Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Clears color/depth, but obeys stencil while doing so
//
//=============================================================================//
#include "BaseVSShader.h"
#include "BufferClearObeyStencil_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( BufferClearObeyStencil, BufferClearObeyStencil_DX8 )
BEGIN_VS_SHADER_FLAGS( BufferClearObeyStencil_DX8, "", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( CLEARCOLOR, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of color" )
SHADER_PARAM( CLEARDEPTH, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of depth" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
{
return "BufferClearObeyStencil_DX6";
}
return 0;
}
SHADER_INIT
{
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS );
bool bEnableDepthWrites = params[CLEARDEPTH]->GetIntValue() != 0;
pShaderShadow->EnableDepthWrites( bEnableDepthWrites );
bool bEnableColorWrites = params[CLEARCOLOR]->GetIntValue() != 0;
pShaderShadow->EnableColorWrites( bEnableColorWrites );
pShaderShadow->EnableAlphaWrites( bEnableColorWrites );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION|VERTEX_COLOR, 1, 0, 0 );
bufferclearobeystencil_vs11_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "BufferClearObeyStencil_vs11", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "BufferClearObeyStencil_ps11", 0 );
}
DYNAMIC_STATE
{
pShaderAPI->SetVertexShaderIndex( 0 );
pShaderAPI->SetPixelShaderIndex( 0 );
}
Draw( );
}
END_SHADER