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https://github.com/nillerusr/source-engine.git
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108 lines
2.9 KiB
C++
108 lines
2.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "cpp_shader_constant_register_map.h"
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#include "windowimposter_vs20.inc"
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#include "windowimposter_ps20.inc"
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#include "windowimposter_ps20b.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( WindowImposter, WindowImposter_DX90 )
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BEGIN_VS_SHADER( WindowImposter_DX90,
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"Help for WindowImposter_DX90" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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END_SHADER_PARAMS
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// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
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SHADER_INIT_PARAMS()
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{
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}
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SHADER_FALLBACK
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{
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90)
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return "WindowImposter_DX80";
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return NULL;
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}
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SHADER_INIT
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{
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LoadCubeMap( ENVMAP );
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
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pShaderShadow->EnableSRGBWrite( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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DECLARE_STATIC_VERTEX_SHADER( windowimposter_vs20 );
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SET_STATIC_VERTEX_SHADER( windowimposter_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( windowimposter_ps20b );
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SET_STATIC_PIXEL_SHADER( windowimposter_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( windowimposter_ps20 );
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SET_STATIC_PIXEL_SHADER( windowimposter_ps20 );
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}
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableDepthWrites( false );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( windowimposter_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER( windowimposter_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( windowimposter_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( windowimposter_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( windowimposter_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( windowimposter_ps20 );
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}
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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float vEyePos_SpecExponent[4];
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
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vEyePos_SpecExponent[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
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BindTexture( SHADER_SAMPLER0, ENVMAP, -1 );
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SetModulationVertexShaderDynamicState();
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}
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Draw();
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}
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END_SHADER
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