aboutsummaryrefslogtreecommitdiff
path: root/mp/src/materialsystem/stdshaders/debugnormalmap.cpp
blob: 0be5246afcbda6d6ba0659df7d70636deda80fc8 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
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