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251 lines
6.6 KiB
251 lines
6.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//============================================================================= |
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#include "BaseVSShader.h" |
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#include "commandbuilder.h" |
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#include "warp_ps20.inc" |
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#include "warp_ps20b.inc" |
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#include "warp_vs20.inc" |
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#include "warp_ps30.inc" |
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#include "warp_vs30.inc" |
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#include "../materialsystem_global.h" |
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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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class CWarp_DX9_Context : public CBasePerMaterialContextData |
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{ |
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public: |
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uint8 *m_pStaticCmds; |
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > m_SemiStaticCmdsOut; |
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void ResetStaticCmds( void ) |
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{ |
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if ( m_pStaticCmds ) |
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{ |
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delete[] m_pStaticCmds; |
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m_pStaticCmds = NULL; |
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} |
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} |
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CWarp_DX9_Context( void ) |
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{ |
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m_pStaticCmds = NULL; |
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} |
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~CWarp_DX9_Context( void ) |
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{ |
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ResetStaticCmds(); |
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} |
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}; |
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static const float kAllZeros[ 4 ] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
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BEGIN_VS_SHADER( warp, "Help for warp" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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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_INIT |
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{ |
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); |
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} |
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SHADER_DRAW |
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{ |
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CWarp_DX9_Context *pContextData = reinterpret_cast< CWarp_DX9_Context *> ( *pContextDataPtr ); |
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bool bNeedRegenStaticCmds = ( !pContextData ) || pShaderShadow; |
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if ( !pContextData ) // make sure allocated |
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{ |
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pContextData = new CWarp_DX9_Context; |
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*pContextDataPtr = pContextData; |
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} |
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if ( pShaderShadow || bNeedRegenStaticCmds ) |
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{ |
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pContextData->ResetStaticCmds(); |
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf; |
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staticCmdsBuf.BindTexture( this, SHADER_SAMPLER0, BASETEXTURE, -1 ); |
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staticCmdsBuf.End(); |
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// now, copy buf |
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pContextData->m_pStaticCmds = new uint8[ staticCmdsBuf.Size() ]; |
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memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() ); |
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} |
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if ( pShaderAPI && pContextData->m_bMaterialVarsChanged ) |
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{ |
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// need to regenerate the semistatic cmds |
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pContextData->m_SemiStaticCmdsOut.Reset(); |
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pContextData->m_bMaterialVarsChanged = false; |
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pContextData->m_SemiStaticCmdsOut.SetAmbientCubeDynamicStateVertexShader(); |
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pContextData->m_SemiStaticCmdsOut.End(); |
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} |
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SHADOW_STATE |
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{ |
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SetInitialShadowState( ); |
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pShaderShadow->EnableDepthWrites( false ); |
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pShaderShadow->EnableDepthTest( false ); |
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pShaderShadow->EnableBlending( false ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableSRGBWrite( true ); |
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pShaderShadow->EnableAlphaWrites( false ); |
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pShaderShadow->EnableAlphaTest( false ); |
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DefaultFog(); |
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int nFormat = 0; |
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nFormat |= VERTEX_POSITION; |
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pShaderShadow->VertexShaderVertexFormat( nFormat, 2, 0, 0 ); |
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if ( !g_pHardwareConfig->SupportsShaderModel_3_0() ) |
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{ |
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DECLARE_STATIC_VERTEX_SHADER( warp_vs20 ); |
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SET_STATIC_VERTEX_SHADER( warp_vs20 ); |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( warp_ps20b ); |
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SET_STATIC_PIXEL_SHADER( warp_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( warp_ps20 ); |
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SET_STATIC_PIXEL_SHADER( warp_ps20 ); |
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} |
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} |
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else |
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{ |
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DECLARE_STATIC_VERTEX_SHADER( warp_vs30 ); |
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SET_STATIC_VERTEX_SHADER( warp_vs30 ); |
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DECLARE_STATIC_PIXEL_SHADER( warp_ps30 ); |
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SET_STATIC_PIXEL_SHADER( warp_ps30 ); |
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} |
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} |
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DYNAMIC_STATE |
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{ |
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; |
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DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); |
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DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); |
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pShaderAPI->SetDefaultState(); |
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Vector4D vParms; |
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Vector vTemp; |
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// GetVectorRenderingParameter only return a Vec3, not a Vec4, so I need to repack these :-( |
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_GROW_OUTIN ); |
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vParms.x = vTemp.x; |
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vParms.y = vTemp.y; |
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_GROW_ABOVEBELOW ); |
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vParms.z = vTemp.x; |
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vParms.w = vTemp.y; |
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pShaderAPI->SetPixelShaderConstant( 0, vParms.Base() ); |
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_LEFT_CENTRE ); |
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vParms.x = vTemp.x; |
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vParms.y = vTemp.y; |
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_RIGHT_CENTRE ); |
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vParms.z = vTemp.x; |
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vParms.w = vTemp.y; |
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pShaderAPI->SetPixelShaderConstant( 1, vParms.Base() ); |
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_LEFT_COEFF012 ); |
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vParms.x = vTemp.x; |
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vParms.y = vTemp.y; |
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vParms.z = vTemp.z; |
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_LEFT_COEFF34_RED_OFFSET ); |
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vParms.w = vTemp.z; // Red offset |
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// Shader doesn't support a 4th & 5th coefficient (yet?). |
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pShaderAPI->SetPixelShaderConstant( 2, vParms.Base() ); |
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_RIGHT_COEFF012 ); |
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vParms.x = vTemp.x; |
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vParms.y = vTemp.y; |
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vParms.z = vTemp.z; |
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_RIGHT_COEFF34_BLUE_OFFSET ); |
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vParms.w = vTemp.z; // Blue offset |
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// Shader doesn't support a 4th & 5th coefficient (yet?). |
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pShaderAPI->SetPixelShaderConstant( 3, vParms.Base() ); |
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_ASPECT ); |
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vParms.x = vTemp.x; |
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vParms.y = vTemp.y; |
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vParms.z = vTemp.z; |
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vParms.w = 0.0f; |
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pShaderAPI->SetPixelShaderConstant( 4, vParms.Base() ); |
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int nDistortType = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DISTORTION_TYPE ); |
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if ( !g_pHardwareConfig->SupportsShaderModel_3_0() ) |
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{ |
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DECLARE_DYNAMIC_VERTEX_SHADER( warp_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER( warp_vs20 ); |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( warp_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( DISTORT_TYPE, nDistortType ); |
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SET_DYNAMIC_PIXEL_SHADER( warp_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( warp_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( DISTORT_TYPE, nDistortType ); |
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SET_DYNAMIC_PIXEL_SHADER( warp_ps20 ); |
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} |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_VERTEX_SHADER( warp_vs30 ); |
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SET_DYNAMIC_VERTEX_SHADER( warp_vs30 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( warp_ps30 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( DISTORT_TYPE, nDistortType ); |
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SET_DYNAMIC_PIXEL_SHADER( warp_ps30 ); |
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} |
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DynamicCmdsOut.End(); |
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pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); |
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} |
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Draw(); |
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} |
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END_SHADER
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