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98 lines
2.5 KiB
98 lines
2.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Visualize shadow z buffers. Designed to be used when drawing a screen-aligned |
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// quad with a floating-point z-buffer so that the large z-range is divided down |
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// into visual range of grayscale colors. |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "convar.h" |
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#include "BaseVSShader.h" |
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#include "showz_vs20.inc" |
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#include "showz_ps20.inc" |
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#include "showz_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 r_showz_power( "r_showz_power", "1.0f", FCVAR_CHEAT ); |
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BEGIN_VS_SHADER_FLAGS( showz, "Help for ShowZ", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( ALPHADEPTH, SHADER_PARAM_TYPE_INTEGER, "0", "Depth is stored in alpha channel" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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if ( !params[ALPHADEPTH]->IsDefined() ) |
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{ |
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params[ALPHADEPTH]->SetIntValue( 0 ); |
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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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// return "Wireframe"; |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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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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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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DECLARE_STATIC_VERTEX_SHADER( showz_vs20 ); |
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SET_STATIC_VERTEX_SHADER( showz_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( showz_ps20b ); |
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SET_STATIC_PIXEL_SHADER_COMBO( DEPTH_IN_ALPHA, params[ALPHADEPTH]->GetIntValue() ); |
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SET_STATIC_PIXEL_SHADER( showz_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( showz_ps20 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( DEPTH_IN_ALPHA, params[ALPHADEPTH]->GetIntValue() ); |
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SET_STATIC_PIXEL_SHADER( showz_ps20 ); |
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} |
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); |
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pShaderShadow->EnableSRGBWrite( true ); // The back buffer is sRGB, we should always set this true! |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); // Bind shadow depth map |
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DECLARE_DYNAMIC_VERTEX_SHADER( showz_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER( showz_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( showz_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER( showz_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( showz_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER( showz_ps20 ); |
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} |
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Vector4D C0; |
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C0.x = r_showz_power.GetFloat(); |
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pShaderAPI->SetPixelShaderConstant( 0, C0.Base(), 1 ); |
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} |
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Draw(); |
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} |
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END_SHADER |
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