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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "BaseVSShader.h"
#include "commandbuilder.h"
#include "vr_distort_hud_ps20.inc"
#include "vr_distort_hud_ps20b.inc"
#include "vr_distort_hud_vs20.inc"
#include "vr_distort_hud_ps30.inc"
#include "vr_distort_hud_vs30.inc"
#include "../materialsystem_global.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CVRDistortTexture_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; } }
CVRDistortTexture_DX9_Context( void ) { m_pStaticCmds = NULL; }
~CVRDistortTexture_DX9_Context( void ) { ResetStaticCmds(); }
};
BEGIN_VS_SHADER( vr_distort_hud, "Help for hud warp" ) BEGIN_SHADER_PARAMS SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_gui", "" ) SHADER_PARAM( DISTORTMAP, SHADER_PARAM_TYPE_TEXTURE, "vr_distort_map_left", "" ) SHADER_PARAM( DISTORTBOUNDS, SHADER_PARAM_TYPE_VEC4, "[ 0 0 1 1 ]", "" ) SHADER_PARAM( HUDTRANSLUCENT, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( HUDUNDISTORT, SHADER_PARAM_TYPE_INTEGER, "0", "" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { return 0; }
SHADER_INIT { LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); LoadTexture( DISTORTMAP, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_NODEBUGOVERRIDE | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT ); }
SHADER_DRAW { CVRDistortTexture_DX9_Context *pContextData = reinterpret_cast< CVRDistortTexture_DX9_Context *> ( *pContextDataPtr ); bool bNeedRegenStaticCmds = ( !pContextData ) || pShaderShadow;
if ( !pContextData ) // make sure allocated
{ pContextData = new CVRDistortTexture_DX9_Context; *pContextDataPtr = pContextData; }
if ( pShaderShadow || bNeedRegenStaticCmds ) { pContextData->ResetStaticCmds(); CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf;
staticCmdsBuf.BindTexture( this, SHADER_SAMPLER0, BASETEXTURE, -1 ); staticCmdsBuf.BindTexture( this, SHADER_SAMPLER1, DISTORTMAP, -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->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableSRGBWrite( true ); pShaderShadow->EnableAlphaWrites( false );
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f );
if ( IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) ) { pShaderShadow->EnableAlphaTest( true ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } else { pShaderShadow->EnableAlphaTest( false ); pShaderShadow->EnableBlending( false ); pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ZERO ); }
DefaultFog();
int nFormat = 0; nFormat |= VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( nFormat, 2, 0, 0 );
if ( !g_pHardwareConfig->SupportsShaderModel_3_0() ) { DECLARE_STATIC_VERTEX_SHADER( vr_distort_hud_vs20 ); SET_STATIC_VERTEX_SHADER( vr_distort_hud_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( vr_distort_hud_ps20b ); SET_STATIC_PIXEL_SHADER( vr_distort_hud_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( vr_distort_hud_ps20 ); SET_STATIC_PIXEL_SHADER( vr_distort_hud_ps20 ); } } else { DECLARE_STATIC_VERTEX_SHADER( vr_distort_hud_vs30 ); SET_STATIC_VERTEX_SHADER( vr_distort_hud_vs30 );
DECLARE_STATIC_PIXEL_SHADER( vr_distort_hud_ps30 ); SET_STATIC_PIXEL_SHADER( vr_distort_hud_ps30 ); } }
DYNAMIC_STATE { CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
pShaderAPI->SetDefaultState();
SetPixelShaderConstant( 0, DISTORTBOUNDS ); SetPixelShaderConstant( 1, HUDTRANSLUCENT );
int hudUndistortEnabled = ( params[ HUDUNDISTORT ]->GetIntValue() == 0 ) ? 0 : 1;
if ( !g_pHardwareConfig->SupportsShaderModel_3_0() ) { DECLARE_DYNAMIC_VERTEX_SHADER( vr_distort_hud_vs20 ); SET_DYNAMIC_VERTEX_SHADER( vr_distort_hud_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( vr_distort_hud_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( CMBO_HUDUNDISTORT, hudUndistortEnabled ); SET_DYNAMIC_PIXEL_SHADER( vr_distort_hud_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( vr_distort_hud_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( CMBO_HUDUNDISTORT, hudUndistortEnabled ); SET_DYNAMIC_PIXEL_SHADER( vr_distort_hud_ps20 ); } } else { DECLARE_DYNAMIC_VERTEX_SHADER( vr_distort_hud_vs30 ); SET_DYNAMIC_VERTEX_SHADER( vr_distort_hud_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( vr_distort_hud_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( CMBO_HUDUNDISTORT, hudUndistortEnabled ); SET_DYNAMIC_PIXEL_SHADER( vr_distort_hud_ps30 ); }
DynamicCmdsOut.End(); pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); }
Draw();
} END_SHADER
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