diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/DebugTextureView.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/DebugTextureView.cpp | 104 |
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 |