//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Clears color/depth, but obeys stencil while doing so // //=============================================================================// #include "BaseVSShader.h" #include "bufferclearobeystencil_vs20.inc" #include "bufferclearobeystencil_ps20.inc" #include "bufferclearobeystencil_ps20b.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( BufferClearObeyStencil, BufferClearObeyStencil_DX9 ) BEGIN_VS_SHADER_FLAGS( BufferClearObeyStencil_DX9, "", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( CLEARCOLOR, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of color" ) SHADER_PARAM( CLEARALPHA, SHADER_PARAM_TYPE_INTEGER, "-1", "activates clearing of alpha. -1 == copy CLEARCOLOR setting" ) SHADER_PARAM( CLEARDEPTH, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of depth" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { } SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { return "BufferClearObeyStencil_DX8"; } return 0; } SHADER_INIT { if ( !params[CLEARALPHA]->IsDefined() ) params[CLEARALPHA]->SetIntValue( -1 ); } SHADER_DRAW { bool bEnableColorWrites = params[CLEARCOLOR]->GetIntValue() != 0; bool bEnableAlphaWrites = (params[CLEARALPHA]->GetIntValue() >= 0) ? (params[CLEARALPHA]->GetIntValue() != 0) : bEnableColorWrites; bool bUsesColor = bEnableColorWrites || bEnableAlphaWrites; SHADOW_STATE { pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS ); bool bEnableDepthWrites = params[CLEARDEPTH]->GetIntValue() != 0; pShaderShadow->EnableDepthWrites( bEnableDepthWrites ); pShaderShadow->EnableColorWrites( bEnableColorWrites ); pShaderShadow->EnableAlphaWrites( bEnableAlphaWrites ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 1, NULL, 0 ); DECLARE_STATIC_VERTEX_SHADER( bufferclearobeystencil_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( USESCOLOR, bUsesColor || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() ); SET_STATIC_VERTEX_SHADER( bufferclearobeystencil_vs20 ); //avoid setting a pixel shader when only doing depth/stencil operations, as recommended by PIX if( bUsesColor || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() ) { if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20b ); SET_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20 ); SET_STATIC_PIXEL_SHADER( bufferclearobeystencil_ps20 ); } } pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ZERO ); pShaderShadow->EnableAlphaTest( true ); pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_ALWAYS, 0 ); } DYNAMIC_STATE { DECLARE_DYNAMIC_VERTEX_SHADER( bufferclearobeystencil_vs20 ); SET_DYNAMIC_VERTEX_SHADER( bufferclearobeystencil_vs20 ); //avoid setting a pixel shader when only doing depth/stencil operations, as recommended by PIX if( bUsesColor || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() ) { if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( bufferclearobeystencil_ps20b ); SET_DYNAMIC_PIXEL_SHADER( bufferclearobeystencil_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( bufferclearobeystencil_ps20 ); SET_DYNAMIC_PIXEL_SHADER( bufferclearobeystencil_ps20 ); } } } Draw( ); } END_SHADER