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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "fillrate_vs20.inc"
#include "fillrate_ps20.inc"
#include "fillrate_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( Fillrate, "Help for Fillrate", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( PASSCOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "Number of passes for this material" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); }
SHADER_INIT { }
SHADER_FALLBACK { return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
DECLARE_STATIC_VERTEX_SHADER( fillrate_vs20 ); SET_STATIC_VERTEX_SHADER( fillrate_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20b ); SET_STATIC_PIXEL_SHADER( fillrate_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20 ); SET_STATIC_PIXEL_SHADER( fillrate_ps20 ); } } DYNAMIC_STATE { int numPasses = params[PASSCOUNT]->GetIntValue(); float color[4]; if (g_pConfig->bMeasureFillRate) { // have to multiply by 2/255 since pixel shader constant are 1.7.
// Will divide the 2 out in the pixel shader.
color[0] = numPasses * ( 2.0f / 255.0f ); } else { color[0] = ( 16 * numPasses ) * ( 2.0f / 255.0f ); } color[1] = 0.0f; color[2] = 0.0f; color[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( 0, color, 1 );
DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( fillrate_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20b ); SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20 ); SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20 ); } } Draw();
SHADOW_STATE { pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
DECLARE_STATIC_VERTEX_SHADER( fillrate_vs20 ); SET_STATIC_VERTEX_SHADER( fillrate_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20b ); SET_STATIC_PIXEL_SHADER( fillrate_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20 ); SET_STATIC_PIXEL_SHADER( fillrate_ps20 ); } } DYNAMIC_STATE { float color[4] = { 0.0f, 0.05f, 0.05f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 0, color, 1 );
DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( fillrate_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20b ); SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20 ); SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20 ); } } Draw(); } END_SHADER
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