diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/debugtangentspace.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/debugtangentspace.cpp | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/debugtangentspace.cpp b/mp/src/materialsystem/stdshaders/debugtangentspace.cpp new file mode 100644 index 00000000..30279012 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/debugtangentspace.cpp @@ -0,0 +1,133 @@ +//========= 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 "debugtangentspace_vs11.inc" +#include "debugtangentspace_vs20.inc" +#include "unlitgeneric_notexture_ps11.inc" +#include "unlitgeneric_notexture_ps20.inc" +#include "unlitgeneric_notexture_ps20b.inc" + +#else +#include "debugtangentspace.inc" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_SHADER( DebugTangentSpace, "Help for DebugTangentSpace" ) + BEGIN_SHADER_PARAMS + SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/basetexture", "unused", SHADER_PARAM_NOT_EDITABLE ) + SHADER_PARAM_OVERRIDE( FRAME, SHADER_PARAM_TYPE_INTEGER, "0", "unused", SHADER_PARAM_NOT_EDITABLE ) + SHADER_PARAM_OVERRIDE( BASETEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "unused", SHADER_PARAM_NOT_EDITABLE ) + SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) + SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); + } + + SHADER_INIT + { + } + + SHADER_DRAW + { + if (g_pHardwareConfig->SupportsVertexAndPixelShaders()) + { + SHADOW_STATE + { + // Set stream format (note that this shader supports compression) + unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; + int nTexCoordCount = 0; + int userDataSize = 4; + pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); + +#ifdef USE_NEW_SHADER + if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) + { + DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs20 ); + SET_STATIC_VERTEX_SHADER( debugtangentspace_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b ); + SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 ); + SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 ); + } + } + else + { + DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs11 ); + SET_STATIC_VERTEX_SHADER( debugtangentspace_vs11 ); + + DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 ); + SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 ); + } +#else + debugtangentspace_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "DebugTangentSpace", vshIndex.GetIndex() ); + + pShaderShadow->SetPixelShader( "UnlitGeneric_NoTexture" ); +#endif + } + DYNAMIC_STATE + { + +#ifdef USE_NEW_SHADER + if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) + { + DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_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( debugtangentspace_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 ); + } + } + else // legacy hardware + { + DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs11 ); + 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( debugtangentspace_vs11 ); + + DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 ); + SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 ); + } +#else + debugtangentspace_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); +#endif + } + Draw(); + } + } +END_SHADER + |