105 lines
3.2 KiB
C++
105 lines
3.2 KiB
C++
//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============//
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#include "BaseVSShader.h"
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#include "shaderlib/CShader.h"
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#include "debugtextureview_vs20.inc"
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#include "debugtextureview_ps20.inc"
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#include "debugtextureview_ps20b.inc"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( DebugTextureView, DebugTextureView_dx9 )
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BEGIN_VS_SHADER( DebugTextureView_dx9, "Help for DebugTextureView" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( SHOWALPHA, SHADER_PARAM_TYPE_BOOL, "0", "" )
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END_SHADER_PARAMS
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SHADER_INIT
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{
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if ( params[BASETEXTURE]->IsDefined() )
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{
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LoadTexture( BASETEXTURE );
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}
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableAlphaTest( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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DECLARE_STATIC_VERTEX_SHADER( debugtextureview_vs20 );
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SET_STATIC_VERTEX_SHADER( debugtextureview_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( debugtextureview_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( SHOWALPHA, params[SHOWALPHA]->GetIntValue() != 0 );
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SET_STATIC_PIXEL_SHADER( debugtextureview_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( debugtextureview_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( SHOWALPHA, params[SHOWALPHA]->GetIntValue() != 0 );
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SET_STATIC_PIXEL_SHADER( debugtextureview_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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//pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
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ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
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float cPsConst0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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if ( ( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA16161616F ) ||
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( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA16161616 ) ||
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( pTexture->GetImageFormat() == IMAGE_FORMAT_RGB323232F ) ||
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( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA32323232F ) )
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{
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if ( pTexture->IsCubeMap() )
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cPsConst0[0] = 1.0f;
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else
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cPsConst0[1] = 1.0f;
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}
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pShaderAPI->SetPixelShaderConstant( 0, cPsConst0 );
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DECLARE_DYNAMIC_VERTEX_SHADER( debugtextureview_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( debugtextureview_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( ISCUBEMAP, pTexture->IsCubeMap() );
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SET_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( ISCUBEMAP, pTexture->IsCubeMap() );
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SET_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20 );
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}
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}
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Draw();
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}
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END_SHADER
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