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224 lines
6.1 KiB
224 lines
6.1 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 "vr_distort_hud_ps20.inc" |
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#include "vr_distort_hud_ps20b.inc" |
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#include "vr_distort_hud_vs20.inc" |
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#include "vr_distort_hud_ps30.inc" |
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#include "vr_distort_hud_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 CVRDistortTexture_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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CVRDistortTexture_DX9_Context( void ) |
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{ |
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m_pStaticCmds = NULL; |
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} |
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~CVRDistortTexture_DX9_Context( void ) |
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{ |
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ResetStaticCmds(); |
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} |
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}; |
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BEGIN_VS_SHADER( vr_distort_hud, "Help for hud warp" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_gui", "" ) |
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SHADER_PARAM( DISTORTMAP, SHADER_PARAM_TYPE_TEXTURE, "vr_distort_map_left", "" ) |
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SHADER_PARAM( DISTORTBOUNDS, SHADER_PARAM_TYPE_VEC4, "[ 0 0 1 1 ]", "" ) |
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SHADER_PARAM( HUDTRANSLUCENT, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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SHADER_PARAM( HUDUNDISTORT, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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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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LoadTexture( DISTORTMAP, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_NODEBUGOVERRIDE | TEXTUREFLAGS_SINGLECOPY | |
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TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT ); |
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} |
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SHADER_DRAW |
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{ |
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CVRDistortTexture_DX9_Context *pContextData = reinterpret_cast< CVRDistortTexture_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 CVRDistortTexture_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.BindTexture( this, SHADER_SAMPLER1, DISTORTMAP, -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->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableSRGBWrite( true ); |
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pShaderShadow->EnableAlphaWrites( false ); |
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f ); |
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if ( IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) ) |
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{ |
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pShaderShadow->EnableAlphaTest( true ); |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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} |
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else |
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{ |
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pShaderShadow->EnableAlphaTest( false ); |
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pShaderShadow->EnableBlending( false ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ZERO ); |
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} |
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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( vr_distort_hud_vs20 ); |
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SET_STATIC_VERTEX_SHADER( vr_distort_hud_vs20 ); |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( vr_distort_hud_ps20b ); |
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SET_STATIC_PIXEL_SHADER( vr_distort_hud_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( vr_distort_hud_ps20 ); |
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SET_STATIC_PIXEL_SHADER( vr_distort_hud_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( vr_distort_hud_vs30 ); |
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SET_STATIC_VERTEX_SHADER( vr_distort_hud_vs30 ); |
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DECLARE_STATIC_PIXEL_SHADER( vr_distort_hud_ps30 ); |
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SET_STATIC_PIXEL_SHADER( vr_distort_hud_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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SetPixelShaderConstant( 0, DISTORTBOUNDS ); |
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SetPixelShaderConstant( 1, HUDTRANSLUCENT ); |
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int hudUndistortEnabled = ( params[ HUDUNDISTORT ]->GetIntValue() == 0 ) ? 0 : 1; |
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if ( !g_pHardwareConfig->SupportsShaderModel_3_0() ) |
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{ |
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DECLARE_DYNAMIC_VERTEX_SHADER( vr_distort_hud_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER( vr_distort_hud_vs20 ); |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( vr_distort_hud_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( CMBO_HUDUNDISTORT, hudUndistortEnabled ); |
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SET_DYNAMIC_PIXEL_SHADER( vr_distort_hud_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( vr_distort_hud_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( CMBO_HUDUNDISTORT, hudUndistortEnabled ); |
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SET_DYNAMIC_PIXEL_SHADER( vr_distort_hud_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( vr_distort_hud_vs30 ); |
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SET_DYNAMIC_VERTEX_SHADER( vr_distort_hud_vs30 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( vr_distort_hud_ps30 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( CMBO_HUDUNDISTORT, hudUndistortEnabled ); |
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SET_DYNAMIC_PIXEL_SHADER( vr_distort_hud_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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