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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "depthwrite_ps20.inc"
#include "depthwrite_ps20b.inc"
#include "depthwrite_vs20.inc"
#if !defined( _X360 )
#include "depthwrite_ps30.inc"
#include "depthwrite_vs30.inc"
#endif
BEGIN_VS_SHADER_FLAGS( DepthWrite, "Help for Depth Write", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "", "Alpha reference value" ) SHADER_PARAM( COLOR_DEPTH, SHADER_PARAM_TYPE_BOOL, "0", "Write depth as color") END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); }
SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { return "Wireframe"; } return 0; }
SHADER_INIT { }
SHADER_DRAW { bool bAlphaClip = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ); int nColorDepth = GetIntParam( COLOR_DEPTH, params, 0 );
SHADOW_STATE { // 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 );
if ( nColorDepth == 0 ) { // Bias primitives when rendering into shadow map so we get slope-scaled depth bias
// rather than having to apply a constant bias in the filtering shader later
pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_SHADOW_BIAS ); }
// Turn off writes to color buffer since we always sample shadows from the DEPTH texture later
// This gives us double-speed fill when rendering INTO the shadow map
pShaderShadow->EnableColorWrites( ( nColorDepth == 1 ) ); pShaderShadow->EnableAlphaWrites( false );
// Don't backface cull unless alpha clipping, since this can cause artifacts when the
// geometry is clipped by the flashlight near plane
// If a material was already marked nocull, don't cull it
pShaderShadow->EnableCulling( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) && !IS_FLAG_SET(MATERIAL_VAR_NOCULL) );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ DECLARE_STATIC_VERTEX_SHADER( depthwrite_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( ONLY_PROJECT_POSITION, !bAlphaClip && IsX360() && !nColorDepth ); //360 needs to know if it *shouldn't* output texture coordinates to avoid shader patches
SET_STATIC_VERTEX_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); SET_STATIC_VERTEX_SHADER( depthwrite_vs20 ); if ( bAlphaClip || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() || nColorDepth ) { if( bAlphaClip ) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); }
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); SET_STATIC_PIXEL_SHADER( depthwrite_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); SET_STATIC_PIXEL_SHADER( depthwrite_ps20 ); } } } #ifndef _X360
else { SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( depthwrite_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( ONLY_PROJECT_POSITION, 0 ); //360 only combo, and this is a PC path
SET_STATIC_VERTEX_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); SET_STATIC_VERTEX_SHADER( depthwrite_vs30 );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); SET_STATIC_PIXEL_SHADER( depthwrite_ps30 ); } #endif
} DYNAMIC_STATE {
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ depthwrite_vs20_Dynamic_Index vshIndex; vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); vshIndex.SetCOMPRESSED_VERTS( (int)vertexCompression ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
if ( bAlphaClip ) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
float vAlphaThreshold[4] = {0.7f, 0.7f, 0.7f, 0.7f}; if ( ALPHATESTREFERENCE != -1 && ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) ) { vAlphaThreshold[0] = vAlphaThreshold[1] = vAlphaThreshold[2] = vAlphaThreshold[3] = params[ALPHATESTREFERENCE]->GetFloatValue(); }
pShaderAPI->SetPixelShaderConstant( 0, vAlphaThreshold, 1 ); }
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip ); SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip ); SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps20 ); } } #ifndef _X360
else // 3.0 shader case (PC only)
{ SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
depthwrite_vs30_Dynamic_Index vshIndex; vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); vshIndex.SetMORPHING( pShaderAPI->IsHWMorphingEnabled() ); vshIndex.SetCOMPRESSED_VERTS( (int)vertexCompression ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
if ( bAlphaClip ) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
float vAlphaThreshold[4] = {0.7f, 0.7f, 0.7f, 0.7f}; if ( ALPHATESTREFERENCE != -1 && ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) ) { vAlphaThreshold[0] = vAlphaThreshold[1] = vAlphaThreshold[2] = vAlphaThreshold[3] = params[ALPHATESTREFERENCE]->GetFloatValue(); }
pShaderAPI->SetPixelShaderConstant( 0, vAlphaThreshold, 1 ); }
DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip ); SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps30 ); } #endif
Vector4D vParms;
// set up arbitrary far planes, as the real ones are too far ( 30,000 )
// pShaderAPI->SetPSNearAndFarZ( 1 );
vParms.x = 7.0f; // arbitrary near
vParms.y = 4000.0f; // arbitrary far
vParms.z = 0.0f; vParms.w = 0.0f; pShaderAPI->SetPixelShaderConstant( 1, vParms.Base(), 2 );
} // DYNAMIC_STATE
Draw( ); } END_SHADER
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