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path: root/sp/src/materialsystem/stdshaders/debugluxel.cpp
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-rw-r--r--sp/src/materialsystem/stdshaders/debugluxel.cpp140
1 files changed, 140 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/debugluxel.cpp b/sp/src/materialsystem/stdshaders/debugluxel.cpp
new file mode 100644
index 00000000..b3135fcb
--- /dev/null
+++ b/sp/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