You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
115 lines
3.5 KiB
115 lines
3.5 KiB
//========= Copyright (c) 1996-2007, Valve Corporation, All rights reserved. ============//
|
|
|
|
#include "BaseVSShader.h"
|
|
#include "shaderlib/cshader.h"
|
|
|
|
#include "debugtextureview_vs20.inc"
|
|
#include "debugtextureview_ps20.inc"
|
|
#include "debugtextureview_ps20b.inc"
|
|
|
|
// NOTE: This has to be the last file included!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
|
|
DEFINE_FALLBACK_SHADER( DebugTextureView, DebugTextureView_dx9 )
|
|
BEGIN_VS_SHADER( DebugTextureView_dx9, "Help for DebugTextureView" )
|
|
BEGIN_SHADER_PARAMS
|
|
SHADER_PARAM( SHOWALPHA, SHADER_PARAM_TYPE_BOOL, "0", "" )
|
|
END_SHADER_PARAMS
|
|
|
|
SHADER_INIT
|
|
{
|
|
if ( params[BASETEXTURE]->IsDefined() )
|
|
{
|
|
LoadTexture( BASETEXTURE );
|
|
}
|
|
}
|
|
|
|
SHADER_FALLBACK
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
SHADER_DRAW
|
|
{
|
|
SHADOW_STATE
|
|
{
|
|
pShaderShadow->EnableDepthWrites( false );
|
|
pShaderShadow->EnableAlphaTest( true );
|
|
|
|
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 );
|
|
|
|
DECLARE_STATIC_VERTEX_SHADER( debugtextureview_vs20 );
|
|
SET_STATIC_VERTEX_SHADER( debugtextureview_vs20 );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( debugtextureview_ps20b );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( SHOWALPHA, params[SHOWALPHA]->GetIntValue() != 0 );
|
|
SET_STATIC_PIXEL_SHADER( debugtextureview_ps20b );
|
|
}
|
|
else
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( debugtextureview_ps20 );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( SHOWALPHA, params[SHOWALPHA]->GetIntValue() != 0 );
|
|
SET_STATIC_PIXEL_SHADER( debugtextureview_ps20 );
|
|
}
|
|
}
|
|
|
|
DYNAMIC_STATE
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE, FRAME );
|
|
//pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
|
|
|
|
ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
|
|
|
|
float cPsConst0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
|
if ( ( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA16161616F ) ||
|
|
( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA16161616 ) ||
|
|
( pTexture->GetImageFormat() == IMAGE_FORMAT_RGB323232F ) ||
|
|
( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA32323232F ) )
|
|
{
|
|
if ( pTexture->IsCubeMap() )
|
|
cPsConst0[0] = 1.0f;
|
|
else
|
|
cPsConst0[1] = 1.0f;
|
|
}
|
|
|
|
if ( pTexture->IsVolumeTexture() )
|
|
{
|
|
int nSlices = pTexture->GetMappingDepth();
|
|
int nDesiredSlice = int( Plat_FloatTime() ) % nSlices;
|
|
|
|
cPsConst0[2] = float( nDesiredSlice * 2 + 1 ) / ( nSlices * 2 );
|
|
}
|
|
|
|
pShaderAPI->SetPixelShaderConstant( 0, cPsConst0 );
|
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( debugtextureview_vs20 );
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
|
|
SET_DYNAMIC_VERTEX_SHADER( debugtextureview_vs20 );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20b );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( ISCUBEMAP, pTexture->IsCubeMap() );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( ISVOLUME, pTexture->IsVolumeTexture() );
|
|
SET_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20b );
|
|
}
|
|
else
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20 );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( ISCUBEMAP, pTexture->IsCubeMap() );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( ISVOLUME, pTexture->IsVolumeTexture() );
|
|
SET_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20 );
|
|
}
|
|
}
|
|
Draw();
|
|
}
|
|
END_SHADER
|