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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "BaseVSShader.h"
#include "common_hlsl_cpp_consts.h"
#include "convar.h"
#include "Downsample_nohdr_ps20.inc"
#include "Downsample_nohdr_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar r_bloomtintr( "r_bloomtintr", "0.3" ); static ConVar r_bloomtintg( "r_bloomtintg", "0.59" ); static ConVar r_bloomtintb( "r_bloomtintb", "0.11" ); static ConVar r_bloomtintexponent( "r_bloomtintexponent", "2.2" );
BEGIN_VS_SHADER_FLAGS( Downsample_nohdr, "Help for Downsample_nohdr", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS SHADER_PARAM( BLOOMTYPE, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( BLOOMEXP, SHADER_PARAM_TYPE_FLOAT, "2.5", "" ) SHADER_PARAM( BLOOMSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "" ) SHADER_PARAM( BLOOMTINTENABLE, SHADER_PARAM_TYPE_INTEGER, "1", "" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_PARAM_FLOAT_IF_NOT_DEFINED( BLOOMEXP, 2.5f ); SET_PARAM_FLOAT_IF_NOT_DEFINED( BLOOMSATURATION, 1.0f ); SET_PARAM_INT_IF_NOT_DEFINED( BLOOMTINTENABLE, 1 );
if ( !params[BLOOMTYPE]->IsDefined() ) { params[BLOOMTYPE]->SetIntValue( 0 ); } }
SHADER_FALLBACK { return 0; }
SHADER_INIT { LoadTexture( BASETEXTURE ); }
SHADER_DRAW { // Render targets are pegged as sRGB on OSX, so just force these reads and writes
bool bForceSRGBReadAndWrite = false;
SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// Render targets are pegged as sRGB on OSX, so just force these reads and writes
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite ); pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
pShaderShadow->SetVertexShader( "Downsample_vs20", 0 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) { DECLARE_STATIC_PIXEL_SHADER( downsample_nohdr_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( BLOOMTYPE, params[BLOOMTYPE]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( SRGB_INPUT_ADAPTER, bForceSRGBReadAndWrite ); SET_STATIC_PIXEL_SHADER_COMBO( PS3REGCOUNT48, 0 ); SET_STATIC_PIXEL_SHADER( downsample_nohdr_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( downsample_nohdr_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( BLOOMTYPE, params[BLOOMTYPE]->GetIntValue() ); #ifdef _GAMECONSOLE
SET_STATIC_PIXEL_SHADER_COMBO( SRGB_INPUT_ADAPTER, bForceSRGBReadAndWrite ); #endif
SET_STATIC_PIXEL_SHADER_COMBO( PS3REGCOUNT48, 0 ); SET_STATIC_PIXEL_SHADER( downsample_nohdr_ps20 ); } }
DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, bForceSRGBReadAndWrite ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, BASETEXTURE, -1 );
int width, height; pShaderAPI->GetBackBufferDimensions( width, height );
float v[4][4]; float dX = 1.0f/width; float dY = 1.0f/height;
v[0][0] = .5*dX; v[0][1] = .5*dY; v[1][0] = 2.5*dX; v[1][1] = .5*dY; v[2][0] = .5*dX; v[2][1] = 2.5*dY; v[3][0] = 2.5*dX; v[3][1] = 2.5*dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &v[0][0], 4 );
pShaderAPI->SetVertexShaderIndex( 0 );
float flPixelShaderParams[4] = { r_bloomtintr.GetFloat(), r_bloomtintg.GetFloat(), r_bloomtintb.GetFloat(), r_bloomtintexponent.GetFloat() }; if ( params[ BLOOMTINTENABLE ]->GetIntValue() == 0 ) { flPixelShaderParams[0] = 1.0f; flPixelShaderParams[1] = 1.0f; flPixelShaderParams[2] = 1.0f; flPixelShaderParams[3] = 1.0f; } pShaderAPI->SetPixelShaderConstant( 0, flPixelShaderParams, 1 );
float vPsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPsConst1[0] = params[BLOOMEXP]->GetFloatValue(); vPsConst1[1] = params[BLOOMSATURATION]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( 1, vPsConst1, 1 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) { int floatBackBuffer = ( ( g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT ) && !IsX360() ) ? 1 : 0;
DECLARE_DYNAMIC_PIXEL_SHADER( downsample_nohdr_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLOAT_BACK_BUFFER, floatBackBuffer ); SET_DYNAMIC_PIXEL_SHADER( downsample_nohdr_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( downsample_nohdr_ps20 ); SET_DYNAMIC_PIXEL_SHADER( downsample_nohdr_ps20 ); } } Draw(); } END_SHADER
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