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113 lines
3.0 KiB
113 lines
3.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//===========================================================================// |
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#include "shaderlib/cshader.h" |
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#include "convar.h" |
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#include "debugdrawdepth_vs20.inc" |
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#include "debugdrawdepth_ps20.inc" |
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#include "debugdrawdepth_ps20b.inc" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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static ConVar mat_debugdepthmode( "mat_debugdepthmode", "0" ); |
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static ConVar mat_debugdepthval( "mat_debugdepthval", "128.0f" ); |
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static ConVar mat_debugdepthvalmax( "mat_debugdepthvalmax", "256.0f" ); |
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BEGIN_SHADER_FLAGS( DebugDepth, "Help for DebugDepth", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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} |
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SHADER_INIT |
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{ |
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} |
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SHADER_FALLBACK |
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{ |
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if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
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{ |
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// Assert( 0 ); |
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return "WireFrame"; |
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} |
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return 0; |
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} |
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SHADER_DRAW |
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{ |
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SHADOW_STATE |
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{ |
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// Set stream format (note that this shader supports compression) |
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unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; |
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int nTexCoordCount = 1; |
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int userDataSize = 0; |
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); |
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DECLARE_STATIC_VERTEX_SHADER( debugdrawdepth_vs20 ); |
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SET_STATIC_VERTEX_SHADER( debugdrawdepth_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( debugdrawdepth_ps20b ); |
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SET_STATIC_PIXEL_SHADER( debugdrawdepth_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( debugdrawdepth_ps20 ); |
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SET_STATIC_PIXEL_SHADER( debugdrawdepth_ps20 ); |
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} |
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} |
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DYNAMIC_STATE |
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{ |
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DECLARE_DYNAMIC_VERTEX_SHADER( debugdrawdepth_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, s_pShaderAPI->GetCurrentNumBones() > 0 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
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SET_DYNAMIC_VERTEX_SHADER( debugdrawdepth_vs20 ); |
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Vector4D vecZFilter( 0, 0, 0, 1 ); |
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int nDepthMode = mat_debugdepthmode.GetInt(); |
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if ( nDepthMode > 1 ) |
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{ |
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nDepthMode = 0; |
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} |
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vecZFilter[nDepthMode] = 1; |
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s_pShaderAPI->SetPixelShaderConstant( 1, vecZFilter.Base() ); |
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Vector4D vecModulationColor( 0, 0, 0, 1 ); |
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if ( IS_FLAG_SET( MATERIAL_VAR_DECAL ) ) |
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{ |
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vecModulationColor[0] = 0; |
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vecModulationColor[1] = 1; |
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vecModulationColor[2] = 1; |
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} |
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else |
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{ |
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vecModulationColor[0] = 1; |
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vecModulationColor[1] = 1; |
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vecModulationColor[2] = 1; |
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} |
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s_pShaderAPI->SetPixelShaderConstant( 2, vecModulationColor.Base() ); |
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float flDepthFactor = mat_debugdepthval.GetFloat(); |
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float flDepthFactorMax = mat_debugdepthvalmax.GetFloat(); |
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if ( flDepthFactor == 0 ) |
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{ |
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flDepthFactor = 1.0f; |
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} |
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Vector4D vecZFactor( (flDepthFactorMax - flDepthFactor), flDepthFactor, 1, 1 ); |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vecZFactor.Base() ); |
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} |
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Draw(); |
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} |
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END_SHADER |
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