Counter Strike : Global Offensive Source Code
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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