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-rw-r--r--materialsystem/stdshaders/debugluxel.cpp97
1 files changed, 97 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/debugluxel.cpp b/materialsystem/stdshaders/debugluxel.cpp
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+++ b/materialsystem/stdshaders/debugluxel.cpp
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+//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//===========================================================================//
+
+#include "shaderlib/CShader.h"
+
+#include "debugluxel_ps20b.inc"
+#include "debugluxel_ps20.inc"
+#include "debugluxel_vs20.inc"
+
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+BEGIN_SHADER_FLAGS( DebugLuxels, "Help for DebugLuxels", SHADER_NOT_EDITABLE )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( NOSCALE, SHADER_PARAM_TYPE_BOOL, "0", "fixme" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+
+ if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
+ {
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+ }
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( BASETEXTURE );
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ DECLARE_STATIC_VERTEX_SHADER( debugluxel_vs20 );
+ SET_STATIC_VERTEX_SHADER( debugluxel_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( debugluxel_ps20b );
+ SET_STATIC_PIXEL_SHADER( debugluxel_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( debugluxel_ps20 );
+ SET_STATIC_PIXEL_SHADER( debugluxel_ps20 );
+ }
+
+ SetDefaultBlendingShadowState( BASETEXTURE );
+ DisableFog();
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, NULL, 0 );
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+
+ int texCoordScaleX = 1, texCoordScaleY = 1;
+ if (!params[NOSCALE]->GetIntValue())
+ {
+ pShaderAPI->GetLightmapDimensions( &texCoordScaleX, &texCoordScaleY );
+ }
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( debugluxel_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER( debugluxel_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( debugluxel_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( debugluxel_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( debugluxel_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( debugluxel_ps20 );
+ }
+
+ //texture scale transform
+ Vector4D transformation[2];
+ transformation[0].Init( texCoordScaleX, 0.0f, 0.0f, 0.0f );
+ transformation[1].Init( 0.0f, texCoordScaleY, 0.0f, 0.0f );
+ s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 );
+ }
+ Draw();
+ }
+END_SHADER