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