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Diffstat (limited to 'materialsystem/stdshaders/BufferClearObeyStencil_dx8.cpp')
-rw-r--r--materialsystem/stdshaders/BufferClearObeyStencil_dx8.cpp67
1 files changed, 67 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/BufferClearObeyStencil_dx8.cpp b/materialsystem/stdshaders/BufferClearObeyStencil_dx8.cpp
new file mode 100644
index 0000000..fcf43b8
--- /dev/null
+++ b/materialsystem/stdshaders/BufferClearObeyStencil_dx8.cpp
@@ -0,0 +1,67 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Clears color/depth, but obeys stencil while doing so
+//
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include "BufferClearObeyStencil_vs11.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( BufferClearObeyStencil, BufferClearObeyStencil_DX8 )
+
+BEGIN_VS_SHADER_FLAGS( BufferClearObeyStencil_DX8, "", SHADER_NOT_EDITABLE )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( CLEARCOLOR, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of color" )
+ SHADER_PARAM( CLEARDEPTH, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of depth" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
+ {
+ return "BufferClearObeyStencil_DX6";
+ }
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS );
+ bool bEnableDepthWrites = params[CLEARDEPTH]->GetIntValue() != 0;
+ pShaderShadow->EnableDepthWrites( bEnableDepthWrites );
+
+ bool bEnableColorWrites = params[CLEARCOLOR]->GetIntValue() != 0;
+ pShaderShadow->EnableColorWrites( bEnableColorWrites );
+ pShaderShadow->EnableAlphaWrites( bEnableColorWrites );
+
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION|VERTEX_COLOR, 1, 0, 0 );
+
+ bufferclearobeystencil_vs11_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "BufferClearObeyStencil_vs11", vshIndex.GetIndex() );
+ pShaderShadow->SetPixelShader( "BufferClearObeyStencil_ps11", 0 );
+ }
+
+ DYNAMIC_STATE
+ {
+ pShaderAPI->SetVertexShaderIndex( 0 );
+ pShaderAPI->SetPixelShaderIndex( 0 );
+ }
+
+ Draw( );
+ }
+
+END_SHADER