You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
301 lines
9.7 KiB
301 lines
9.7 KiB
//========= 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
|