Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing.
#ifdef USE_NEW_SHADER
#include "debugtangentspace_vs11.inc"
#include "debugtangentspace_vs20.inc"
#include "unlitgeneric_notexture_ps11.inc"
#include "unlitgeneric_notexture_ps20.inc"
#include "unlitgeneric_notexture_ps20b.inc"
#else
#include "debugtangentspace.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_SHADER( DebugTangentSpace, "Help for DebugTangentSpace" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/basetexture", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( FRAME, SHADER_PARAM_TYPE_INTEGER, "0", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( BASETEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
}
SHADER_INIT
{
}
SHADER_DRAW
{
if (g_pHardwareConfig->SupportsVertexAndPixelShaders())
{
SHADOW_STATE
{
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 0;
int userDataSize = 4;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
{
DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs20 );
SET_STATIC_VERTEX_SHADER( debugtangentspace_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
}
}
else
{
DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs11 );
SET_STATIC_VERTEX_SHADER( debugtangentspace_vs11 );
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
}
#else
debugtangentspace_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "DebugTangentSpace", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "UnlitGeneric_NoTexture" );
#endif
}
DYNAMIC_STATE
{
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
{
DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
}
}
else // legacy hardware
{
DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs11 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs11 );
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
}
#else
debugtangentspace_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
#endif
}
Draw();
}
}
END_SHADER