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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/screenspace_general.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/screenspace_general.cpp')
| -rw-r--r-- | materialsystem/stdshaders/screenspace_general.cpp | 313 |
1 files changed, 313 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/screenspace_general.cpp b/materialsystem/stdshaders/screenspace_general.cpp new file mode 100644 index 0000000..ece1b9d --- /dev/null +++ b/materialsystem/stdshaders/screenspace_general.cpp @@ -0,0 +1,313 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "screenspaceeffect_vs20.inc" + +DEFINE_FALLBACK_SHADER( screenspace_general, screenspace_general_dx9 ) +BEGIN_VS_SHADER_FLAGS( screenspace_general_dx9, "Help for screenspace_general", SHADER_NOT_EDITABLE ) + BEGIN_SHADER_PARAMS + SHADER_PARAM( C0_X,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C0_Y,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C0_Z,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C0_W,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C1_X,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C1_Y,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C1_Z,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C1_W,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C2_X,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C2_Y,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C2_Z,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C2_W,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C3_X,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C3_Y,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C3_Z,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( C3_W,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "", "Name of the pixel shader to use" ) + SHADER_PARAM( DISABLE_COLOR_WRITES,SHADER_PARAM_TYPE_INTEGER,"0","") + SHADER_PARAM( ALPHATESTED,SHADER_PARAM_TYPE_FLOAT,"0","") + SHADER_PARAM( ALPHA_BLEND_COLOR_OVERLAY, SHADER_PARAM_TYPE_INTEGER, "0", "") + SHADER_PARAM( ALPHA_BLEND, SHADER_PARAM_TYPE_INTEGER, "0", "") + SHADER_PARAM( TEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" ) + SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" ) + SHADER_PARAM( TEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" ) + SHADER_PARAM( LINEARREAD_BASETEXTURE, SHADER_PARAM_TYPE_INTEGER, "0", "" ) + SHADER_PARAM( LINEARREAD_TEXTURE1, SHADER_PARAM_TYPE_INTEGER, "0", "" ) + SHADER_PARAM( LINEARREAD_TEXTURE2, SHADER_PARAM_TYPE_INTEGER, "0", "" ) + SHADER_PARAM( LINEARREAD_TEXTURE3, SHADER_PARAM_TYPE_INTEGER, "0", "" ) + SHADER_PARAM( LINEARWRITE,SHADER_PARAM_TYPE_INTEGER,"0","") + SHADER_PARAM( X360APPCHOOSER, SHADER_PARAM_TYPE_INTEGER, "0", "Needed for movies in 360 launcher" ) + SHADER_PARAM( COPYALPHA, SHADER_PARAM_TYPE_INTEGER, "0", "") + END_SHADER_PARAMS + + SHADER_INIT + { + if ( params[BASETEXTURE]->IsDefined() ) + { +#ifdef POSIX + ImageFormat fmt = params[BASETEXTURE]->GetTextureValue()->GetImageFormat(); + bool bSRGB; + if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) ) + bSRGB = false; + else + bSRGB = !params[LINEARREAD_BASETEXTURE]->IsDefined() || !params[LINEARREAD_BASETEXTURE]->GetIntValue(); + LoadTexture( BASETEXTURE, bSRGB ? TEXTUREFLAGS_SRGB : 0 ); +#else + LoadTexture( BASETEXTURE ); +#endif // POSIX + } + if ( params[TEXTURE1]->IsDefined() ) + { +#ifdef POSIX + ImageFormat fmt = params[TEXTURE1]->GetTextureValue()->GetImageFormat(); + bool bSRGB; + if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) ) + bSRGB = false; + else + bSRGB = !params[LINEARREAD_TEXTURE1]->IsDefined() || !params[LINEARREAD_TEXTURE1]->GetIntValue(); + LoadTexture( TEXTURE1, bSRGB ? TEXTUREFLAGS_SRGB : 0 ); +#else + LoadTexture( TEXTURE1 ); +#endif // POSIX + } + if ( params[TEXTURE2]->IsDefined() ) + { +#ifdef POSIX + ImageFormat fmt = params[TEXTURE2]->GetTextureValue()->GetImageFormat(); + bool bSRGB; + if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) ) + bSRGB = false; + else + bSRGB = !params[LINEARREAD_TEXTURE2]->IsDefined() || !params[LINEARREAD_TEXTURE2]->GetIntValue(); + LoadTexture( TEXTURE2, bSRGB ? TEXTUREFLAGS_SRGB : 0 ); +#else + LoadTexture( TEXTURE2 ); +#endif // POSIX + } + if ( params[TEXTURE3]->IsDefined() ) + { +#ifdef POSIX + ImageFormat fmt = params[TEXTURE3]->GetTextureValue()->GetImageFormat(); + bool bSRGB; + if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) ) + bSRGB = false; + else + bSRGB = !params[LINEARREAD_TEXTURE3]->IsDefined() || !params[LINEARREAD_TEXTURE3]->GetIntValue(); + LoadTexture( TEXTURE3, bSRGB ? TEXTUREFLAGS_SRGB : 0 ); +#else + LoadTexture( TEXTURE3 ); +#endif // POSIX + } + } + + SHADER_FALLBACK + { + if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) + { + return "screenspace_general_dx8"; + } + + return 0; + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableDepthWrites( false ); + + if (params[BASETEXTURE]->IsDefined()) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + ITexture *txtr=params[BASETEXTURE]->GetTextureValue(); + ImageFormat fmt=txtr->GetImageFormat(); + if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) + pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false); + else + pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0, !params[LINEARREAD_BASETEXTURE]->IsDefined() || !params[LINEARREAD_BASETEXTURE]->GetIntValue() ); + } + if (params[TEXTURE1]->IsDefined()) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + ITexture *txtr=params[TEXTURE1]->GetTextureValue(); + ImageFormat fmt=txtr->GetImageFormat(); + if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) + pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1,false); + else + pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1, !params[LINEARREAD_TEXTURE1]->IsDefined() || !params[LINEARREAD_TEXTURE1]->GetIntValue() ); + } + if (params[TEXTURE2]->IsDefined()) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + ITexture *txtr=params[TEXTURE2]->GetTextureValue(); + ImageFormat fmt=txtr->GetImageFormat(); + if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) + pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2,false); + else + pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2, !params[LINEARREAD_TEXTURE2]->IsDefined() || !params[LINEARREAD_TEXTURE2]->GetIntValue() ); + } + if (params[TEXTURE3]->IsDefined()) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); + ITexture *txtr=params[TEXTURE3]->GetTextureValue(); + ImageFormat fmt=txtr->GetImageFormat(); + if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) + pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3,false); + else + pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3, !params[LINEARREAD_TEXTURE3]->IsDefined() || !params[LINEARREAD_TEXTURE3]->GetIntValue() ); + } + int fmt = VERTEX_POSITION; + + if ( IS_PARAM_DEFINED( X360APPCHOOSER ) && ( params[X360APPCHOOSER]->GetIntValue() ) ) + { + fmt |= VERTEX_COLOR; + EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + } + pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); + + // maybe convert from linear to gamma on write. + bool srgb_write=true; + if (params[LINEARWRITE]->GetFloatValue()) + srgb_write=false; + pShaderShadow->EnableSRGBWrite( srgb_write ); + + // Pre-cache shaders + DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( X360APPCHOOSER, IS_PARAM_DEFINED( X360APPCHOOSER ) ? params[X360APPCHOOSER]->GetIntValue() : 0 ); + vsh_forgot_to_set_static_X360APPCHOOSER = 0; // This is a dirty workaround to the shortcut [= 0] in the fxc + SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + + if (params[DISABLE_COLOR_WRITES]->GetIntValue()) + { + pShaderShadow->EnableColorWrites(false); + } +// if (params[ALPHATESTED]->GetFloatValue()) + { + pShaderShadow->EnableAlphaTest(true); + pShaderShadow->AlphaFunc(SHADER_ALPHAFUNC_GREATER,0.0); + } + if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) + { + EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); + } + if ( params[ ALPHA_BLEND_COLOR_OVERLAY ]->GetIntValue() ) + { + // Used for adding L4D-style halos + EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + } + if ( params[ ALPHA_BLEND ]->GetIntValue() ) + { + // Used for adding L4D-style halos + EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + } + + if( params[ COPYALPHA ]->GetIntValue() ) + { + pShaderShadow->EnableBlending( false ); + pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_ALWAYS, 0.0f ); + } + + if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + const char *szPixelShader = params[PIXSHADER]->GetStringValue(); + size_t iLength = Q_strlen( szPixelShader ); + + if( (iLength > 5) && (Q_stricmp( &szPixelShader[iLength - 5], "_ps20" ) == 0) ) //detect if it's trying to load a ps20 shader + { + //replace it with the ps20b shader + char *szNewName = (char *)stackalloc( sizeof( char ) * (iLength + 2) ); + memcpy( szNewName, szPixelShader, sizeof( char ) * iLength ); + szNewName[iLength] = 'b'; + szNewName[iLength + 1] = '\0'; + pShaderShadow->SetPixelShader( szNewName, 0 ); + } + else + { + pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 ); + } + } + else + { + pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 ); + } + } + + DYNAMIC_STATE + { + // Using c4-c7 to store the pixel sizes of each texture + if (params[BASETEXTURE]->IsDefined()) + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); + + ITexture *pTarget = params[ BASETEXTURE ]->GetTextureValue(); + float vPixelSize[4] = { 1.0f / pTarget->GetActualWidth(), 1.0f / pTarget->GetActualHeight(), 0.0f, 0.0f }; + pShaderAPI->SetPixelShaderConstant( 4, vPixelSize, 1 ); + } + + if (params[TEXTURE1]->IsDefined()) + { + BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 ); + + ITexture *pTarget = params[ TEXTURE1 ]->GetTextureValue(); + float vPixelSize[4] = { 1.0f / pTarget->GetActualWidth(), 1.0f / pTarget->GetActualHeight(), 0.0f, 0.0f }; + pShaderAPI->SetPixelShaderConstant( 5, vPixelSize, 1 ); + } + + if (params[TEXTURE2]->IsDefined()) + { + BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 ); + + ITexture *pTarget = params[ TEXTURE2 ]->GetTextureValue(); + float vPixelSize[4] = { 1.0f / pTarget->GetActualWidth(), 1.0f / pTarget->GetActualHeight(), 0.0f, 0.0f }; + pShaderAPI->SetPixelShaderConstant( 6, vPixelSize, 1 ); + } + + if (params[TEXTURE3]->IsDefined()) + { + BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 ); + + ITexture *pTarget = params[ TEXTURE3 ]->GetTextureValue(); + float vPixelSize[4] = { 1.0f / pTarget->GetActualWidth(), 1.0f / pTarget->GetActualHeight(), 0.0f, 0.0f }; + pShaderAPI->SetPixelShaderConstant( 7, vPixelSize, 1 ); + } + + float c0[] = { + params[C0_X]->GetFloatValue(), + params[C0_Y]->GetFloatValue(), + params[C0_Z]->GetFloatValue(), + params[C0_W]->GetFloatValue(), + params[C1_X]->GetFloatValue(), + params[C1_Y]->GetFloatValue(), + params[C1_Z]->GetFloatValue(), + params[C1_W]->GetFloatValue(), + params[C2_X]->GetFloatValue(), + params[C2_Y]->GetFloatValue(), + params[C2_Z]->GetFloatValue(), + params[C2_W]->GetFloatValue(), + params[C3_X]->GetFloatValue(), + params[C3_Y]->GetFloatValue(), + params[C3_Z]->GetFloatValue(), + params[C3_W]->GetFloatValue() + }; + + // c0-c3 + pShaderAPI->SetPixelShaderConstant( 0, c0, ARRAYSIZE(c0)/4 ); + + float eyePos[4]; + pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); + pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 ); + + pShaderAPI->SetVertexShaderIndex( 0 ); + pShaderAPI->SetPixelShaderIndex( 0 ); + + DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + } + Draw(); + } +END_SHADER |