aboutsummaryrefslogtreecommitdiff
path: root/mp/src/materialsystem/stdshaders/DebugTextureView.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'mp/src/materialsystem/stdshaders/DebugTextureView.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/DebugTextureView.cpp104
1 files changed, 104 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/DebugTextureView.cpp b/mp/src/materialsystem/stdshaders/DebugTextureView.cpp
new file mode 100644
index 00000000..70d73d34
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/DebugTextureView.cpp
@@ -0,0 +1,104 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+
+#include "BaseVSShader.h"
+#include "shaderlib/cshader.h"
+
+#include "debugtextureview_vs20.inc"
+#include "debugtextureview_ps20.inc"
+#include "debugtextureview_ps20b.inc"
+
+DEFINE_FALLBACK_SHADER( DebugTextureView, DebugTextureView_dx9 )
+BEGIN_VS_SHADER( DebugTextureView_dx9, "Help for DebugTextureView" )
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( SHOWALPHA, SHADER_PARAM_TYPE_BOOL, "0", "" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ if ( params[BASETEXTURE]->IsDefined() )
+ {
+ LoadTexture( BASETEXTURE );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+ return "UnlitGeneric";
+ }
+ return 0;
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableAlphaTest( true );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ // 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( debugtextureview_vs20 );
+ SET_STATIC_VERTEX_SHADER( debugtextureview_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( debugtextureview_ps20b );
+ SET_STATIC_PIXEL_SHADER_COMBO( SHOWALPHA, params[SHOWALPHA]->GetIntValue() != 0 );
+ SET_STATIC_PIXEL_SHADER( debugtextureview_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( debugtextureview_ps20 );
+ SET_STATIC_PIXEL_SHADER_COMBO( SHOWALPHA, params[SHOWALPHA]->GetIntValue() != 0 );
+ SET_STATIC_PIXEL_SHADER( debugtextureview_ps20 );
+ }
+ }
+
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ //pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
+
+ ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
+
+ float cPsConst0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ if ( ( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA16161616F ) ||
+ ( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA16161616 ) ||
+ ( pTexture->GetImageFormat() == IMAGE_FORMAT_RGB323232F ) ||
+ ( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA32323232F ) )
+ {
+ if ( pTexture->IsCubeMap() )
+ cPsConst0[0] = 1.0f;
+ else
+ cPsConst0[1] = 1.0f;
+ }
+ pShaderAPI->SetPixelShaderConstant( 0, cPsConst0 );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( debugtextureview_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( debugtextureview_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( ISCUBEMAP, pTexture->IsCubeMap() );
+ SET_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( ISCUBEMAP, pTexture->IsCubeMap() );
+ SET_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20 );
+ }
+ }
+ Draw();
+ }
+END_SHADER