hl2_src-leak-2017/src/materialsystem/stdshaders/warp.cpp

252 lines
6.6 KiB
C++

//========= 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