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314 lines
11 KiB
314 lines
11 KiB
5 years ago
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//========= 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 "screenspaceeffect_vs20.inc"
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DEFINE_FALLBACK_SHADER( screenspace_general, screenspace_general_dx9 )
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BEGIN_VS_SHADER_FLAGS( screenspace_general_dx9, "Help for screenspace_general", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( C0_X,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C0_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C0_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C0_W,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C1_X,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C1_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C1_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C1_W,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C2_X,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C2_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C2_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C2_W,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C3_X,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C3_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C3_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C3_W,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "", "Name of the pixel shader to use" )
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SHADER_PARAM( DISABLE_COLOR_WRITES,SHADER_PARAM_TYPE_INTEGER,"0","")
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SHADER_PARAM( ALPHATESTED,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( ALPHA_BLEND_COLOR_OVERLAY, SHADER_PARAM_TYPE_INTEGER, "0", "")
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SHADER_PARAM( ALPHA_BLEND, SHADER_PARAM_TYPE_INTEGER, "0", "")
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SHADER_PARAM( TEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( TEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( LINEARREAD_BASETEXTURE, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( LINEARREAD_TEXTURE1, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( LINEARREAD_TEXTURE2, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( LINEARREAD_TEXTURE3, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( LINEARWRITE,SHADER_PARAM_TYPE_INTEGER,"0","")
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SHADER_PARAM( X360APPCHOOSER, SHADER_PARAM_TYPE_INTEGER, "0", "Needed for movies in 360 launcher" )
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SHADER_PARAM( COPYALPHA, SHADER_PARAM_TYPE_INTEGER, "0", "")
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END_SHADER_PARAMS
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SHADER_INIT
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{
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if ( params[BASETEXTURE]->IsDefined() )
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{
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#ifdef POSIX
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ImageFormat fmt = params[BASETEXTURE]->GetTextureValue()->GetImageFormat();
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bool bSRGB;
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if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) )
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bSRGB = false;
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else
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bSRGB = !params[LINEARREAD_BASETEXTURE]->IsDefined() || !params[LINEARREAD_BASETEXTURE]->GetIntValue();
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LoadTexture( BASETEXTURE, bSRGB ? TEXTUREFLAGS_SRGB : 0 );
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#else
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LoadTexture( BASETEXTURE );
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#endif // POSIX
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}
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if ( params[TEXTURE1]->IsDefined() )
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{
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#ifdef POSIX
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ImageFormat fmt = params[TEXTURE1]->GetTextureValue()->GetImageFormat();
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bool bSRGB;
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if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) )
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bSRGB = false;
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else
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bSRGB = !params[LINEARREAD_TEXTURE1]->IsDefined() || !params[LINEARREAD_TEXTURE1]->GetIntValue();
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LoadTexture( TEXTURE1, bSRGB ? TEXTUREFLAGS_SRGB : 0 );
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#else
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LoadTexture( TEXTURE1 );
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#endif // POSIX
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}
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if ( params[TEXTURE2]->IsDefined() )
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{
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#ifdef POSIX
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ImageFormat fmt = params[TEXTURE2]->GetTextureValue()->GetImageFormat();
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bool bSRGB;
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if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) )
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bSRGB = false;
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else
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bSRGB = !params[LINEARREAD_TEXTURE2]->IsDefined() || !params[LINEARREAD_TEXTURE2]->GetIntValue();
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LoadTexture( TEXTURE2, bSRGB ? TEXTUREFLAGS_SRGB : 0 );
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#else
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LoadTexture( TEXTURE2 );
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#endif // POSIX
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}
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if ( params[TEXTURE3]->IsDefined() )
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{
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#ifdef POSIX
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ImageFormat fmt = params[TEXTURE3]->GetTextureValue()->GetImageFormat();
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bool bSRGB;
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if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) )
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bSRGB = false;
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else
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bSRGB = !params[LINEARREAD_TEXTURE3]->IsDefined() || !params[LINEARREAD_TEXTURE3]->GetIntValue();
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LoadTexture( TEXTURE3, bSRGB ? TEXTUREFLAGS_SRGB : 0 );
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#else
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LoadTexture( TEXTURE3 );
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#endif // POSIX
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}
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}
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SHADER_FALLBACK
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{
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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return "screenspace_general_dx8";
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}
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return 0;
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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if (params[BASETEXTURE]->IsDefined())
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
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ImageFormat fmt=txtr->GetImageFormat();
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if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false);
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else
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0, !params[LINEARREAD_BASETEXTURE]->IsDefined() || !params[LINEARREAD_BASETEXTURE]->GetIntValue() );
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}
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if (params[TEXTURE1]->IsDefined())
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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ITexture *txtr=params[TEXTURE1]->GetTextureValue();
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ImageFormat fmt=txtr->GetImageFormat();
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if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1,false);
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else
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1, !params[LINEARREAD_TEXTURE1]->IsDefined() || !params[LINEARREAD_TEXTURE1]->GetIntValue() );
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}
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if (params[TEXTURE2]->IsDefined())
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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ITexture *txtr=params[TEXTURE2]->GetTextureValue();
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ImageFormat fmt=txtr->GetImageFormat();
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if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2,false);
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else
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2, !params[LINEARREAD_TEXTURE2]->IsDefined() || !params[LINEARREAD_TEXTURE2]->GetIntValue() );
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}
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if (params[TEXTURE3]->IsDefined())
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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ITexture *txtr=params[TEXTURE3]->GetTextureValue();
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ImageFormat fmt=txtr->GetImageFormat();
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if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3,false);
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else
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3, !params[LINEARREAD_TEXTURE3]->IsDefined() || !params[LINEARREAD_TEXTURE3]->GetIntValue() );
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}
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int fmt = VERTEX_POSITION;
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if ( IS_PARAM_DEFINED( X360APPCHOOSER ) && ( params[X360APPCHOOSER]->GetIntValue() ) )
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{
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fmt |= VERTEX_COLOR;
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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// maybe convert from linear to gamma on write.
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bool srgb_write=true;
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if (params[LINEARWRITE]->GetFloatValue())
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srgb_write=false;
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pShaderShadow->EnableSRGBWrite( srgb_write );
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// Pre-cache shaders
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( X360APPCHOOSER, IS_PARAM_DEFINED( X360APPCHOOSER ) ? params[X360APPCHOOSER]->GetIntValue() : 0 );
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vsh_forgot_to_set_static_X360APPCHOOSER = 0; // This is a dirty workaround to the shortcut [= 0] in the fxc
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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if (params[DISABLE_COLOR_WRITES]->GetIntValue())
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{
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pShaderShadow->EnableColorWrites(false);
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}
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// if (params[ALPHATESTED]->GetFloatValue())
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{
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pShaderShadow->EnableAlphaTest(true);
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pShaderShadow->AlphaFunc(SHADER_ALPHAFUNC_GREATER,0.0);
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}
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if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
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{
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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}
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if ( params[ ALPHA_BLEND_COLOR_OVERLAY ]->GetIntValue() )
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{
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// Used for adding L4D-style halos
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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if ( params[ ALPHA_BLEND ]->GetIntValue() )
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{
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// Used for adding L4D-style halos
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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if( params[ COPYALPHA ]->GetIntValue() )
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{
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pShaderShadow->EnableBlending( false );
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_ALWAYS, 0.0f );
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}
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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const char *szPixelShader = params[PIXSHADER]->GetStringValue();
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size_t iLength = Q_strlen( szPixelShader );
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if( (iLength > 5) && (Q_stricmp( &szPixelShader[iLength - 5], "_ps20" ) == 0) ) //detect if it's trying to load a ps20 shader
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{
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//replace it with the ps20b shader
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char *szNewName = (char *)stackalloc( sizeof( char ) * (iLength + 2) );
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memcpy( szNewName, szPixelShader, sizeof( char ) * iLength );
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szNewName[iLength] = 'b';
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szNewName[iLength + 1] = '\0';
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pShaderShadow->SetPixelShader( szNewName, 0 );
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}
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else
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{
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pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
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}
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}
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else
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{
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pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
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}
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}
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DYNAMIC_STATE
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{
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// Using c4-c7 to store the pixel sizes of each texture
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if (params[BASETEXTURE]->IsDefined())
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
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ITexture *pTarget = params[ BASETEXTURE ]->GetTextureValue();
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float vPixelSize[4] = { 1.0f / pTarget->GetActualWidth(), 1.0f / pTarget->GetActualHeight(), 0.0f, 0.0f };
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pShaderAPI->SetPixelShaderConstant( 4, vPixelSize, 1 );
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}
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if (params[TEXTURE1]->IsDefined())
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{
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BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 );
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ITexture *pTarget = params[ TEXTURE1 ]->GetTextureValue();
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float vPixelSize[4] = { 1.0f / pTarget->GetActualWidth(), 1.0f / pTarget->GetActualHeight(), 0.0f, 0.0f };
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pShaderAPI->SetPixelShaderConstant( 5, vPixelSize, 1 );
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}
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if (params[TEXTURE2]->IsDefined())
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{
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BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 );
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ITexture *pTarget = params[ TEXTURE2 ]->GetTextureValue();
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float vPixelSize[4] = { 1.0f / pTarget->GetActualWidth(), 1.0f / pTarget->GetActualHeight(), 0.0f, 0.0f };
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pShaderAPI->SetPixelShaderConstant( 6, vPixelSize, 1 );
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}
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if (params[TEXTURE3]->IsDefined())
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{
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BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 );
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ITexture *pTarget = params[ TEXTURE3 ]->GetTextureValue();
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float vPixelSize[4] = { 1.0f / pTarget->GetActualWidth(), 1.0f / pTarget->GetActualHeight(), 0.0f, 0.0f };
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pShaderAPI->SetPixelShaderConstant( 7, vPixelSize, 1 );
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}
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float c0[] = {
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params[C0_X]->GetFloatValue(),
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params[C0_Y]->GetFloatValue(),
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params[C0_Z]->GetFloatValue(),
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params[C0_W]->GetFloatValue(),
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params[C1_X]->GetFloatValue(),
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params[C1_Y]->GetFloatValue(),
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params[C1_Z]->GetFloatValue(),
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params[C1_W]->GetFloatValue(),
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params[C2_X]->GetFloatValue(),
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params[C2_Y]->GetFloatValue(),
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params[C2_Z]->GetFloatValue(),
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params[C2_W]->GetFloatValue(),
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params[C3_X]->GetFloatValue(),
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params[C3_Y]->GetFloatValue(),
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params[C3_Z]->GetFloatValue(),
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params[C3_W]->GetFloatValue()
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};
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// c0-c3
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pShaderAPI->SetPixelShaderConstant( 0, c0, ARRAYSIZE(c0)/4 );
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float eyePos[4];
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pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
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pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 );
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pShaderAPI->SetVertexShaderIndex( 0 );
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pShaderAPI->SetPixelShaderIndex( 0 );
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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}
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Draw();
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}
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END_SHADER
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