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| author | Joe Ludwig <[email protected]> | 2013-12-23 14:58:45 -0800 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-12-23 15:00:03 -0800 |
| commit | 7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch) | |
| tree | ad65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/sky_hdr_dx9.cpp | |
| parent | Merge pull request #182 from ardneran/master (diff) | |
| download | source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip | |
Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.
None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/sky_hdr_dx9.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/sky_hdr_dx9.cpp | 297 |
1 files changed, 297 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/sky_hdr_dx9.cpp b/mp/src/materialsystem/stdshaders/sky_hdr_dx9.cpp new file mode 100644 index 00000000..285879c0 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/sky_hdr_dx9.cpp @@ -0,0 +1,297 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// +#include "BaseVSShader.h" +#include "sky_vs20.inc" +#include "sky_ps20.inc" +#include "sky_ps20b.inc" +#include "sky_hdr_compressed_ps20.inc" +#include "sky_hdr_compressed_ps20b.inc" +#include "sky_hdr_compressed_rgbs_ps20.inc" +#include "sky_hdr_compressed_rgbs_ps20b.inc" + +#include "convar.h" + +static ConVar mat_use_compressed_hdr_textures( "mat_use_compressed_hdr_textures", "1" ); + +DEFINE_FALLBACK_SHADER( Sky, Sky_HDR_DX9 ) + +BEGIN_VS_SHADER( Sky_HDR_DX9, "Help for Sky_HDR_DX9 shader" ) + BEGIN_SHADER_PARAMS + SHADER_PARAM( HDRBASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "base texture when running with HDR enabled" ) + SHADER_PARAM( HDRCOMPRESSEDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "base texture (compressed) for hdr compression method A" ) + SHADER_PARAM( HDRCOMPRESSEDTEXTURE0, SHADER_PARAM_TYPE_TEXTURE, "", "compressed base texture0 for hdr compression method B" ) + SHADER_PARAM( HDRCOMPRESSEDTEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "compressed base texture1 for hdr compression method B" ) + SHADER_PARAM( HDRCOMPRESSEDTEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "compressed base texture2 for hdr compression method B" ) + SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1]", "color multiplier", SHADER_PARAM_NOT_EDITABLE ) + END_SHADER_PARAMS + + SHADER_FALLBACK + { + if( g_pHardwareConfig->GetDXSupportLevel() < 90 || g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) + { + return "Sky_DX9"; + } + return 0; + } + + SHADER_INIT_PARAMS() + { + SET_FLAGS( MATERIAL_VAR_NOFOG ); + SET_FLAGS( MATERIAL_VAR_IGNOREZ ); + } + SHADER_INIT + { + // First figure out if sampler zero wants to be sRGB + int nSamplerZeroFlags = 0; + if ( (params[HDRCOMPRESSEDTEXTURE]->IsDefined()) && mat_use_compressed_hdr_textures.GetBool() ) + { + nSamplerZeroFlags = 0; + } + else + { + if (params[HDRCOMPRESSEDTEXTURE0]->IsDefined()) + { + nSamplerZeroFlags = 0; + } + else + { + nSamplerZeroFlags = TEXTUREFLAGS_SRGB; + + if ( params[HDRBASETEXTURE]->IsDefined() && params[HDRBASETEXTURE]->IsTexture() ) + { + ITexture *txtr=params[HDRBASETEXTURE]->GetTextureValue(); + ImageFormat fmt=txtr->GetImageFormat(); + if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) ) + { + nSamplerZeroFlags = 0; + } + } + } + } + + // Next, figure out which texture will be on sampler zero + int nSampler0 = HDRCOMPRESSEDTEXTURE; + if ( params[HDRCOMPRESSEDTEXTURE]->IsDefined() && mat_use_compressed_hdr_textures.GetBool() ) + { + nSampler0 = HDRCOMPRESSEDTEXTURE; + } + else + { + if ( params[HDRCOMPRESSEDTEXTURE0]->IsDefined() ) + { + nSampler0 = HDRCOMPRESSEDTEXTURE0; + } + else + { + nSampler0 = HDRBASETEXTURE; + } + } + + // Load the appropriate textures, making sure that the texture set on sampler 0 is sRGB if necessary + if ( params[HDRCOMPRESSEDTEXTURE]->IsDefined() && (mat_use_compressed_hdr_textures.GetBool() ) ) + { + LoadTexture( HDRCOMPRESSEDTEXTURE, HDRCOMPRESSEDTEXTURE == nSampler0 ? nSamplerZeroFlags : 0 ); + } + else + { + if (params[HDRCOMPRESSEDTEXTURE0]->IsDefined()) + { + LoadTexture( HDRCOMPRESSEDTEXTURE0, HDRCOMPRESSEDTEXTURE0 == nSampler0 ? nSamplerZeroFlags : 0 ); + if ( params[HDRCOMPRESSEDTEXTURE1]->IsDefined() ) + { + LoadTexture( HDRCOMPRESSEDTEXTURE1, HDRCOMPRESSEDTEXTURE1 == nSampler0 ? nSamplerZeroFlags : 0 ); + } + if ( params[HDRCOMPRESSEDTEXTURE2]->IsDefined()) + { + LoadTexture( HDRCOMPRESSEDTEXTURE2, HDRCOMPRESSEDTEXTURE2 == nSampler0 ? nSamplerZeroFlags : 0 ); + } + } + else + { + if ( params[HDRBASETEXTURE]->IsDefined() ) + { + LoadTexture( HDRBASETEXTURE, HDRBASETEXTURE == nSampler0 ? nSamplerZeroFlags : 0 ); + } + } + } + } + + SHADER_DRAW + { + SHADOW_STATE + { + SetInitialShadowState(); + +// pShaderShadow->EnableAlphaWrites( true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, NULL, 0 ); + + DECLARE_STATIC_VERTEX_SHADER( sky_vs20 ); + SET_STATIC_VERTEX_SHADER( sky_vs20 ); + + if ( (params[HDRCOMPRESSEDTEXTURE]->IsDefined()) && + mat_use_compressed_hdr_textures.GetBool() ) + { + pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false); + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20b ); + SET_STATIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20 ); + SET_STATIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20 ); + } + } + else + { + if (params[HDRCOMPRESSEDTEXTURE0]->IsDefined()) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + + pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false); + pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1,false); + pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2,false); + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( sky_hdr_compressed_ps20b ); + SET_STATIC_PIXEL_SHADER( sky_hdr_compressed_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( sky_hdr_compressed_ps20 ); + SET_STATIC_PIXEL_SHADER( sky_hdr_compressed_ps20 ); + } + } + else + { + ITexture *txtr=params[HDRBASETEXTURE]->GetTextureValue(); + ImageFormat fmt=txtr->GetImageFormat(); + if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) + pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false); + else + pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,true); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( sky_ps20b ); + SET_STATIC_PIXEL_SHADER( sky_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( sky_ps20 ); + SET_STATIC_PIXEL_SHADER( sky_ps20 ); + } + } + } + // we are writing linear values from this shader. + pShaderShadow->EnableSRGBWrite( true ); + + pShaderShadow->EnableAlphaWrites( true ); + } + + DYNAMIC_STATE + { + DECLARE_DYNAMIC_VERTEX_SHADER( sky_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( sky_vs20 ); + + // Texture coord transform + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BASETEXTURETRANSFORM ); + + float c0[4]={1,1,1,1}; + if (params[COLOR]->IsDefined()) + { + memcpy(c0,params[COLOR]->GetVecValue(),3*sizeof(float)); + } + if ( + params[HDRCOMPRESSEDTEXTURE]->IsDefined() && + mat_use_compressed_hdr_textures.GetBool() + ) + { + // set up data needs for pixel shader interpolation + ITexture *txtr=params[HDRCOMPRESSEDTEXTURE]->GetTextureValue(); + float w=txtr->GetActualWidth(); + float h=txtr->GetActualHeight(); + float FUDGE=0.01/max(w,h); // per ATI + float c1[4]={0.5/w-FUDGE, 0.5/h-FUDGE, w, h }; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, c1); + + BindTexture( SHADER_SAMPLER0, HDRCOMPRESSEDTEXTURE, FRAME ); + c0[0]*=8.0; + c0[1]*=8.0; + c0[2]*=8.0; + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() ); + SET_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20 ); + } + } + else + { + float c1[4]={0,0,0,0}; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, c1); + + if (params[HDRCOMPRESSEDTEXTURE0]->IsDefined() ) + { + BindTexture( SHADER_SAMPLER0, HDRCOMPRESSEDTEXTURE0, FRAME ); + BindTexture( SHADER_SAMPLER1, HDRCOMPRESSEDTEXTURE1, FRAME ); + BindTexture( SHADER_SAMPLER2, HDRCOMPRESSEDTEXTURE2, FRAME ); + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() ); + SET_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_ps20 ); + } + + } + else + { + BindTexture( SHADER_SAMPLER0, HDRBASETEXTURE, FRAME ); + ITexture *txtr=params[HDRBASETEXTURE]->GetTextureValue(); + ImageFormat fmt=txtr->GetImageFormat(); + if ( + (fmt==IMAGE_FORMAT_RGBA16161616) || + ( (fmt==IMAGE_FORMAT_RGBA16161616F) && + (g_pHardwareConfig->GetHDRType()==HDR_TYPE_INTEGER)) + ) + { + c0[0]*=16.0; + c0[1]*=16.0; + c0[2]*=16.0; + } + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() ); + SET_DYNAMIC_PIXEL_SHADER( sky_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( sky_ps20 ); + } + } + } + pShaderAPI->SetPixelShaderConstant( 0, c0, 1 ); + } + Draw( ); + } +END_SHADER |