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materialsystem/stdshaders/depthwrite.cpp
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207
materialsystem/stdshaders/depthwrite.cpp
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//========= 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 "BaseVSShader.h"
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#include "depthwrite_ps20.inc"
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#include "depthwrite_ps20b.inc"
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#include "depthwrite_vs20.inc"
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#if !defined( _X360 )
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#include "depthwrite_ps30.inc"
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#include "depthwrite_vs30.inc"
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#endif
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BEGIN_VS_SHADER_FLAGS( DepthWrite, "Help for Depth Write", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "", "Alpha reference value" )
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SHADER_PARAM( COLOR_DEPTH, SHADER_PARAM_TYPE_BOOL, "0", "Write depth as color")
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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_FALLBACK
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{
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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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_INIT
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{
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}
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SHADER_DRAW
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{
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bool bAlphaClip = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST );
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int nColorDepth = GetIntParam( COLOR_DEPTH, params, 0 );
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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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if ( nColorDepth == 0 )
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{
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// Bias primitives when rendering into shadow map so we get slope-scaled depth bias
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// rather than having to apply a constant bias in the filtering shader later
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_SHADOW_BIAS );
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}
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// Turn off writes to color buffer since we always sample shadows from the DEPTH texture later
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// This gives us double-speed fill when rendering INTO the shadow map
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pShaderShadow->EnableColorWrites( ( nColorDepth == 1 ) );
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pShaderShadow->EnableAlphaWrites( false );
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// Don't backface cull unless alpha clipping, since this can cause artifacts when the
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// geometry is clipped by the flashlight near plane
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// If a material was already marked nocull, don't cull it
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pShaderShadow->EnableCulling( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) && !IS_FLAG_SET(MATERIAL_VAR_NOCULL) );
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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DECLARE_STATIC_VERTEX_SHADER( depthwrite_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( ONLY_PROJECT_POSITION, !bAlphaClip && IsX360() && !nColorDepth ); //360 needs to know if it *shouldn't* output texture coordinates to avoid shader patches
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SET_STATIC_VERTEX_SHADER_COMBO( COLOR_DEPTH, nColorDepth );
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SET_STATIC_VERTEX_SHADER( depthwrite_vs20 );
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if ( bAlphaClip || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() || nColorDepth )
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{
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if( bAlphaClip )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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}
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( COLOR_DEPTH, nColorDepth );
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SET_STATIC_PIXEL_SHADER( depthwrite_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( COLOR_DEPTH, nColorDepth );
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SET_STATIC_PIXEL_SHADER( depthwrite_ps20 );
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}
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}
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}
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#ifndef _X360
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else
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{
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SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
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DECLARE_STATIC_VERTEX_SHADER( depthwrite_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( ONLY_PROJECT_POSITION, 0 ); //360 only combo, and this is a PC path
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SET_STATIC_VERTEX_SHADER_COMBO( COLOR_DEPTH, nColorDepth );
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SET_STATIC_VERTEX_SHADER( depthwrite_vs30 );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps30 );
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SET_STATIC_PIXEL_SHADER_COMBO( COLOR_DEPTH, nColorDepth );
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SET_STATIC_PIXEL_SHADER( depthwrite_ps30 );
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}
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#endif
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}
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DYNAMIC_STATE
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{
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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depthwrite_vs20_Dynamic_Index vshIndex;
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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vshIndex.SetCOMPRESSED_VERTS( (int)vertexCompression );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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if ( bAlphaClip )
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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float vAlphaThreshold[4] = {0.7f, 0.7f, 0.7f, 0.7f};
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if ( ALPHATESTREFERENCE != -1 && ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) )
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{
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vAlphaThreshold[0] = vAlphaThreshold[1] = vAlphaThreshold[2] = vAlphaThreshold[3] = params[ALPHATESTREFERENCE]->GetFloatValue();
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}
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pShaderAPI->SetPixelShaderConstant( 0, vAlphaThreshold, 1 );
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}
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip );
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SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip );
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SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps20 );
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}
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}
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#ifndef _X360
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else // 3.0 shader case (PC only)
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{
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SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
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depthwrite_vs30_Dynamic_Index vshIndex;
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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vshIndex.SetMORPHING( pShaderAPI->IsHWMorphingEnabled() );
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vshIndex.SetCOMPRESSED_VERTS( (int)vertexCompression );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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if ( bAlphaClip )
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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float vAlphaThreshold[4] = {0.7f, 0.7f, 0.7f, 0.7f};
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if ( ALPHATESTREFERENCE != -1 && ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) )
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{
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vAlphaThreshold[0] = vAlphaThreshold[1] = vAlphaThreshold[2] = vAlphaThreshold[3] = params[ALPHATESTREFERENCE]->GetFloatValue();
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}
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pShaderAPI->SetPixelShaderConstant( 0, vAlphaThreshold, 1 );
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}
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DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps30 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip );
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SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps30 );
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}
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#endif
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Vector4D vParms;
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// set up arbitrary far planes, as the real ones are too far ( 30,000 )
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// pShaderAPI->SetPSNearAndFarZ( 1 );
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vParms.x = 7.0f; // arbitrary near
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vParms.y = 4000.0f; // arbitrary far
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vParms.z = 0.0f;
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vParms.w = 0.0f;
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pShaderAPI->SetPixelShaderConstant( 1, vParms.Base(), 2 );
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} // DYNAMIC_STATE
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Draw( );
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}
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END_SHADER
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