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path: root/mp/src/materialsystem/stdshaders/debugdepth.cpp
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Diffstat (limited to 'mp/src/materialsystem/stdshaders/debugdepth.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/debugdepth.cpp113
1 files changed, 113 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/debugdepth.cpp b/mp/src/materialsystem/stdshaders/debugdepth.cpp
new file mode 100644
index 00000000..65e55e0c
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/debugdepth.cpp
@@ -0,0 +1,113 @@
+//========= Copyright 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
+ {
+ if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+// Assert( 0 );
+ return "WireFrame";
+ }
+ 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
+