Counter Strike : Global Offensive Source Code
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//===== 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