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