Files
source-sdk-2013/mp/src/materialsystem/stdshaders/debugdepth.cpp
Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

114 lines
3.0 KiB
C++

//========= 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