Team Fortress 2 Source Code as on 22/4/2020
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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