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