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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/wireframe.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/wireframe.cpp')
| -rw-r--r-- | materialsystem/wireframe.cpp | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/materialsystem/wireframe.cpp b/materialsystem/wireframe.cpp new file mode 100644 index 0000000..686722c --- /dev/null +++ b/materialsystem/wireframe.cpp @@ -0,0 +1,58 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//===========================================================================// + +#include "shaderlib/cshader.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#ifdef _WIN32 +DEFINE_FALLBACK_SHADER( Wireframe, Wireframe_DX6 ) +BEGIN_SHADER( Wireframe_DX6, + "Help for Wireframe_DX6" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/basetexture", "unused", SHADER_PARAM_NOT_EDITABLE ) + SHADER_PARAM_OVERRIDE( FRAME, SHADER_PARAM_TYPE_INTEGER, "0", "unused", SHADER_PARAM_NOT_EDITABLE ) + SHADER_PARAM_OVERRIDE( BASETEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "unused", SHADER_PARAM_NOT_EDITABLE ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); + SET_FLAGS( MATERIAL_VAR_NOFOG ); + } + + SHADER_INIT + { + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE ); + + SetModulationShadowState(); + SetDefaultBlendingShadowState(); + + int flags = SHADER_DRAW_POSITION; + if ( IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) || IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) ) + { + flags |= SHADER_DRAW_COLOR; + } + pShaderShadow->DrawFlags( flags ); + } + DYNAMIC_STATE + { + SetModulationDynamicState(); + } + Draw(); + } +END_SHADER +#endif |