//========= 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