You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
327 lines
9.6 KiB
327 lines
9.6 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
#ifndef COMMON_FXC_H_
|
||
|
#define COMMON_FXC_H_
|
||
|
|
||
|
#include "common_pragmas.h"
|
||
|
#include "common_hlsl_cpp_consts.h"
|
||
|
|
||
|
#ifdef NV3X
|
||
|
# define HALF half
|
||
|
# define HALF2 half2
|
||
|
# define HALF3 half3
|
||
|
# define HALF4 half4
|
||
|
# define HALF3x3 half3x3
|
||
|
# define HALF3x4 half3x4
|
||
|
# define HALF4x3 half4x3
|
||
|
# define HALF_CONSTANT( _constant ) ((HALF)_constant)
|
||
|
#else
|
||
|
# define HALF float
|
||
|
# define HALF2 float2
|
||
|
# define HALF3 float3
|
||
|
# define HALF4 float4
|
||
|
# define HALF3x3 float3x3
|
||
|
# define HALF3x4 float3x4
|
||
|
# define HALF4x3 float4x3
|
||
|
# define HALF_CONSTANT( _constant ) _constant
|
||
|
#endif
|
||
|
|
||
|
// This is where all common code for both vertex and pixel shaders.
|
||
|
#define OO_SQRT_3 0.57735025882720947f
|
||
|
static const HALF3 bumpBasis[3] = {
|
||
|
HALF3( 0.81649661064147949f, 0.0f, OO_SQRT_3 ),
|
||
|
HALF3( -0.40824833512306213f, 0.70710676908493042f, OO_SQRT_3 ),
|
||
|
HALF3( -0.40824821591377258f, -0.7071068286895752f, OO_SQRT_3 )
|
||
|
};
|
||
|
static const HALF3 bumpBasisTranspose[3] = {
|
||
|
HALF3( 0.81649661064147949f, -0.40824833512306213f, -0.40824833512306213f ),
|
||
|
HALF3( 0.0f, 0.70710676908493042f, -0.7071068286895752f ),
|
||
|
HALF3( OO_SQRT_3, OO_SQRT_3, OO_SQRT_3 )
|
||
|
};
|
||
|
|
||
|
#if defined( _X360 )
|
||
|
#define REVERSE_DEPTH_ON_X360 //uncomment to use D3DFMT_D24FS8 with an inverted depth viewport for better performance. Keep this in sync with the same named #define in public/shaderapi/shareddefs.h
|
||
|
//Note that the reversal happens in the viewport. So ONLY reading back from a depth texture should be affected. Projected math is unaffected.
|
||
|
#endif
|
||
|
|
||
|
HALF3 CalcReflectionVectorNormalized( HALF3 normal, HALF3 eyeVector )
|
||
|
{
|
||
|
// FIXME: might be better of normalizing with a normalizing cube map and
|
||
|
// get rid of the dot( normal, normal )
|
||
|
// compute reflection vector r = 2 * ((n dot v)/(n dot n)) n - v
|
||
|
return 2.0 * ( dot( normal, eyeVector ) / dot( normal, normal ) ) * normal - eyeVector;
|
||
|
}
|
||
|
|
||
|
HALF3 CalcReflectionVectorUnnormalized( HALF3 normal, HALF3 eyeVector )
|
||
|
{
|
||
|
// FIXME: might be better of normalizing with a normalizing cube map and
|
||
|
// get rid of the dot( normal, normal )
|
||
|
// compute reflection vector r = 2 * ((n dot v)/(n dot n)) n - v
|
||
|
// multiply all values through by N.N. uniformly scaling reflection vector won't affect result
|
||
|
// since it is used in a cubemap lookup
|
||
|
return (2.0*(dot( normal, eyeVector ))*normal) - (dot( normal, normal )*eyeVector);
|
||
|
}
|
||
|
|
||
|
float3 HuePreservingColorClamp( float3 c )
|
||
|
{
|
||
|
// Get the max of all of the color components and a specified maximum amount
|
||
|
float maximum = max( max( c.x, c.y ), max( c.z, 1.0f ) );
|
||
|
|
||
|
return (c / maximum);
|
||
|
}
|
||
|
|
||
|
HALF3 HuePreservingColorClamp( HALF3 c, HALF maxVal )
|
||
|
{
|
||
|
// Get the max of all of the color components and a specified maximum amount
|
||
|
float maximum = max( max( c.x, c.y ), max( c.z, maxVal ) );
|
||
|
return (c * ( maxVal / maximum ) );
|
||
|
}
|
||
|
|
||
|
#if (AA_CLAMP==1)
|
||
|
HALF2 ComputeLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord )
|
||
|
{
|
||
|
HALF2 result = saturate(Lightmap1and2Coord.xy) * Lightmap1and2Coord.wz * 0.99;
|
||
|
result += Lightmap3Coord;
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
void ComputeBumpedLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord,
|
||
|
out HALF2 bumpCoord1,
|
||
|
out HALF2 bumpCoord2,
|
||
|
out HALF2 bumpCoord3 )
|
||
|
{
|
||
|
HALF2 result = saturate(Lightmap1and2Coord.xy) * Lightmap1and2Coord.wz * 0.99;
|
||
|
result += Lightmap3Coord;
|
||
|
bumpCoord1 = result + HALF2(Lightmap1and2Coord.z, 0);
|
||
|
bumpCoord2 = result + 2*HALF2(Lightmap1and2Coord.z, 0);
|
||
|
bumpCoord3 = result + 3*HALF2(Lightmap1and2Coord.z, 0);
|
||
|
}
|
||
|
#else
|
||
|
HALF2 ComputeLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord )
|
||
|
{
|
||
|
return Lightmap1and2Coord.xy;
|
||
|
}
|
||
|
|
||
|
void ComputeBumpedLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord,
|
||
|
out HALF2 bumpCoord1,
|
||
|
out HALF2 bumpCoord2,
|
||
|
out HALF2 bumpCoord3 )
|
||
|
{
|
||
|
bumpCoord1 = Lightmap1and2Coord.xy;
|
||
|
bumpCoord2 = Lightmap1and2Coord.wz; // reversed order!!!
|
||
|
bumpCoord3 = Lightmap3Coord.xy;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// Versions of matrix multiply functions which force HLSL compiler to explictly use DOTs,
|
||
|
// not giving it the option of using MAD expansion. In a perfect world, the compiler would
|
||
|
// always pick the best strategy, and these shouldn't be needed.. but.. well.. umm..
|
||
|
//
|
||
|
// lorenmcq
|
||
|
|
||
|
float3 mul3x3(float3 v, float3x3 m)
|
||
|
{
|
||
|
#if !defined( _X360 )
|
||
|
return float3(dot(v, transpose(m)[0]), dot(v, transpose(m)[1]), dot(v, transpose(m)[2]));
|
||
|
#else
|
||
|
// xbox360 fxc.exe (new back end) borks with transposes, generates bad code
|
||
|
return mul( v, m );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
float3 mul4x3(float4 v, float4x3 m)
|
||
|
{
|
||
|
#if !defined( _X360 )
|
||
|
return float3(dot(v, transpose(m)[0]), dot(v, transpose(m)[1]), dot(v, transpose(m)[2]));
|
||
|
#else
|
||
|
// xbox360 fxc.exe (new back end) borks with transposes, generates bad code
|
||
|
return mul( v, m );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
float3 DecompressHDR( float4 input )
|
||
|
{
|
||
|
return input.rgb * input.a * MAX_HDR_OVERBRIGHT;
|
||
|
}
|
||
|
|
||
|
float4 CompressHDR( float3 input )
|
||
|
{
|
||
|
// FIXME: want to use min so that we clamp to white, but what happens if we
|
||
|
// have an albedo component that's less than 1/MAX_HDR_OVERBRIGHT?
|
||
|
// float fMax = max( max( color.r, color.g ), color.b );
|
||
|
float4 output;
|
||
|
float fMax = min( min( input.r, input.g ), input.b );
|
||
|
if( fMax > 1.0f )
|
||
|
{
|
||
|
float oofMax = 1.0f / fMax;
|
||
|
output.rgb = oofMax * input.rgb;
|
||
|
output.a = min( fMax / MAX_HDR_OVERBRIGHT, 1.0f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
output.rgb = input.rgb;
|
||
|
output.a = 0.0f;
|
||
|
}
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
|
||
|
float3 LinearToGamma( const float3 f3linear )
|
||
|
{
|
||
|
return pow( f3linear, 1.0f / 2.2f );
|
||
|
}
|
||
|
|
||
|
float4 LinearToGamma( const float4 f4linear )
|
||
|
{
|
||
|
return float4( pow( f4linear.xyz, 1.0f / 2.2f ), f4linear.w );
|
||
|
}
|
||
|
|
||
|
float LinearToGamma( const float f1linear )
|
||
|
{
|
||
|
return pow( f1linear, 1.0f / 2.2f );
|
||
|
}
|
||
|
|
||
|
float3 GammaToLinear( const float3 gamma )
|
||
|
{
|
||
|
return pow( gamma, 2.2f );
|
||
|
}
|
||
|
|
||
|
float4 GammaToLinear( const float4 gamma )
|
||
|
{
|
||
|
return float4( pow( gamma.xyz, 2.2f ), gamma.w );
|
||
|
}
|
||
|
|
||
|
float GammaToLinear( const float gamma )
|
||
|
{
|
||
|
return pow( gamma, 2.2f );
|
||
|
}
|
||
|
|
||
|
// These two functions use the actual sRGB math
|
||
|
float SrgbGammaToLinear( float flSrgbGammaValue )
|
||
|
{
|
||
|
float x = saturate( flSrgbGammaValue );
|
||
|
return ( x <= 0.04045f ) ? ( x / 12.92f ) : ( pow( ( x + 0.055f ) / 1.055f, 2.4f ) );
|
||
|
}
|
||
|
|
||
|
float SrgbLinearToGamma( float flLinearValue )
|
||
|
{
|
||
|
float x = saturate( flLinearValue );
|
||
|
return ( x <= 0.0031308f ) ? ( x * 12.92f ) : ( 1.055f * pow( x, ( 1.0f / 2.4f ) ) ) - 0.055f;
|
||
|
}
|
||
|
|
||
|
// These twofunctions use the XBox 360's exact piecewise linear algorithm
|
||
|
float X360GammaToLinear( float fl360GammaValue )
|
||
|
{
|
||
|
float flLinearValue;
|
||
|
|
||
|
fl360GammaValue = saturate( fl360GammaValue );
|
||
|
if ( fl360GammaValue < ( 96.0f / 255.0f ) )
|
||
|
{
|
||
|
if ( fl360GammaValue < ( 64.0f / 255.0f ) )
|
||
|
{
|
||
|
flLinearValue = fl360GammaValue * 255.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flLinearValue = fl360GammaValue * ( 255.0f * 2.0f ) - 64.0f;
|
||
|
flLinearValue += floor( flLinearValue * ( 1.0f / 512.0f ) );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( fl360GammaValue < ( 192.0f / 255.0f ) )
|
||
|
{
|
||
|
flLinearValue = fl360GammaValue * ( 255.0f * 4.0f ) - 256.0f;
|
||
|
flLinearValue += floor( flLinearValue * ( 1.0f / 256.0f ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flLinearValue = fl360GammaValue * ( 255.0f * 8.0f ) - 1024.0f;
|
||
|
flLinearValue += floor( flLinearValue * ( 1.0f / 128.0f ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
flLinearValue *= 1.0f / 1023.0f;
|
||
|
|
||
|
flLinearValue = saturate( flLinearValue );
|
||
|
return flLinearValue;
|
||
|
}
|
||
|
|
||
|
float X360LinearToGamma( float flLinearValue )
|
||
|
{
|
||
|
float fl360GammaValue;
|
||
|
|
||
|
flLinearValue = saturate( flLinearValue );
|
||
|
if ( flLinearValue < ( 128.0f / 1023.0f ) )
|
||
|
{
|
||
|
if ( flLinearValue < ( 64.0f / 1023.0f ) )
|
||
|
{
|
||
|
fl360GammaValue = flLinearValue * ( 1023.0f * ( 1.0f / 255.0f ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fl360GammaValue = flLinearValue * ( ( 1023.0f / 2.0f ) * ( 1.0f / 255.0f ) ) + ( 32.0f / 255.0f );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( flLinearValue < ( 512.0f / 1023.0f ) )
|
||
|
{
|
||
|
fl360GammaValue = flLinearValue * ( ( 1023.0f / 4.0f ) * ( 1.0f / 255.0f ) ) + ( 64.0f / 255.0f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fl360GammaValue = flLinearValue * ( ( 1023.0f /8.0f ) * ( 1.0f / 255.0f ) ) + ( 128.0f /255.0f ); // 1.0 -> 1.0034313725490196078431372549016
|
||
|
if ( fl360GammaValue > 1.0f )
|
||
|
{
|
||
|
fl360GammaValue = 1.0f;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
fl360GammaValue = saturate( fl360GammaValue );
|
||
|
return fl360GammaValue;
|
||
|
}
|
||
|
|
||
|
float SrgbGammaTo360Gamma( float flSrgbGammaValue )
|
||
|
{
|
||
|
float flLinearValue = SrgbGammaToLinear( flSrgbGammaValue );
|
||
|
float fl360GammaValue = X360LinearToGamma( flLinearValue );
|
||
|
return fl360GammaValue;
|
||
|
}
|
||
|
|
||
|
float3 Vec3WorldToTangent( float3 iWorldVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal )
|
||
|
{
|
||
|
float3 vTangentVector;
|
||
|
vTangentVector.x = dot( iWorldVector.xyz, iWorldTangent.xyz );
|
||
|
vTangentVector.y = dot( iWorldVector.xyz, iWorldBinormal.xyz );
|
||
|
vTangentVector.z = dot( iWorldVector.xyz, iWorldNormal.xyz );
|
||
|
return vTangentVector.xyz; // Return without normalizing
|
||
|
}
|
||
|
|
||
|
float3 Vec3WorldToTangentNormalized( float3 iWorldVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal )
|
||
|
{
|
||
|
return normalize( Vec3WorldToTangent( iWorldVector, iWorldNormal, iWorldTangent, iWorldBinormal ) );
|
||
|
}
|
||
|
|
||
|
float3 Vec3TangentToWorld( float3 iTangentVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal )
|
||
|
{
|
||
|
float3 vWorldVector;
|
||
|
vWorldVector.xyz = iTangentVector.x * iWorldTangent.xyz;
|
||
|
vWorldVector.xyz += iTangentVector.y * iWorldBinormal.xyz;
|
||
|
vWorldVector.xyz += iTangentVector.z * iWorldNormal.xyz;
|
||
|
return vWorldVector.xyz; // Return without normalizing
|
||
|
}
|
||
|
|
||
|
float3 Vec3TangentToWorldNormalized( float3 iTangentVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal )
|
||
|
{
|
||
|
return normalize( Vec3TangentToWorld( iTangentVector, iWorldNormal, iWorldTangent, iWorldBinormal ) );
|
||
|
}
|
||
|
|
||
|
#endif //#ifndef COMMON_FXC_H_
|