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140 lines
3.9 KiB
140 lines
3.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//===========================================================================// |
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#include "shaderlib/cshader.h" |
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#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing. |
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#ifdef USE_NEW_SHADER |
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#include "unlitgeneric_vs20.inc" |
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#include "unlitgeneric_ps20.inc" |
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#include "unlitgeneric_ps20b.inc" |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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BEGIN_SHADER_FLAGS( DebugLuxels, "Help for DebugLuxels", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( NOSCALE, SHADER_PARAM_TYPE_BOOL, "0", "fixme" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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#ifdef USE_NEW_SHADER |
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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} |
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#endif |
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} |
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SHADER_INIT |
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{ |
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LoadTexture( BASETEXTURE ); |
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} |
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SHADER_DRAW |
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{ |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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if (IS_FLAG_SET(MATERIAL_VAR_TRANSLUCENT)) |
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{ |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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} |
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if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); |
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else |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); |
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#ifdef USE_NEW_SHADER |
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) |
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{ |
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bool bVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR); |
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DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bVertexColor ? 1 : 0 ); |
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SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20b ); |
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SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20 ); |
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SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20 ); |
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} |
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} |
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#endif |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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int texCoordScaleX = 1, texCoordScaleY = 1; |
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if (!params[NOSCALE]->GetIntValue()) |
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{ |
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pShaderAPI->GetLightmapDimensions( &texCoordScaleX, &texCoordScaleY ); |
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} |
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#ifdef USE_NEW_SHADER |
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) |
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{ |
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float vVertexColor[4] = { IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) ? 1.0f : 0.0f, 0.0f, 0.0f, 0.0f }; |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vVertexColor, 1 ); |
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DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
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SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 ); |
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} |
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//texture scale transform |
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Vector4D transformation[2]; |
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transformation[0].Init( (float)texCoordScaleX, 0.0f, 0.0f, 0.0f ); |
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transformation[1].Init( 0.0f, (float)texCoordScaleY, 0.0f, 0.0f ); |
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s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 ); |
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} |
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else |
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#endif |
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{ |
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if (!params[NOSCALE]->GetIntValue()) |
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{ |
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pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 ); |
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pShaderAPI->LoadIdentity( ); |
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pShaderAPI->ScaleXY( texCoordScaleX, texCoordScaleY ); |
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} |
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} |
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} |
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Draw(); |
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} |
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END_SHADER
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