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//========= 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 ;
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pShaderAPI - > SetPixelShaderConstant ( 1 , vParms . Base ( ) , 1 ) ;
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} // DYNAMIC_STATE
Draw ( ) ;
}
END_SHADER