diff options
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 |