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148 lines
4.1 KiB
148 lines
4.1 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 "BaseVSShader.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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#include "unlitgeneric_vs11.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_VS_SHADER_FLAGS( DebugNormalMap, "Help for DebugNormalMap", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldDiffuseBumpMap_bump", "bump map" ) |
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) |
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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} |
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SHADER_INIT |
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{ |
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} |
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SHADER_FALLBACK |
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{ |
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if( g_pHardwareConfig->GetDXSupportLevel() < 80 ) |
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{ |
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// Assert( 0 ); |
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return "Wireframe"; |
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} |
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return 0; |
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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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// Set stream format (note that this shader supports compression) |
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unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; |
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int nTexCoordCount = 1; |
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int userDataSize = 0; |
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); |
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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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DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, 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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else |
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#endif |
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{ |
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unlitgeneric_vs11_Static_Index vshIndex; |
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vshIndex.SetDETAIL( false ); |
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vshIndex.SetENVMAP( false ); |
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vshIndex.SetENVMAPCAMERASPACE( false ); |
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vshIndex.SetENVMAPSPHERE( false ); |
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vshIndex.SetVERTEXCOLOR( false ); |
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vshIndex.SetSEPARATEDETAILUVS( false ); |
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pShaderShadow->SetVertexShader( "unlitgeneric_vs11", vshIndex.GetIndex() ); |
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pShaderShadow->SetPixelShader( "unlitgeneric" ); |
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} |
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} |
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DYNAMIC_STATE |
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{ |
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if ( params[BUMPMAP]->IsTexture() ) |
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{ |
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BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME ); |
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} |
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else |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT ); |
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} |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM ); |
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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] = { 0, 0, 0, 0 }; |
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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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} |
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else |
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#endif |
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{ |
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unlitgeneric_vs11_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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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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