Initial Mapbase commit (squashed from mapbase-beta)

This commit is contained in:
Blixibon
2019-08-31 19:28:20 +00:00
parent 0d8dceea43
commit 3d464bc051
816 changed files with 105527 additions and 957 deletions

View File

@@ -15,9 +15,9 @@
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#include "sprite_vs20.inc"
#include "sprite_ps20.inc"
#include "sprite_ps20b.inc"
#include "sdk_sprite_vs20.inc"
#include "sdk_sprite_ps20.inc"
#include "sdk_sprite_ps20b.inc"
// WARNING! Change these in engine/SpriteGn.h if you change them here!
#define SPR_VP_PARALLEL_UPRIGHT 0
@@ -27,9 +27,9 @@
#define SPR_VP_PARALLEL_ORIENTED 4
DEFINE_FALLBACK_SHADER( Sprite, Sprite_DX9 )
DEFINE_FALLBACK_SHADER( SDK_Sprite, SDK_Sprite_DX9 )
BEGIN_VS_SHADER( Sprite_DX9,
BEGIN_VS_SHADER( SDK_Sprite_DX9,
"Help for Sprite_DX9" )
BEGIN_SHADER_PARAMS
@@ -134,29 +134,29 @@ BEGIN_VS_SHADER( Sprite_DX9,
int numTexCoords = 1;
s_pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( sprite_vs20 );
DECLARE_STATIC_VERTEX_SHADER( sdk_sprite_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false );
SET_STATIC_VERTEX_SHADER_COMBO( SRGB, bSRGB );
SET_STATIC_VERTEX_SHADER( sprite_vs20 );
SET_STATIC_VERTEX_SHADER( sdk_sprite_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
{
DECLARE_STATIC_PIXEL_SHADER( sprite_ps20b );
DECLARE_STATIC_PIXEL_SHADER( sdk_sprite_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false );
SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTCOLOR, ( shaderFlags & SHADER_USE_CONSTANT_COLOR ) ? true : false );
SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() );
SET_STATIC_PIXEL_SHADER_COMBO( SRGB, bSRGB );
SET_STATIC_PIXEL_SHADER_COMBO( SRGB_OUTPUT_ADAPTER, bSRGBOutputAdapter );
SET_STATIC_PIXEL_SHADER( sprite_ps20b );
SET_STATIC_PIXEL_SHADER( sdk_sprite_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( sprite_ps20 );
DECLARE_STATIC_PIXEL_SHADER( sdk_sprite_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false );
SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTCOLOR, ( shaderFlags & SHADER_USE_CONSTANT_COLOR ) ? true : false );
SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() );
SET_STATIC_PIXEL_SHADER_COMBO( SRGB, bSRGB );
SET_STATIC_PIXEL_SHADER( sprite_ps20 );
SET_STATIC_PIXEL_SHADER( sdk_sprite_ps20 );
}
// OSX always has to sRGB write (don't do this on Linux/Win GL - it causes glow sprites to be way too dark)
@@ -172,23 +172,23 @@ BEGIN_VS_SHADER( Sprite_DX9,
MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
DECLARE_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_sprite_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
SET_DYNAMIC_VERTEX_SHADER( sdk_sprite_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
{
DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
SET_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
SET_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20 );
}
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
@@ -380,23 +380,23 @@ BEGIN_VS_SHADER( Sprite_DX9,
MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
DECLARE_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_sprite_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
SET_DYNAMIC_VERTEX_SHADER( sdk_sprite_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
{
DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
SET_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
SET_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20 );
}
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
@@ -437,23 +437,23 @@ BEGIN_VS_SHADER( Sprite_DX9,
MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
DECLARE_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_sprite_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
SET_DYNAMIC_VERTEX_SHADER( sdk_sprite_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
{
DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
SET_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
SET_DYNAMIC_PIXEL_SHADER( sdk_sprite_ps20 );
}
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );