 0000000..57dbd8a --- /dev/null +++ b/materialsystem/stdshaders/shadowbuild_dx9.cpp @@ -0,0 +1,149 @@ +//========= 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 |