mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-17 20:10:21 +03:00
Initial Mapbase commit (squashed from mapbase-beta)
This commit is contained in:
@@ -15,9 +15,9 @@
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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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#include "sprite_vs20.inc"
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#include "sprite_ps20.inc"
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#include "sprite_ps20b.inc"
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#include "sdk_sprite_vs20.inc"
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#include "sdk_sprite_ps20.inc"
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#include "sdk_sprite_ps20b.inc"
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// WARNING! Change these in engine/SpriteGn.h if you change them here!
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#define SPR_VP_PARALLEL_UPRIGHT 0
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@@ -27,9 +27,9 @@
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#define SPR_VP_PARALLEL_ORIENTED 4
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DEFINE_FALLBACK_SHADER( Sprite, Sprite_DX9 )
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DEFINE_FALLBACK_SHADER( SDK_Sprite, SDK_Sprite_DX9 )
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BEGIN_VS_SHADER( Sprite_DX9,
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BEGIN_VS_SHADER( SDK_Sprite_DX9,
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"Help for Sprite_DX9" )
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BEGIN_SHADER_PARAMS
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@@ -134,29 +134,29 @@ BEGIN_VS_SHADER( Sprite_DX9,
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int numTexCoords = 1;
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s_pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( sprite_vs20 );
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DECLARE_STATIC_VERTEX_SHADER( sdk_sprite_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false );
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SET_STATIC_VERTEX_SHADER_COMBO( SRGB, bSRGB );
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SET_STATIC_VERTEX_SHADER( sprite_vs20 );
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SET_STATIC_VERTEX_SHADER( sdk_sprite_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
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{
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DECLARE_STATIC_PIXEL_SHADER( sprite_ps20b );
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DECLARE_STATIC_PIXEL_SHADER( sdk_sprite_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false );
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SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTCOLOR, ( shaderFlags & SHADER_USE_CONSTANT_COLOR ) ? true : false );
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SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() );
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SET_STATIC_PIXEL_SHADER_COMBO( SRGB, bSRGB );
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SET_STATIC_PIXEL_SHADER_COMBO( SRGB_OUTPUT_ADAPTER, bSRGBOutputAdapter );
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SET_STATIC_PIXEL_SHADER( sprite_ps20b );
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SET_STATIC_PIXEL_SHADER( sdk_sprite_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( sprite_ps20 );
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DECLARE_STATIC_PIXEL_SHADER( sdk_sprite_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false );
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SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTCOLOR, ( shaderFlags & SHADER_USE_CONSTANT_COLOR ) ? true : false );
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SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() );
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SET_STATIC_PIXEL_SHADER_COMBO( SRGB, bSRGB );
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SET_STATIC_PIXEL_SHADER( sprite_ps20 );
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SET_STATIC_PIXEL_SHADER( sdk_sprite_ps20 );
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}
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// OSX always has to sRGB write (don't do this on Linux/Win GL - it causes glow sprites to be way too dark)
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@@ -172,23 +172,23 @@ BEGIN_VS_SHADER( Sprite_DX9,
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MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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DECLARE_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
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DECLARE_DYNAMIC_VERTEX_SHADER( sdk_sprite_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( sdk_sprite_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20 );
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}
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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@@ -380,23 +380,23 @@ BEGIN_VS_SHADER( Sprite_DX9,
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MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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DECLARE_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
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DECLARE_DYNAMIC_VERTEX_SHADER( sdk_sprite_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( sdk_sprite_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20 );
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}
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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@@ -437,23 +437,23 @@ BEGIN_VS_SHADER( Sprite_DX9,
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MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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DECLARE_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
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DECLARE_DYNAMIC_VERTEX_SHADER( sdk_sprite_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( sdk_sprite_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20 );
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}
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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