Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "shaderlib/cshader.h"
#include "convar.h"
#include "debugdrawdepth_vs20.inc"
#include "debugdrawdepth_ps20.inc"
#include "debugdrawdepth_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar mat_debugdepthmode( "mat_debugdepthmode", "0" );
static ConVar mat_debugdepthval( "mat_debugdepthval", "128.0f" );
static ConVar mat_debugdepthvalmax( "mat_debugdepthvalmax", "256.0f" );
BEGIN_SHADER_FLAGS( DebugDepth, "Help for DebugDepth", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
}
SHADER_INIT
{
}
SHADER_FALLBACK
{
if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
// Assert( 0 );
return "WireFrame";
}
return 0;
}
SHADER_DRAW
{
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 );
DECLARE_STATIC_VERTEX_SHADER( debugdrawdepth_vs20 );
SET_STATIC_VERTEX_SHADER( debugdrawdepth_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( debugdrawdepth_ps20b );
SET_STATIC_PIXEL_SHADER( debugdrawdepth_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( debugdrawdepth_ps20 );
SET_STATIC_PIXEL_SHADER( debugdrawdepth_ps20 );
}
}
DYNAMIC_STATE
{
DECLARE_DYNAMIC_VERTEX_SHADER( debugdrawdepth_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, s_pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( debugdrawdepth_vs20 );
Vector4D vecZFilter( 0, 0, 0, 1 );
int nDepthMode = mat_debugdepthmode.GetInt();
if ( nDepthMode > 1 )
{
nDepthMode = 0;
}
vecZFilter[nDepthMode] = 1;
s_pShaderAPI->SetPixelShaderConstant( 1, vecZFilter.Base() );
Vector4D vecModulationColor( 0, 0, 0, 1 );
if ( IS_FLAG_SET( MATERIAL_VAR_DECAL ) )
{
vecModulationColor[0] = 0;
vecModulationColor[1] = 1;
vecModulationColor[2] = 1;
}
else
{
vecModulationColor[0] = 1;
vecModulationColor[1] = 1;
vecModulationColor[2] = 1;
}
s_pShaderAPI->SetPixelShaderConstant( 2, vecModulationColor.Base() );
float flDepthFactor = mat_debugdepthval.GetFloat();
float flDepthFactorMax = mat_debugdepthvalmax.GetFloat();
if ( flDepthFactor == 0 )
{
flDepthFactor = 1.0f;
}
Vector4D vecZFactor( (flDepthFactorMax - flDepthFactor), flDepthFactor, 1, 1 );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vecZFactor.Base() );
}
Draw();
}
END_SHADER