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Diffstat (limited to 'mp/src/materialsystem/stdshaders/vr_distort_texture.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/vr_distort_texture.cpp213
1 files changed, 213 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/vr_distort_texture.cpp b/mp/src/materialsystem/stdshaders/vr_distort_texture.cpp
new file mode 100644
index 00000000..1e87d72a
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/vr_distort_texture.cpp
@@ -0,0 +1,213 @@
+//========= 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