//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "shaderlib/CShader.h" #include "debugluxel_ps20b.inc" #include "debugluxel_ps20.inc" #include "debugluxel_vs20.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_SHADER_FLAGS( DebugLuxels, "Help for DebugLuxels", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( NOSCALE, SHADER_PARAM_TYPE_BOOL, "0", "fixme" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); } } SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); DECLARE_STATIC_VERTEX_SHADER( debugluxel_vs20 ); SET_STATIC_VERTEX_SHADER( debugluxel_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( debugluxel_ps20b ); SET_STATIC_PIXEL_SHADER( debugluxel_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( debugluxel_ps20 ); SET_STATIC_PIXEL_SHADER( debugluxel_ps20 ); } SetDefaultBlendingShadowState( BASETEXTURE ); DisableFog(); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, NULL, 0 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); int texCoordScaleX = 1, texCoordScaleY = 1; if (!params[NOSCALE]->GetIntValue()) { pShaderAPI->GetLightmapDimensions( &texCoordScaleX, &texCoordScaleY ); } DECLARE_DYNAMIC_VERTEX_SHADER( debugluxel_vs20 ); SET_DYNAMIC_VERTEX_SHADER( debugluxel_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( debugluxel_ps20b ); SET_DYNAMIC_PIXEL_SHADER( debugluxel_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( debugluxel_ps20 ); SET_DYNAMIC_PIXEL_SHADER( debugluxel_ps20 ); } //texture scale transform Vector4D transformation[2]; transformation[0].Init( texCoordScaleX, 0.0f, 0.0f, 0.0f ); transformation[1].Init( 0.0f, texCoordScaleY, 0.0f, 0.0f ); s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 ); } Draw(); } END_SHADER