sqwarmed/sdk_src/materialsystem/stdshaders/fillrate.cpp

153 lines
4.2 KiB
C++

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