157 lines
4.2 KiB
C++
157 lines
4.2 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "colorout_vs20.inc"
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#include "colorout_ps20.inc"
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#include "colorout_ps20b.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER_FLAGS( ColorOut, "Help for ColorOut", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( PASSCOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "Number of passes for this material" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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}
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SHADER_INIT
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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->EnableDepthTest( true );
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//pShaderShadow->EnableDepthWrites( true );
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//pShaderShadow->EnableBlending( false );
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////pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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//pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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pShaderShadow->EnableDepthTest( true );
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pShaderShadow->EnableDepthWrites( true );
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pShaderShadow->EnableBlending( false );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ZERO );
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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( colorout_vs20 );
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SET_STATIC_VERTEX_SHADER( colorout_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( colorout_ps20b );
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SET_STATIC_PIXEL_SHADER( colorout_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( colorout_ps20 );
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SET_STATIC_PIXEL_SHADER( colorout_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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float color[4];
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color[0] = params[PASSCOUNT]->GetFloatValue();
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color[1] = 1.0f - params[PASSCOUNT]->GetFloatValue();
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color[2] = 0.0f;
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color[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( 1, color, 1 );
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DECLARE_DYNAMIC_VERTEX_SHADER( colorout_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( colorout_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( colorout_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( colorout_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( colorout_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( colorout_ps20 );
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}
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}
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Draw();
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthTest( true );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT, SHADER_POLYMODE_LINE );
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DECLARE_STATIC_VERTEX_SHADER( colorout_vs20 );
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SET_STATIC_VERTEX_SHADER( colorout_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( colorout_ps20b );
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SET_STATIC_PIXEL_SHADER( colorout_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( colorout_ps20 );
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SET_STATIC_PIXEL_SHADER( colorout_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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float color[4];
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color[0] = 0.0f;
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color[1] = 0.1f;
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color[2] = 0.1f;
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color[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( 0, color, 1 );
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DECLARE_DYNAMIC_VERTEX_SHADER( colorout_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( colorout_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( colorout_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( colorout_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( colorout_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( colorout_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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