mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-06-07 19:32:09 +03:00
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.
214 lines
5.7 KiB
C++
214 lines
5.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "BaseVSShader.h"
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#include "commandbuilder.h"
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#include "vr_distort_texture_ps20.inc"
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#include "vr_distort_texture_ps20b.inc"
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#include "vr_distort_texture_vs20.inc"
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#include "vr_distort_texture_ps30.inc"
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#include "vr_distort_texture_vs30.inc"
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#include "../materialsystem_global.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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class CVRDistortTexture_DX9_Context : public CBasePerMaterialContextData
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{
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public:
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uint8 *m_pStaticCmds;
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > m_SemiStaticCmdsOut;
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void ResetStaticCmds( void )
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{
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if ( m_pStaticCmds )
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{
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delete[] m_pStaticCmds;
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m_pStaticCmds = NULL;
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}
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}
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CVRDistortTexture_DX9_Context( void )
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{
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m_pStaticCmds = NULL;
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}
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~CVRDistortTexture_DX9_Context( void )
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{
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ResetStaticCmds();
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}
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};
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static const float kAllZeros[ 4 ] = { 0.0f, 0.0f, 0.0f, 0.0f };
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BEGIN_VS_SHADER( vr_distort_texture, "Help for warp" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( DISTORTMAP, SHADER_PARAM_TYPE_TEXTURE, "vr_distort_map", "" )
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SHADER_PARAM( USERENDERTARGET, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
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LoadTexture( DISTORTMAP, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_NODEBUGOVERRIDE |
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TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT );
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}
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SHADER_DRAW
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{
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CVRDistortTexture_DX9_Context *pContextData = reinterpret_cast< CVRDistortTexture_DX9_Context *> ( *pContextDataPtr );
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bool bNeedRegenStaticCmds = ( !pContextData ) || pShaderShadow;
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if ( !pContextData ) // make sure allocated
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{
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pContextData = new CVRDistortTexture_DX9_Context;
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*pContextDataPtr = pContextData;
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}
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if ( pShaderShadow || bNeedRegenStaticCmds )
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{
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pContextData->ResetStaticCmds();
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf;
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staticCmdsBuf.BindTexture( this, SHADER_SAMPLER0, BASETEXTURE, -1 );
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staticCmdsBuf.BindTexture( this, SHADER_SAMPLER1, DISTORTMAP, -1 );
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staticCmdsBuf.End();
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// now, copy buf
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pContextData->m_pStaticCmds = new uint8[ staticCmdsBuf.Size() ];
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memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() );
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}
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if ( pShaderAPI && pContextData->m_bMaterialVarsChanged )
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{
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// need to regenerate the semistatic cmds
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pContextData->m_SemiStaticCmdsOut.Reset();
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pContextData->m_bMaterialVarsChanged = false;
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pContextData->m_SemiStaticCmdsOut.SetAmbientCubeDynamicStateVertexShader();
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pContextData->m_SemiStaticCmdsOut.End();
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}
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SHADOW_STATE
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{
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SetInitialShadowState( );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableDepthTest( false );
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pShaderShadow->EnableBlending( false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBWrite( true );
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pShaderShadow->EnableAlphaWrites( false );
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pShaderShadow->EnableAlphaTest( false );
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DefaultFog();
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int nFormat = 0;
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nFormat |= VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( nFormat, 2, 0, 0 );
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if ( !g_pHardwareConfig->SupportsShaderModel_3_0() )
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{
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DECLARE_STATIC_VERTEX_SHADER( vr_distort_texture_vs20 );
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SET_STATIC_VERTEX_SHADER( vr_distort_texture_vs20 );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( vr_distort_texture_ps20b );
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SET_STATIC_PIXEL_SHADER( vr_distort_texture_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( vr_distort_texture_ps20 );
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SET_STATIC_PIXEL_SHADER( vr_distort_texture_ps20 );
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}
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}
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else
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{
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DECLARE_STATIC_VERTEX_SHADER( vr_distort_texture_vs30 );
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SET_STATIC_VERTEX_SHADER( vr_distort_texture_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( vr_distort_texture_ps30 );
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SET_STATIC_PIXEL_SHADER( vr_distort_texture_ps30 );
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}
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}
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DYNAMIC_STATE
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{
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut;
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DynamicCmdsOut.Call( pContextData->m_pStaticCmds );
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DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
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pShaderAPI->SetDefaultState();
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int useRenderTarget = ( params[ USERENDERTARGET ]->GetIntValue() == 0 ) ? 0 : 1;
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if ( !g_pHardwareConfig->SupportsShaderModel_3_0() )
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( vr_distort_texture_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( vr_distort_texture_vs20 );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( vr_distort_texture_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( CMBO_USERENDERTARGET, useRenderTarget );
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SET_DYNAMIC_PIXEL_SHADER( vr_distort_texture_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( vr_distort_texture_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( CMBO_USERENDERTARGET, useRenderTarget );
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SET_DYNAMIC_PIXEL_SHADER( vr_distort_texture_ps20 );
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}
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}
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else
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( vr_distort_texture_vs30 );
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SET_DYNAMIC_VERTEX_SHADER( vr_distort_texture_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( vr_distort_texture_ps30 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( CMBO_USERENDERTARGET, useRenderTarget );
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SET_DYNAMIC_PIXEL_SHADER( vr_distort_texture_ps30 );
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}
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DynamicCmdsOut.End();
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pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
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}
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Draw();
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}
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END_SHADER
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