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Diffstat (limited to 'materialsystem/stdshaders/floattoscreen.cpp')
| -rw-r--r-- | materialsystem/stdshaders/floattoscreen.cpp | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/floattoscreen.cpp b/materialsystem/stdshaders/floattoscreen.cpp new file mode 100644 index 0000000..ae59a8a --- /dev/null +++ b/materialsystem/stdshaders/floattoscreen.cpp @@ -0,0 +1,93 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "screenspaceeffect_vs20.inc" +#include "floattoscreen_ps20.inc" +#include "floattoscreen_ps20b.inc" +#include "convar.h" + +BEGIN_VS_SHADER_FLAGS( floattoscreen, "Help for floattoscreen", SHADER_NOT_EDITABLE ) + BEGIN_SHADER_PARAMS + SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) + SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "floattoscreen_ps20", "Name of the pixel shader to use" ) + END_SHADER_PARAMS + + SHADER_INIT + { + if( params[FBTEXTURE]->IsDefined() ) + { + LoadTexture( FBTEXTURE ); + } + } + + SHADER_FALLBACK + { + // Requires DX9 + above + if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) + return "Wireframe"; + return 0; + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableDepthWrites( false ); + + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + int fmt = VERTEX_POSITION; + pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); + + // convert from linear to gamma on write. + pShaderShadow->EnableSRGBWrite( true ); + + // Pre-cache shaders + DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + +// DECLARE_STATIC_PIXEL_SHADER( floattoscreen_ps20 ); +// SET_STATIC_PIXEL_SHADER( floattoscreen_ps20 ); + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + const char *szPixelShader = params[PIXSHADER]->GetStringValue(); + size_t iLength = Q_strlen( szPixelShader ); + + if( (iLength > 5) && (Q_stricmp( &szPixelShader[iLength - 5], "_ps20" ) == 0) ) //detect if it's trying to load a ps20 shader + { + //replace it with the ps20b shader + char *szNewName = (char *)stackalloc( sizeof( char ) * (iLength + 2) ); + memcpy( szNewName, szPixelShader, sizeof( char ) * iLength ); + szNewName[iLength] = 'b'; + szNewName[iLength + 1] = '\0'; + pShaderShadow->SetPixelShader( szNewName, 0 ); + } + else + { + pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 ); + } + } + else + { + pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 ); + } + } + + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, FBTEXTURE, -1 ); + DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + +// DECLARE_DYNAMIC_PIXEL_SHADER( floattoscreen_ps20 ); +// SET_DYNAMIC_PIXEL_SHADER( floattoscreen_ps20 ); + pShaderAPI->SetPixelShaderIndex( 0 ); + } + Draw(); + } +END_SHADER |