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-rw-r--r--materialsystem/stdshaders/colorcorrection.cpp151
1 files changed, 151 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/colorcorrection.cpp b/materialsystem/stdshaders/colorcorrection.cpp
new file mode 100644
index 0000000..28ec36c
--- /dev/null
+++ b/materialsystem/stdshaders/colorcorrection.cpp
@@ -0,0 +1,151 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================
+
+#include "BaseVSShader.h"
+
+#include "screenspaceeffect_vs20.inc"
+#include "colorcorrection_ps20.inc"
+#include "colorcorrection_ps20b.inc"
+
+#include "../materialsystem_global.h"
+
+
+BEGIN_VS_SHADER_FLAGS( ColorCorrection, "Help for ColorCorrection", SHADER_NOT_EDITABLE )
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( WEIGHT_DEFAULT, SHADER_PARAM_TYPE_FLOAT, "1", "Volume Texture Default Weight" )
+ SHADER_PARAM( WEIGHT0, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 0" )
+ SHADER_PARAM( WEIGHT1, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 1" )
+ SHADER_PARAM( WEIGHT2, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 2" )
+ SHADER_PARAM( WEIGHT3, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 3" )
+ SHADER_PARAM( NUM_LOOKUPS, SHADER_PARAM_TYPE_INTEGER, "0", "Number of lookup maps" )
+ SHADER_PARAM( USE_FB_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0", "Use frame buffer texture as input" )
+ SHADER_PARAM( INPUT_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "0", "Input texture" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ if( !params[ WEIGHT_DEFAULT ]->IsDefined() )
+ {
+ params[ WEIGHT_DEFAULT ]->SetFloatValue( 1.0f) ;
+ }
+ if( !params[ WEIGHT0 ]->IsDefined() )
+ {
+ params[ WEIGHT0 ]->SetFloatValue( 1.0f );
+ }
+ if( !params[ WEIGHT1 ]->IsDefined() )
+ {
+ params[ WEIGHT1 ]->SetFloatValue( 1.0f );
+ }
+ if( !params[ WEIGHT2 ]->IsDefined() )
+ {
+ params[ WEIGHT2 ]->SetFloatValue( 1.0f );
+ }
+ if( !params[ WEIGHT3 ]->IsDefined() )
+ {
+ params[ WEIGHT3 ]->SetFloatValue( 1.0f );
+ }
+ if( !params[ NUM_LOOKUPS ]->IsDefined() )
+ {
+ params[ NUM_LOOKUPS ]->SetIntValue( 0 );
+ }
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
+ }
+
+ SHADER_FALLBACK
+ {
+ // Requires DX9 + above
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+ return "wireframe";
+ }
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
+
+ int fmt = VERTEX_POSITION;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+
+ if ( IsOpenGL() )
+ {
+ // JasonM...do we use this shader? If so, it needs some sRGB adapter love
+ Assert(0);
+ }
+
+ // Render targets are always sRGB on OSX GL
+ bool bForceSRGBWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
+ pShaderShadow->EnableSRGBWrite( bForceSRGBWrite );
+
+ DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+ SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( colorcorrection_ps20b );
+ SET_STATIC_PIXEL_SHADER( colorcorrection_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( colorcorrection_ps20 );
+ SET_STATIC_PIXEL_SHADER( colorcorrection_ps20 );
+ }
+ }
+ DYNAMIC_STATE
+ {
+ if( params[ USE_FB_TEXTURE ]->GetIntValue() )
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
+ else
+ BindTexture( SHADER_SAMPLER0, INPUT_TEXTURE, -1 );
+
+ for( int i=0;i<params[NUM_LOOKUPS]->GetIntValue();i++ )
+ {
+ pShaderAPI->BindStandardTexture( (Sampler_t)(SHADER_SAMPLER1+i), (StandardTextureId_t)(TEXTURE_COLOR_CORRECTION_VOLUME_0+i) );
+ }
+
+ float default_weight = params[ WEIGHT_DEFAULT ]->GetFloatValue();
+ float weights[4] = { params[ WEIGHT0 ]->GetFloatValue(),
+ params[ WEIGHT1 ]->GetFloatValue(),
+ params[ WEIGHT2 ]->GetFloatValue(),
+ params[ WEIGHT3 ]->GetFloatValue() };
+
+ pShaderAPI->SetPixelShaderConstant( 0, &default_weight );
+ pShaderAPI->SetPixelShaderConstant( 1, &weights[0] );
+ pShaderAPI->SetPixelShaderConstant( 2, &weights[1] );
+ pShaderAPI->SetPixelShaderConstant( 3, &weights[2] );
+ pShaderAPI->SetPixelShaderConstant( 4, &weights[3] );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LOOKUPS, params[ NUM_LOOKUPS ]->GetIntValue() );
+ SET_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LOOKUPS, params[ NUM_LOOKUPS ]->GetIntValue() );
+ SET_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20 );
+ }
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+ }
+ Draw();
+ }
+END_SHADER