mirror of
https://github.com/nillerusr/source-engine.git
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149 lines
4.1 KiB
C++
149 lines
4.1 KiB
C++
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//========= 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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