//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: Visualize shadow z buffers. Designed to be used when drawing a screen-aligned // quad with a floating-point z-buffer so that the large z-range is divided down // into visual range of grayscale colors. // // $NoKeywords: $ //===========================================================================// #include "convar.h" #include "BaseVSShader.h" #include "showz_vs20.inc" #include "showz_ps20.inc" #include "showz_ps20b.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" static ConVar r_showz_power( "r_showz_power", "1.0f", FCVAR_CHEAT ); BEGIN_VS_SHADER_FLAGS( showz, "Help for ShowZ", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( ALPHADEPTH, SHADER_PARAM_TYPE_INTEGER, "0", "Depth is stored in alpha channel" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { if ( !params[ALPHADEPTH]->IsDefined() ) { params[ALPHADEPTH]->SetIntValue( 0 ); } } SHADER_FALLBACK { return 0; } SHADER_INIT { } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); DECLARE_STATIC_VERTEX_SHADER( showz_vs20 ); SET_STATIC_VERTEX_SHADER( showz_vs20 ); ShadowFilterMode_t nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode( false /* bForceLowQuality */, false /* bPS30 */ ); // Based upon vendor and device dependent formats if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( showz_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( DEPTH_IN_ALPHA, params[ALPHADEPTH]->GetIntValue() ); SET_STATIC_PIXEL_SHADER( showz_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( showz_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( DEPTH_IN_ALPHA, params[ALPHADEPTH]->GetIntValue() ); SET_STATIC_PIXEL_SHADER( showz_ps20 ); } pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); pShaderShadow->EnableSRGBWrite( true ); // The back buffer is sRGB, we should always set this true! } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE, FRAME ); // Bind shadow depth map DECLARE_DYNAMIC_VERTEX_SHADER( showz_vs20 ); SET_DYNAMIC_VERTEX_SHADER( showz_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( showz_ps20b ); SET_DYNAMIC_PIXEL_SHADER( showz_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( showz_ps20 ); SET_DYNAMIC_PIXEL_SHADER( showz_ps20 ); } Vector4D C0; C0.x = r_showz_power.GetFloat(); pShaderAPI->SetPixelShaderConstant( 0, C0.Base(), 1 ); } Draw(); } END_SHADER