Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. #include "BaseVSShader.h"
  3. #include "shaderlib/cshader.h"
  4. #include "debugtextureview_vs20.inc"
  5. #include "debugtextureview_ps20.inc"
  6. #include "debugtextureview_ps20b.inc"
  7. DEFINE_FALLBACK_SHADER( DebugTextureView, DebugTextureView_dx9 )
  8. BEGIN_VS_SHADER( DebugTextureView_dx9, "Help for DebugTextureView" )
  9. BEGIN_SHADER_PARAMS
  10. SHADER_PARAM( SHOWALPHA, SHADER_PARAM_TYPE_BOOL, "0", "" )
  11. END_SHADER_PARAMS
  12. SHADER_INIT
  13. {
  14. if ( params[BASETEXTURE]->IsDefined() )
  15. {
  16. LoadTexture( BASETEXTURE );
  17. }
  18. }
  19. SHADER_FALLBACK
  20. {
  21. if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
  22. {
  23. return "UnlitGeneric";
  24. }
  25. return 0;
  26. }
  27. SHADER_DRAW
  28. {
  29. SHADOW_STATE
  30. {
  31. pShaderShadow->EnableDepthWrites( false );
  32. pShaderShadow->EnableAlphaTest( true );
  33. pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
  34. // Set stream format (note that this shader supports compression)
  35. unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
  36. int nTexCoordCount = 1;
  37. int userDataSize = 0;
  38. pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
  39. DECLARE_STATIC_VERTEX_SHADER( debugtextureview_vs20 );
  40. SET_STATIC_VERTEX_SHADER( debugtextureview_vs20 );
  41. if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  42. {
  43. DECLARE_STATIC_PIXEL_SHADER( debugtextureview_ps20b );
  44. SET_STATIC_PIXEL_SHADER_COMBO( SHOWALPHA, params[SHOWALPHA]->GetIntValue() != 0 );
  45. SET_STATIC_PIXEL_SHADER( debugtextureview_ps20b );
  46. }
  47. else
  48. {
  49. DECLARE_STATIC_PIXEL_SHADER( debugtextureview_ps20 );
  50. SET_STATIC_PIXEL_SHADER_COMBO( SHOWALPHA, params[SHOWALPHA]->GetIntValue() != 0 );
  51. SET_STATIC_PIXEL_SHADER( debugtextureview_ps20 );
  52. }
  53. }
  54. DYNAMIC_STATE
  55. {
  56. BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
  57. //pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
  58. ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
  59. float cPsConst0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  60. if ( ( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA16161616F ) ||
  61. ( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA16161616 ) ||
  62. ( pTexture->GetImageFormat() == IMAGE_FORMAT_RGB323232F ) ||
  63. ( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA32323232F ) )
  64. {
  65. if ( pTexture->IsCubeMap() )
  66. cPsConst0[0] = 1.0f;
  67. else
  68. cPsConst0[1] = 1.0f;
  69. }
  70. pShaderAPI->SetPixelShaderConstant( 0, cPsConst0 );
  71. DECLARE_DYNAMIC_VERTEX_SHADER( debugtextureview_vs20 );
  72. SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
  73. SET_DYNAMIC_VERTEX_SHADER( debugtextureview_vs20 );
  74. if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  75. {
  76. DECLARE_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20b );
  77. SET_DYNAMIC_PIXEL_SHADER_COMBO( ISCUBEMAP, pTexture->IsCubeMap() );
  78. SET_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20b );
  79. }
  80. else
  81. {
  82. DECLARE_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20 );
  83. SET_DYNAMIC_PIXEL_SHADER_COMBO( ISCUBEMAP, pTexture->IsCubeMap() );
  84. SET_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20 );
  85. }
  86. }
  87. Draw();
  88. }
  89. END_SHADER