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Diffstat (limited to 'mp/src/materialsystem/stdshaders/sky_hdr_dx9.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/sky_hdr_dx9.cpp297
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