diff options
Diffstat (limited to 'materialsystem/stdshaders/BufferClearObeyStencil_dx8.cpp')
| -rw-r--r-- | materialsystem/stdshaders/BufferClearObeyStencil_dx8.cpp | 67 |
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 |