diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/depthwrite.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/depthwrite.cpp | 207 |
1 files changed, 207 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/depthwrite.cpp b/mp/src/materialsystem/stdshaders/depthwrite.cpp new file mode 100644 index 00000000..06d7690f --- /dev/null +++ b/mp/src/materialsystem/stdshaders/depthwrite.cpp @@ -0,0 +1,207 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "depthwrite_ps20.inc" +#include "depthwrite_ps20b.inc" +#include "depthwrite_vs20.inc" + +#if !defined( _X360 ) +#include "depthwrite_ps30.inc" +#include "depthwrite_vs30.inc" +#endif + +BEGIN_VS_SHADER_FLAGS( DepthWrite, "Help for Depth Write", SHADER_NOT_EDITABLE ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "", "Alpha reference value" ) + SHADER_PARAM( COLOR_DEPTH, SHADER_PARAM_TYPE_BOOL, "0", "Write depth as color") + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); + } + + SHADER_FALLBACK + { + if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) + { + return "Wireframe"; + } + return 0; + } + + SHADER_INIT + { + } + + SHADER_DRAW + { + bool bAlphaClip = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ); + int nColorDepth = GetIntParam( COLOR_DEPTH, params, 0 ); + + 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 ); + + if ( nColorDepth == 0 ) + { + // Bias primitives when rendering into shadow map so we get slope-scaled depth bias + // rather than having to apply a constant bias in the filtering shader later + pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_SHADOW_BIAS ); + } + + // Turn off writes to color buffer since we always sample shadows from the DEPTH texture later + // This gives us double-speed fill when rendering INTO the shadow map + pShaderShadow->EnableColorWrites( ( nColorDepth == 1 ) ); + pShaderShadow->EnableAlphaWrites( false ); + + // Don't backface cull unless alpha clipping, since this can cause artifacts when the + // geometry is clipped by the flashlight near plane + // If a material was already marked nocull, don't cull it + pShaderShadow->EnableCulling( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) && !IS_FLAG_SET(MATERIAL_VAR_NOCULL) ); + +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + DECLARE_STATIC_VERTEX_SHADER( depthwrite_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( ONLY_PROJECT_POSITION, !bAlphaClip && IsX360() && !nColorDepth ); //360 needs to know if it *shouldn't* output texture coordinates to avoid shader patches + SET_STATIC_VERTEX_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); + SET_STATIC_VERTEX_SHADER( depthwrite_vs20 ); + + if ( bAlphaClip || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() || nColorDepth ) + { + if( bAlphaClip ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); + } + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps20b ); + SET_STATIC_PIXEL_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); + SET_STATIC_PIXEL_SHADER( depthwrite_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps20 ); + SET_STATIC_PIXEL_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); + SET_STATIC_PIXEL_SHADER( depthwrite_ps20 ); + } + } + } +#ifndef _X360 + else + { + SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); + + DECLARE_STATIC_VERTEX_SHADER( depthwrite_vs30 ); + SET_STATIC_VERTEX_SHADER_COMBO( ONLY_PROJECT_POSITION, 0 ); //360 only combo, and this is a PC path + SET_STATIC_VERTEX_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); + SET_STATIC_VERTEX_SHADER( depthwrite_vs30 ); + + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); + + DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps30 ); + SET_STATIC_PIXEL_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); + SET_STATIC_PIXEL_SHADER( depthwrite_ps30 ); + } +#endif + } + DYNAMIC_STATE + { + +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + depthwrite_vs20_Dynamic_Index vshIndex; + vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); + vshIndex.SetCOMPRESSED_VERTS( (int)vertexCompression ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + + if ( bAlphaClip ) + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + + float vAlphaThreshold[4] = {0.7f, 0.7f, 0.7f, 0.7f}; + if ( ALPHATESTREFERENCE != -1 && ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) ) + { + vAlphaThreshold[0] = vAlphaThreshold[1] = vAlphaThreshold[2] = vAlphaThreshold[3] = params[ALPHATESTREFERENCE]->GetFloatValue(); + } + + pShaderAPI->SetPixelShaderConstant( 0, vAlphaThreshold, 1 ); + } + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip ); + SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps20 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip ); + SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps20 ); + } + } +#ifndef _X360 + else // 3.0 shader case (PC only) + { + SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); + + depthwrite_vs30_Dynamic_Index vshIndex; + vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); + vshIndex.SetMORPHING( pShaderAPI->IsHWMorphingEnabled() ); + vshIndex.SetCOMPRESSED_VERTS( (int)vertexCompression ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + + if ( bAlphaClip ) + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + + float vAlphaThreshold[4] = {0.7f, 0.7f, 0.7f, 0.7f}; + if ( ALPHATESTREFERENCE != -1 && ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) ) + { + vAlphaThreshold[0] = vAlphaThreshold[1] = vAlphaThreshold[2] = vAlphaThreshold[3] = params[ALPHATESTREFERENCE]->GetFloatValue(); + } + + pShaderAPI->SetPixelShaderConstant( 0, vAlphaThreshold, 1 ); + } + + DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps30 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip ); + SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps30 ); + } +#endif + + Vector4D vParms; + + // set up arbitrary far planes, as the real ones are too far ( 30,000 ) +// pShaderAPI->SetPSNearAndFarZ( 1 ); + vParms.x = 7.0f; // arbitrary near + vParms.y = 4000.0f; // arbitrary far + vParms.z = 0.0f; + vParms.w = 0.0f; + pShaderAPI->SetPixelShaderConstant( 1, vParms.Base(), 2 ); + + } // DYNAMIC_STATE + + Draw( ); + } +END_SHADER |