153 lines
4.2 KiB
C++
153 lines
4.2 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "fillrate_vs20.inc"
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#include "fillrate_ps20.inc"
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#include "fillrate_ps20b.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER_FLAGS( Fillrate, "Help for Fillrate", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( PASSCOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "Number of passes for this material" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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}
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SHADER_INIT
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{
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthTest( false );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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DECLARE_STATIC_VERTEX_SHADER( fillrate_vs20 );
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SET_STATIC_VERTEX_SHADER( fillrate_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20b );
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SET_STATIC_PIXEL_SHADER( fillrate_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20 );
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SET_STATIC_PIXEL_SHADER( fillrate_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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int numPasses = params[PASSCOUNT]->GetIntValue();
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float color[4];
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if (g_pConfig->bMeasureFillRate)
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{
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// have to multiply by 2/255 since pixel shader constant are 1.7.
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// Will divide the 2 out in the pixel shader.
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color[0] = numPasses * ( 2.0f / 255.0f );
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}
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else
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{
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color[0] = ( 16 * numPasses ) * ( 2.0f / 255.0f );
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}
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color[1] = 0.0f;
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color[2] = 0.0f;
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color[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( 0, color, 1 );
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DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( fillrate_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20 );
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}
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}
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Draw();
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthTest( false );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
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DECLARE_STATIC_VERTEX_SHADER( fillrate_vs20 );
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SET_STATIC_VERTEX_SHADER( fillrate_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20b );
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SET_STATIC_PIXEL_SHADER( fillrate_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20 );
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SET_STATIC_PIXEL_SHADER( fillrate_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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float color[4] = { 0.0f, 0.05f, 0.05f, 0.0f };
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pShaderAPI->SetPixelShaderConstant( 0, color, 1 );
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DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( fillrate_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20 );
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}
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}
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Draw();
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}
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END_SHADER
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