source-engine/materialsystem/stdshaders/shadow.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

139 lines
3.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "shadow_ps20.inc"
#include "shadow_ps20b.inc"
#include "shadow_vs20.inc"
BEGIN_VS_SHADER_FLAGS( Shadow, "Help for Shadow", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
/*
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 ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
return "Shadow_DX8";
}
return 0;
}
SHADER_INIT
{
LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
// NOTE: This is deliberately this way round (instead of "DST_COLOR, ZERO"),
// since these two permutations produce *different* values on 360!!
// This was causing undue darkening of the framebuffer by these
// shadows, which was highly noticeable in very dark areas:
EnableAlphaBlending( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_COLOR );
unsigned int flags = VERTEX_POSITION | VERTEX_COLOR;
int numTexCoords = 1;
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( shadow_vs20 );
SET_STATIC_VERTEX_SHADER( shadow_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( shadow_ps20b );
SET_STATIC_PIXEL_SHADER( shadow_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( shadow_ps20 );
SET_STATIC_PIXEL_SHADER( shadow_ps20 );
}
pShaderShadow->EnableSRGBWrite( true );
// 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 );
SetPixelShaderConstantGammaToLinear( 1, COLOR );
// 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() );
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
DECLARE_DYNAMIC_VERTEX_SHADER( shadow_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER( shadow_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( shadow_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( shadow_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( shadow_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( shadow_ps20 );
}
float eyePos[4];
pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
pShaderAPI->SetPixelShaderConstant( 2, eyePos, 1 );
pShaderAPI->SetPixelShaderFogParams( 3 );
}
Draw( );
}
END_SHADER