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//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "convar.h"
#include "unlitgeneric_vs20.inc"
#include "unlitgeneric_ps20.inc"
#include "unlitgeneric_ps20b.inc"
#if !defined( _X360 ) && !defined( _PS3 )
#include "unlitgeneric_ps30.inc"
#include "unlitgeneric_vs30.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar mat_displacementmap( "mat_displacementmap", "1", FCVAR_CHEAT );
BEGIN_VS_SHADER_FLAGS( DebugNormalMap, "Help for DebugNormalMap", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldDiffuseBumpMap_bump", "bump map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); }
SHADER_INIT { }
SHADER_FALLBACK { return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, 0 ); SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20b ); SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20 ); SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 )
else { DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, 0 ); SET_STATIC_VERTEX_SHADER( unlitgeneric_vs30 );
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps30 ); SET_STATIC_PIXEL_SHADER( unlitgeneric_ps30 ); } #endif
} DYNAMIC_STATE { if ( params[BUMPMAP]->IsTexture() ) { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BUMPMAP, BUMPFRAME ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALMAP_FLAT ); } SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM );
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 ); SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b ); SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 ); SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 )
else { TessellationMode_t nTessellationMode = pShaderAPI->GetTessellationMode(); if ( nTessellationMode != TESSELLATION_MODE_DISABLED ) { pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES );
bool bHasDisplacement = false; // TODO
float vSubDDimensions[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool()? 1.0f : 0.0f, 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, vSubDDimensions );
// JasonM - revisit this later...requires plumbing in a separate vertex texture param type??
// bool bHasDisplacement = (info.m_nDisplacementMap != -1) && params[info.m_nDisplacementMap]->IsTexture();
// if( bHasDisplacement )
// {
// pShader->BindVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, info.m_nDisplacementMap );
// }
// else
// {
// pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, VERTEX_TEXTURE_BLACK );
// }
} DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode ); SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps30 ); SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps30 ); } #endif
} Draw(); } END_SHADER
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