diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/debugluxel.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/debugluxel.cpp | 140 |
1 files changed, 140 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/debugluxel.cpp b/mp/src/materialsystem/stdshaders/debugluxel.cpp new file mode 100644 index 00000000..b3135fcb --- /dev/null +++ b/mp/src/materialsystem/stdshaders/debugluxel.cpp @@ -0,0 +1,140 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//===========================================================================// + +#include "shaderlib/cshader.h" + +#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing. + +#ifdef USE_NEW_SHADER + +#include "unlitgeneric_vs20.inc" +#include "unlitgeneric_ps20.inc" +#include "unlitgeneric_ps20b.inc" + +#endif + + + +// 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 ); + +#ifdef USE_NEW_SHADER + if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) + { + SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); + } +#endif +} + +SHADER_INIT +{ + LoadTexture( BASETEXTURE ); +} + +SHADER_DRAW +{ + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + + if (IS_FLAG_SET(MATERIAL_VAR_TRANSLUCENT)) + { + pShaderShadow->EnableBlending( true ); + pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + } + + if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) + pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); + else + pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); +#ifdef USE_NEW_SHADER + if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) + { + bool bVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR); + + DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bVertexColor ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20b ); + SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20 ); + SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20 ); + } + } +#endif + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + + int texCoordScaleX = 1, texCoordScaleY = 1; + if (!params[NOSCALE]->GetIntValue()) + { + pShaderAPI->GetLightmapDimensions( &texCoordScaleX, &texCoordScaleY ); + } + +#ifdef USE_NEW_SHADER + if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) + { + float vVertexColor[4] = { IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) ? 1.0f : 0.0f, 0.0f, 0.0f, 0.0f }; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vVertexColor, 1 ); + + DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); + SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 ); + } + + //texture scale transform + Vector4D transformation[2]; + transformation[0].Init( (float)texCoordScaleX, 0.0f, 0.0f, 0.0f ); + transformation[1].Init( 0.0f, (float)texCoordScaleY, 0.0f, 0.0f ); + s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 ); + } + else +#endif + { + if (!params[NOSCALE]->GetIntValue()) + { + pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 ); + pShaderAPI->LoadIdentity( ); + pShaderAPI->ScaleXY( texCoordScaleX, texCoordScaleY ); + } + } + } + Draw(); +} +END_SHADER |