mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
98 lines
2.4 KiB
C++
98 lines
2.4 KiB
C++
//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $Header: $
|
|
// $NoKeywords: $
|
|
//===========================================================================//
|
|
|
|
#include "shaderlib/CShader.h"
|
|
|
|
#include "debugluxel_ps20b.inc"
|
|
#include "debugluxel_ps20.inc"
|
|
#include "debugluxel_vs20.inc"
|
|
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
BEGIN_SHADER_FLAGS( DebugLuxels, "Help for DebugLuxels", SHADER_NOT_EDITABLE )
|
|
|
|
BEGIN_SHADER_PARAMS
|
|
SHADER_PARAM( NOSCALE, SHADER_PARAM_TYPE_BOOL, "0", "fixme" )
|
|
END_SHADER_PARAMS
|
|
|
|
SHADER_INIT_PARAMS()
|
|
{
|
|
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
|
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
|
|
|
|
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
|
|
{
|
|
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
|
|
}
|
|
}
|
|
|
|
SHADER_INIT
|
|
{
|
|
LoadTexture( BASETEXTURE );
|
|
}
|
|
|
|
SHADER_DRAW
|
|
{
|
|
SHADOW_STATE
|
|
{
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
|
|
DECLARE_STATIC_VERTEX_SHADER( debugluxel_vs20 );
|
|
SET_STATIC_VERTEX_SHADER( debugluxel_vs20 );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( debugluxel_ps20b );
|
|
SET_STATIC_PIXEL_SHADER( debugluxel_ps20b );
|
|
}
|
|
else
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( debugluxel_ps20 );
|
|
SET_STATIC_PIXEL_SHADER( debugluxel_ps20 );
|
|
}
|
|
|
|
SetDefaultBlendingShadowState( BASETEXTURE );
|
|
DisableFog();
|
|
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, NULL, 0 );
|
|
}
|
|
DYNAMIC_STATE
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
|
|
|
|
int texCoordScaleX = 1, texCoordScaleY = 1;
|
|
if (!params[NOSCALE]->GetIntValue())
|
|
{
|
|
pShaderAPI->GetLightmapDimensions( &texCoordScaleX, &texCoordScaleY );
|
|
}
|
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( debugluxel_vs20 );
|
|
SET_DYNAMIC_VERTEX_SHADER( debugluxel_vs20 );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( debugluxel_ps20b );
|
|
SET_DYNAMIC_PIXEL_SHADER( debugluxel_ps20b );
|
|
}
|
|
else
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( debugluxel_ps20 );
|
|
SET_DYNAMIC_PIXEL_SHADER( debugluxel_ps20 );
|
|
}
|
|
|
|
//texture scale transform
|
|
Vector4D transformation[2];
|
|
transformation[0].Init( texCoordScaleX, 0.0f, 0.0f, 0.0f );
|
|
transformation[1].Init( 0.0f, texCoordScaleY, 0.0f, 0.0f );
|
|
s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 );
|
|
}
|
|
Draw();
|
|
}
|
|
END_SHADER
|