Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "motion_blur_vs20.inc"
#include "motion_blur_ps20.inc"
#include "motion_blur_ps20b.inc"
#include "convar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar mat_motion_blur_percent_of_screen_max( "mat_motion_blur_percent_of_screen_max", "4.0" );
DEFINE_FALLBACK_SHADER( MotionBlur, MotionBlur_dx9 )
BEGIN_VS_SHADER_FLAGS( MotionBlur_dx9, "Motion Blur", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( MOTIONBLURINTERNAL, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal motion blur value set by proxy" )
SHADER_PARAM( MOTIONBLURVIEWPORTINTERNAL, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal motion blur value set by proxy" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
if ( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE, IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs() ? TEXTUREFLAGS_SRGB : 0 );
}
}
SHADER_DRAW
{
bool bForceSRGBReadsAndWrites = IsOSXOpenGL() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
SHADOW_STATE
{
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
// On OSX OpenGL, we must do sRGB reads and writes since these render targets are tagged as such
bool bForceSRGBReadsAndWrites = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
// NOTE: sRGB is disabled because of the NV8800 brokenness
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadsAndWrites );
pShaderShadow->EnableSRGBWrite( bForceSRGBReadsAndWrites );
DECLARE_STATIC_VERTEX_SHADER( motion_blur_vs20 );
SET_STATIC_VERTEX_SHADER( motion_blur_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( motion_blur_ps20b );
SET_STATIC_PIXEL_SHADER( motion_blur_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( motion_blur_ps20 );
SET_STATIC_PIXEL_SHADER( motion_blur_ps20 );
}
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( false );
}
DYNAMIC_STATE
{
DECLARE_DYNAMIC_VERTEX_SHADER( motion_blur_vs20 );
SET_DYNAMIC_VERTEX_SHADER( motion_blur_vs20 );
// Bind textures
BindTexture( SHADER_SAMPLER0, bForceSRGBReadsAndWrites ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, BASETEXTURE );
// Get texture dimensions
ITexture *src_texture = params[BASETEXTURE]->GetTextureValue();
//int flTextureWidth = src_texture->GetActualWidth();
int flTextureHeight = src_texture->GetActualHeight();
// Percent of screen clamp
float vConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vConst[0] = mat_motion_blur_percent_of_screen_max.GetFloat() / 100.0f;
const float *pBlurViewportInternal = params[MOTIONBLURVIEWPORTINTERNAL]->GetVecValue();
if ( ( pBlurViewportInternal[0] > 0.0f ) || ( pBlurViewportInternal[1] > 0.0f ) || ( pBlurViewportInternal[2] < 1.0f ) || ( pBlurViewportInternal[3] < 1.0f ) )
{
vConst[0] *= 0.25f; // Reduce the max if we're not rendering full screen (hack to dumb down motion blur in split screen)
}
pShaderAPI->SetPixelShaderConstant( 0, vConst, 1 );
// Set values from material proxy
pShaderAPI->SetPixelShaderConstant( 1, params[MOTIONBLURINTERNAL]->GetVecValue(), 1 );
pShaderAPI->SetPixelShaderConstant( 2, params[MOTIONBLURVIEWPORTINTERNAL]->GetVecValue(), 1 );
float flApproximateBlurLength = fabs( params[MOTIONBLURINTERNAL]->GetVecValue()[0] ) + fabs( params[MOTIONBLURINTERNAL]->GetVecValue()[1] ) +
fabs( params[MOTIONBLURINTERNAL]->GetVecValue()[2] ) + fabs( params[MOTIONBLURINTERNAL]->GetVecValue()[3] );
// Quality based on screen resolution height
int nNumBlurSamples = 6;
if ( flTextureHeight >= 1080 ) // 1080p and higher
nNumBlurSamples = 14;
else if ( flTextureHeight >= 720 ) // 720p to 1080p
nNumBlurSamples = 10;
else // Lower resolution than 720p
nNumBlurSamples = 6;
// If we are blurring less than half the allowed blur max, use fewer samples
float flPercentMaxBlur = clamp( 2.0f * flApproximateBlurLength / MIN( mat_motion_blur_percent_of_screen_max.GetFloat() / 100.0f, 4.0f ), 0.0f, 1.0f );
nNumBlurSamples = ( int )( ( float )nNumBlurSamples * flPercentMaxBlur );
if ( nNumBlurSamples < 1 )
nNumBlurSamples = 1;
if ( flApproximateBlurLength == 0.0f )
{
// No motion blur this frame, so force 0 blur samples. This will cause the shader to do a single unblurred fetch.
nNumBlurSamples = 0;
}
nNumBlurSamples = clamp( nNumBlurSamples, 0, 14 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( motion_blur_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( D_NUM_BLUR_SAMPLES, nNumBlurSamples );
SET_DYNAMIC_PIXEL_SHADER( motion_blur_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( motion_blur_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( D_NUM_BLUR_SAMPLES, nNumBlurSamples );
SET_DYNAMIC_PIXEL_SHADER( motion_blur_ps20 );
}
}
Draw();
}
END_SHADER