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97 lines
2.4 KiB
97 lines
2.4 KiB
//===== Copyright (c) 1996-2005, 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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#include "debugluxel_ps20b.inc" |
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#include "debugluxel_ps20.inc" |
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#include "debugluxel_vs20.inc" |
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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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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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} |
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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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DECLARE_STATIC_VERTEX_SHADER( debugluxel_vs20 ); |
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SET_STATIC_VERTEX_SHADER( debugluxel_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( debugluxel_ps20b ); |
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SET_STATIC_PIXEL_SHADER( debugluxel_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( debugluxel_ps20 ); |
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SET_STATIC_PIXEL_SHADER( debugluxel_ps20 ); |
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} |
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SetDefaultBlendingShadowState( BASETEXTURE ); |
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DisableFog(); |
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, NULL, 0 ); |
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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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DECLARE_DYNAMIC_VERTEX_SHADER( debugluxel_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER( debugluxel_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( debugluxel_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER( debugluxel_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( debugluxel_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER( debugluxel_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( texCoordScaleX, 0.0f, 0.0f, 0.0f ); |
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transformation[1].Init( 0.0f, 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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Draw(); |
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} |
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END_SHADER
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