diff options
Diffstat (limited to 'materialsystem/stdshaders/screenspace_general_dx8.cpp')
| -rw-r--r-- | materialsystem/stdshaders/screenspace_general_dx8.cpp | 196 |
1 files changed, 196 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/screenspace_general_dx8.cpp b/materialsystem/stdshaders/screenspace_general_dx8.cpp new file mode 100644 index 0000000..f83cea6 --- /dev/null +++ b/materialsystem/stdshaders/screenspace_general_dx8.cpp @@ -0,0 +1,196 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "screenspaceeffect_vs11.inc" + +DEFINE_FALLBACK_SHADER( screenspace_general, screenspace_general_dx8 ) +BEGIN_VS_SHADER_FLAGS( screenspace_general_dx8, "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( 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","") + END_SHADER_PARAMS + + SHADER_INIT + { + if ( params[BASETEXTURE]->IsDefined() ) + { + LoadTexture( BASETEXTURE ); + } + if ( params[TEXTURE1]->IsDefined() ) + { + LoadTexture( TEXTURE1 ); + } + if ( params[TEXTURE2]->IsDefined() ) + { + LoadTexture( TEXTURE2 ); + } + if ( params[TEXTURE3]->IsDefined() ) + { + LoadTexture( TEXTURE3 ); + } + } + + SHADER_FALLBACK + { + if ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) + { + return "Wireframe"; + } + + 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; + 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_vs11 ); + SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 ); + + 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 ); + } + + pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 ); + } + + DYNAMIC_STATE + { + if (params[BASETEXTURE]->IsDefined()) + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); + } + if (params[TEXTURE1]->IsDefined()) + { + BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 ); + } + if (params[TEXTURE2]->IsDefined()) + { + BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 ); + } + if (params[TEXTURE3]->IsDefined()) + { + BindTexture( SHADER_SAMPLER3, TEXTURE3, -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() + }; + + pShaderAPI->SetPixelShaderConstant( 0, c0, ARRAYSIZE(c0)/4 ); + pShaderAPI->SetVertexShaderIndex( 0 ); + pShaderAPI->SetPixelShaderIndex( 0 ); + + DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 ); + SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 ); + } + Draw(); + } +END_SHADER |