//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //============================================================================= #include "BaseVSShader.h" #include "commandbuilder.h" #include "vr_distort_texture_ps20.inc" #include "vr_distort_texture_ps20b.inc" #include "vr_distort_texture_vs20.inc" #include "vr_distort_texture_ps30.inc" #include "vr_distort_texture_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(); } }; static const float kAllZeros[ 4 ] = { 0.0f, 0.0f, 0.0f, 0.0f }; BEGIN_VS_SHADER( vr_distort_texture, "Help for warp" ) BEGIN_SHADER_PARAMS SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( DISTORTMAP, SHADER_PARAM_TYPE_TEXTURE, "vr_distort_map", "" ) SHADER_PARAM( USERENDERTARGET, 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->EnableBlending( false ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, 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( vr_distort_texture_vs20 ); SET_STATIC_VERTEX_SHADER( vr_distort_texture_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( vr_distort_texture_ps20b ); SET_STATIC_PIXEL_SHADER( vr_distort_texture_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( vr_distort_texture_ps20 ); SET_STATIC_PIXEL_SHADER( vr_distort_texture_ps20 ); } } else { DECLARE_STATIC_VERTEX_SHADER( vr_distort_texture_vs30 ); SET_STATIC_VERTEX_SHADER( vr_distort_texture_vs30 ); DECLARE_STATIC_PIXEL_SHADER( vr_distort_texture_ps30 ); SET_STATIC_PIXEL_SHADER( vr_distort_texture_ps30 ); } } DYNAMIC_STATE { CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); pShaderAPI->SetDefaultState(); int useRenderTarget = ( params[ USERENDERTARGET ]->GetIntValue() == 0 ) ? 0 : 1; if ( !g_pHardwareConfig->SupportsShaderModel_3_0() ) { DECLARE_DYNAMIC_VERTEX_SHADER( vr_distort_texture_vs20 ); SET_DYNAMIC_VERTEX_SHADER( vr_distort_texture_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( vr_distort_texture_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( CMBO_USERENDERTARGET, useRenderTarget ); SET_DYNAMIC_PIXEL_SHADER( vr_distort_texture_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( vr_distort_texture_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( CMBO_USERENDERTARGET, useRenderTarget ); SET_DYNAMIC_PIXEL_SHADER( vr_distort_texture_ps20 ); } } else { DECLARE_DYNAMIC_VERTEX_SHADER( vr_distort_texture_vs30 ); SET_DYNAMIC_VERTEX_SHADER( vr_distort_texture_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( vr_distort_texture_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( CMBO_USERENDERTARGET, useRenderTarget ); SET_DYNAMIC_PIXEL_SHADER( vr_distort_texture_ps30 ); } DynamicCmdsOut.End(); pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); } Draw(); } END_SHADER