hl2_src-leak-2017/src/materialsystem/stdshaders/depthwrite.cpp

208 lines
6.6 KiB
C++

//========= 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