Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

214 lines
5.7 KiB
C++

//========= 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