mirror of
https://github.com/nillerusr/source-engine.git
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98 lines
3.1 KiB
C++
98 lines
3.1 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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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "shadowmodel.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( ShadowModel, ShadowModel_DX8 )
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BEGIN_VS_SHADER_FLAGS( ShadowModel_DX8, "Help for ShadowModel", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BASETEXTUREOFFSET, SHADER_PARAM_TYPE_VEC2, "[0 0]", "$baseTexture texcoord offset" )
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SHADER_PARAM( BASETEXTURESCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "$baseTexture texcoord scale" )
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SHADER_PARAM( FALLOFFOFFSET, SHADER_PARAM_TYPE_FLOAT, "0", "Distance at which shadow starts to fade" )
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SHADER_PARAM( FALLOFFDISTANCE, SHADER_PARAM_TYPE_FLOAT, "100", "Max shadow distance" )
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SHADER_PARAM( FALLOFFAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.9", "Amount to brighten the shadow at max dist" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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if (!params[BASETEXTURESCALE]->IsDefined())
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{
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Vector2D scale(1, 1);
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params[BASETEXTURESCALE]->SetVecValue( scale.Base(), 2 );
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}
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if (!params[FALLOFFDISTANCE]->IsDefined())
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params[FALLOFFDISTANCE]->SetFloatValue( 100.0f );
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if (!params[FALLOFFAMOUNT]->IsDefined())
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params[FALLOFFAMOUNT]->SetFloatValue( 0.9f );
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}
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SHADER_INIT
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{
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if (params[BASETEXTURE]->IsDefined())
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LoadTexture( BASETEXTURE );
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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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// Base texture on stage 0
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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// Multiplicative blending state...
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
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int fmt = VERTEX_POSITION | VERTEX_NORMAL;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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shadowmodel_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "ShadowModel", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "ShadowModel" );
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// We need to fog to *white* regardless of overbrighting...
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FogToWhite();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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SetVertexShaderMatrix3x4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, BASETEXTUREOFFSET );
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SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURESCALE );
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Vector4D shadow;
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shadow[0] = params[FALLOFFOFFSET]->GetFloatValue();
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shadow[1] = params[FALLOFFDISTANCE]->GetFloatValue() + shadow[0];
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if (shadow[1] != 0.0f)
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shadow[1] = 1.0f / shadow[1];
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shadow[2] = params[FALLOFFAMOUNT]->GetFloatValue();
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, shadow.Base(), 1 );
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// The constant color is the shadow color...
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SetModulationVertexShaderDynamicState();
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shadowmodel_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw( );
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}
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END_SHADER
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