diff options
| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/warp.cpp | |
| download | archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.tar.xz archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.zip | |
Diffstat (limited to 'materialsystem/stdshaders/warp.cpp')
| -rw-r--r-- | materialsystem/stdshaders/warp.cpp | 251 |
1 files changed, 251 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/warp.cpp b/materialsystem/stdshaders/warp.cpp new file mode 100644 index 0000000..17f80fb --- /dev/null +++ b/materialsystem/stdshaders/warp.cpp @@ -0,0 +1,251 @@ +//========= 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 |