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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/showz.cpp
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Diffstat (limited to 'materialsystem/stdshaders/showz.cpp')
-rw-r--r--materialsystem/stdshaders/showz.cpp98
1 files changed, 98 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/showz.cpp b/materialsystem/stdshaders/showz.cpp
new file mode 100644
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+++ b/materialsystem/stdshaders/showz.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Visualize shadow z buffers. Designed to be used when drawing a screen-aligned
+// quad with a floating-point z-buffer so that the large z-range is divided down
+// into visual range of grayscale colors.
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "convar.h"
+#include "BaseVSShader.h"
+
+#include "showz_vs20.inc"
+#include "showz_ps20.inc"
+#include "showz_ps20b.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+static ConVar r_showz_power( "r_showz_power", "1.0f", FCVAR_CHEAT );
+
+BEGIN_VS_SHADER_FLAGS( showz, "Help for ShowZ", SHADER_NOT_EDITABLE )
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( ALPHADEPTH, SHADER_PARAM_TYPE_INTEGER, "0", "Depth is stored in alpha channel" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ if ( !params[ALPHADEPTH]->IsDefined() )
+ {
+ params[ALPHADEPTH]->SetIntValue( 0 );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+// if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+// return "Wireframe";
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ DECLARE_STATIC_VERTEX_SHADER( showz_vs20 );
+ SET_STATIC_VERTEX_SHADER( showz_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( showz_ps20b );
+ SET_STATIC_PIXEL_SHADER_COMBO( DEPTH_IN_ALPHA, params[ALPHADEPTH]->GetIntValue() );
+ SET_STATIC_PIXEL_SHADER( showz_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( showz_ps20 );
+ SET_STATIC_PIXEL_SHADER_COMBO( DEPTH_IN_ALPHA, params[ALPHADEPTH]->GetIntValue() );
+ SET_STATIC_PIXEL_SHADER( showz_ps20 );
+ }
+
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
+
+ pShaderShadow->EnableSRGBWrite( true ); // The back buffer is sRGB, we should always set this true!
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); // Bind shadow depth map
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( showz_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER( showz_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( showz_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( showz_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( showz_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( showz_ps20 );
+ }
+
+ Vector4D C0;
+ C0.x = r_showz_power.GetFloat();
+
+ pShaderAPI->SetPixelShaderConstant( 0, C0.Base(), 1 );
+ }
+ Draw();
+ }
+END_SHADER
+