mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-20 04:26:03 +08:00
109 lines
3.0 KiB
C++
109 lines
3.0 KiB
C++
![]() |
//===== Copyright <20> 1996-2005, 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
|
|||
|
{
|
|||
|
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
|
|||
|
|