You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
99 lines
2.5 KiB
99 lines
2.5 KiB
5 years ago
|
//========= Copyright 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
|
||
|
{
|
||
|
// if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
|
||
|
// return "Wireframe";
|
||
|
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 );
|
||
|
|
||
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
|
{
|
||
|
DECLARE_STATIC_PIXEL_SHADER( showz_ps20b );
|
||
|
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, 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
|
||
|
|