diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/debugnormalmap.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/debugnormalmap.cpp | 148 |
1 files changed, 148 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/debugnormalmap.cpp b/mp/src/materialsystem/stdshaders/debugnormalmap.cpp new file mode 100644 index 00000000..0be5246a --- /dev/null +++ b/mp/src/materialsystem/stdshaders/debugnormalmap.cpp @@ -0,0 +1,148 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//===========================================================================// + +#include "BaseVSShader.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 + +#include "unlitgeneric_vs11.inc" + + + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_VS_SHADER_FLAGS( DebugNormalMap, "Help for DebugNormalMap", SHADER_NOT_EDITABLE ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldDiffuseBumpMap_bump", "bump map" ) + SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) + SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); + } + + SHADER_INIT + { + } + + SHADER_FALLBACK + { + if( g_pHardwareConfig->GetDXSupportLevel() < 80 ) + { +// Assert( 0 ); + return "Wireframe"; + } + return 0; + } + + SHADER_DRAW + { + SHADOW_STATE + { + 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 ); + +#ifdef USE_NEW_SHADER + if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) + { + DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, 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 ); + } + } + else +#endif + { + unlitgeneric_vs11_Static_Index vshIndex; + vshIndex.SetDETAIL( false ); + vshIndex.SetENVMAP( false ); + vshIndex.SetENVMAPCAMERASPACE( false ); + vshIndex.SetENVMAPSPHERE( false ); + vshIndex.SetVERTEXCOLOR( false ); + vshIndex.SetSEPARATEDETAILUVS( false ); + pShaderShadow->SetVertexShader( "unlitgeneric_vs11", vshIndex.GetIndex() ); + + pShaderShadow->SetPixelShader( "unlitgeneric" ); + } + } + DYNAMIC_STATE + { + if ( params[BUMPMAP]->IsTexture() ) + { + BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME ); + } + else + { + pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT ); + } + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM ); +#ifdef USE_NEW_SHADER + if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) + { + float vVertexColor[4] = { 0, 0, 0, 0 }; + 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 ); + } + } + else +#endif + { + unlitgeneric_vs11_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + } + } + Draw(); + } +END_SHADER + |