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//========= Copyright 1996-2005, 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"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.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 { 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 { ITexture *txtr=params[HDRBASETEXTURE]->GetTextureValue(); ImageFormat fmt=txtr->GetImageFormat(); if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) ) nSamplerZeroFlags = 0; else nSamplerZeroFlags = TEXTUREFLAGS_SRGB; } }
// 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 );
#if defined(_PS3)
// only way to change order in which skybox can be rendered (or to appropriately defer skybox rendering on PS3 in the absence of z pre-pass) if the skybox material is set to ignorez 1.
// kind of obviates the need for ignorez flags/ignorez in the material. Note that not all skybox materials use this shader.
// TODO - agree on a more common way of handling z with skyboxes (material vs shader).
pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableDepthTest( true ); #endif
}
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, TEXTURE_BINDFLAGS_SRGBREAD, 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, TEXTURE_BINDFLAGS_NONE, HDRCOMPRESSEDTEXTURE0, FRAME ); BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, HDRCOMPRESSEDTEXTURE1, FRAME ); BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, 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, TEXTURE_BINDFLAGS_SRGBREAD, 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
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