text: ﻿//========= 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
  