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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "BaseVSShader.h"
#include "commandbuilder.h"
#include "warp_ps20.inc"
#include "warp_ps20b.inc"
#include "warp_vs20.inc"
#include "warp_ps30.inc"
#include "warp_vs30.inc"
#include "../materialsystem_global.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CWarp_DX9_Context : public CBasePerMaterialContextData { public: uint8 *m_pStaticCmds; CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > m_SemiStaticCmdsOut;
void ResetStaticCmds( void ) { if ( m_pStaticCmds ) { delete[] m_pStaticCmds; m_pStaticCmds = NULL; } }
CWarp_DX9_Context( void ) { m_pStaticCmds = NULL; }
~CWarp_DX9_Context( void ) { ResetStaticCmds(); }
};
static const float kAllZeros[ 4 ] = { 0.0f, 0.0f, 0.0f, 0.0f };
BEGIN_VS_SHADER( warp, "Help for warp" ) BEGIN_SHADER_PARAMS SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { return 0; }
SHADER_INIT { LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); }
SHADER_DRAW { CWarp_DX9_Context *pContextData = reinterpret_cast< CWarp_DX9_Context *> ( *pContextDataPtr ); bool bNeedRegenStaticCmds = ( !pContextData ) || pShaderShadow;
if ( !pContextData ) // make sure allocated
{ pContextData = new CWarp_DX9_Context; *pContextDataPtr = pContextData; }
if ( pShaderShadow || bNeedRegenStaticCmds ) { pContextData->ResetStaticCmds(); CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf;
staticCmdsBuf.BindTexture( this, SHADER_SAMPLER0, BASETEXTURE, -1 );
staticCmdsBuf.End();
// now, copy buf
pContextData->m_pStaticCmds = new uint8[ staticCmdsBuf.Size() ]; memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() ); }
if ( pShaderAPI && pContextData->m_bMaterialVarsChanged ) { // need to regenerate the semistatic cmds
pContextData->m_SemiStaticCmdsOut.Reset(); pContextData->m_bMaterialVarsChanged = false;
pContextData->m_SemiStaticCmdsOut.SetAmbientCubeDynamicStateVertexShader(); pContextData->m_SemiStaticCmdsOut.End(); }
SHADOW_STATE { SetInitialShadowState( );
pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableDepthTest( false );
pShaderShadow->EnableBlending( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBWrite( true ); pShaderShadow->EnableAlphaWrites( false ); pShaderShadow->EnableAlphaTest( false );
DefaultFog();
int nFormat = 0; nFormat |= VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( nFormat, 2, 0, 0 );
if ( !g_pHardwareConfig->SupportsShaderModel_3_0() ) { DECLARE_STATIC_VERTEX_SHADER( warp_vs20 ); SET_STATIC_VERTEX_SHADER( warp_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( warp_ps20b ); SET_STATIC_PIXEL_SHADER( warp_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( warp_ps20 ); SET_STATIC_PIXEL_SHADER( warp_ps20 ); } } else { DECLARE_STATIC_VERTEX_SHADER( warp_vs30 ); SET_STATIC_VERTEX_SHADER( warp_vs30 );
DECLARE_STATIC_PIXEL_SHADER( warp_ps30 ); SET_STATIC_PIXEL_SHADER( warp_ps30 ); } }
DYNAMIC_STATE { CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
pShaderAPI->SetDefaultState();
Vector4D vParms; Vector vTemp;
// GetVectorRenderingParameter only return a Vec3, not a Vec4, so I need to repack these :-(
vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_GROW_OUTIN ); vParms.x = vTemp.x; vParms.y = vTemp.y; vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_GROW_ABOVEBELOW ); vParms.z = vTemp.x; vParms.w = vTemp.y; pShaderAPI->SetPixelShaderConstant( 0, vParms.Base() );
vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_LEFT_CENTRE ); vParms.x = vTemp.x; vParms.y = vTemp.y; vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_RIGHT_CENTRE ); vParms.z = vTemp.x; vParms.w = vTemp.y; pShaderAPI->SetPixelShaderConstant( 1, vParms.Base() );
vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_LEFT_COEFF012 ); vParms.x = vTemp.x; vParms.y = vTemp.y; vParms.z = vTemp.z; vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_LEFT_COEFF34_RED_OFFSET ); vParms.w = vTemp.z; // Red offset
// Shader doesn't support a 4th & 5th coefficient (yet?).
pShaderAPI->SetPixelShaderConstant( 2, vParms.Base() );
vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_RIGHT_COEFF012 ); vParms.x = vTemp.x; vParms.y = vTemp.y; vParms.z = vTemp.z; vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_RIGHT_COEFF34_BLUE_OFFSET ); vParms.w = vTemp.z; // Blue offset
// Shader doesn't support a 4th & 5th coefficient (yet?).
pShaderAPI->SetPixelShaderConstant( 3, vParms.Base() );
vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_ASPECT ); vParms.x = vTemp.x; vParms.y = vTemp.y; vParms.z = vTemp.z; vParms.w = 0.0f; pShaderAPI->SetPixelShaderConstant( 4, vParms.Base() );
int nDistortType = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DISTORTION_TYPE );
if ( !g_pHardwareConfig->SupportsShaderModel_3_0() ) { DECLARE_DYNAMIC_VERTEX_SHADER( warp_vs20 ); SET_DYNAMIC_VERTEX_SHADER( warp_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( warp_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( DISTORT_TYPE, nDistortType ); SET_DYNAMIC_PIXEL_SHADER( warp_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( warp_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( DISTORT_TYPE, nDistortType ); SET_DYNAMIC_PIXEL_SHADER( warp_ps20 ); } } else { DECLARE_DYNAMIC_VERTEX_SHADER( warp_vs30 ); SET_DYNAMIC_VERTEX_SHADER( warp_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( warp_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( DISTORT_TYPE, nDistortType ); SET_DYNAMIC_PIXEL_SHADER( warp_ps30 ); }
DynamicCmdsOut.End(); pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); } Draw(); } END_SHADER
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