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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef COMMON_FXC_H_
#define COMMON_FXC_H_
#include "common_pragmas.h"
#include "common_hlsl_cpp_consts.h"
#ifdef NV3X
# define HALF half
# define HALF2 half2
# define HALF3 half3
# define HALF4 half4
# define HALF3x3 half3x3
# define HALF3x4 half3x4
# define HALF4x3 half4x3
# define HALF_CONSTANT( _constant ) ((HALF)_constant)
#else
# define HALF float
# define HALF2 float2
# define HALF3 float3
# define HALF4 float4
# define HALF3x3 float3x3
# define HALF3x4 float3x4
# define HALF4x3 float4x3
# define HALF_CONSTANT( _constant ) _constant
#endif
// This is where all common code for both vertex and pixel shaders.
#define OO_SQRT_3 0.57735025882720947f
static const HALF3 bumpBasis[3] = { HALF3( 0.81649661064147949f, 0.0f, OO_SQRT_3 ), HALF3( -0.40824833512306213f, 0.70710676908493042f, OO_SQRT_3 ), HALF3( -0.40824821591377258f, -0.7071068286895752f, OO_SQRT_3 ) }; static const HALF3 bumpBasisTranspose[3] = { HALF3( 0.81649661064147949f, -0.40824833512306213f, -0.40824833512306213f ), HALF3( 0.0f, 0.70710676908493042f, -0.7071068286895752f ), HALF3( OO_SQRT_3, OO_SQRT_3, OO_SQRT_3 ) };
#if defined( _X360 )
#define REVERSE_DEPTH_ON_X360 //uncomment to use D3DFMT_D24FS8 with an inverted depth viewport for better performance. Keep this in sync with the same named #define in public/shaderapi/shareddefs.h
//Note that the reversal happens in the viewport. So ONLY reading back from a depth texture should be affected. Projected math is unaffected.
#endif
HALF3 CalcReflectionVectorNormalized( HALF3 normal, HALF3 eyeVector ) { // FIXME: might be better of normalizing with a normalizing cube map and
// get rid of the dot( normal, normal )
// compute reflection vector r = 2 * ((n dot v)/(n dot n)) n - v
return 2.0 * ( dot( normal, eyeVector ) / dot( normal, normal ) ) * normal - eyeVector; }
HALF3 CalcReflectionVectorUnnormalized( HALF3 normal, HALF3 eyeVector ) { // FIXME: might be better of normalizing with a normalizing cube map and
// get rid of the dot( normal, normal )
// compute reflection vector r = 2 * ((n dot v)/(n dot n)) n - v
// multiply all values through by N.N. uniformly scaling reflection vector won't affect result
// since it is used in a cubemap lookup
return (2.0*(dot( normal, eyeVector ))*normal) - (dot( normal, normal )*eyeVector); }
float3 HuePreservingColorClamp( float3 c ) { // Get the max of all of the color components and a specified maximum amount
float maximum = max( max( c.x, c.y ), max( c.z, 1.0f ) );
return (c / maximum); }
HALF3 HuePreservingColorClamp( HALF3 c, HALF maxVal ) { // Get the max of all of the color components and a specified maximum amount
float maximum = max( max( c.x, c.y ), max( c.z, maxVal ) ); return (c * ( maxVal / maximum ) ); }
#if (AA_CLAMP==1)
HALF2 ComputeLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord ) { HALF2 result = saturate(Lightmap1and2Coord.xy) * Lightmap1and2Coord.wz * 0.99; result += Lightmap3Coord; return result; }
void ComputeBumpedLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord, out HALF2 bumpCoord1, out HALF2 bumpCoord2, out HALF2 bumpCoord3 ) { HALF2 result = saturate(Lightmap1and2Coord.xy) * Lightmap1and2Coord.wz * 0.99; result += Lightmap3Coord; bumpCoord1 = result + HALF2(Lightmap1and2Coord.z, 0); bumpCoord2 = result + 2*HALF2(Lightmap1and2Coord.z, 0); bumpCoord3 = result + 3*HALF2(Lightmap1and2Coord.z, 0); } #else
HALF2 ComputeLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord ) { return Lightmap1and2Coord.xy; }
void ComputeBumpedLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord, out HALF2 bumpCoord1, out HALF2 bumpCoord2, out HALF2 bumpCoord3 ) { bumpCoord1 = Lightmap1and2Coord.xy; bumpCoord2 = Lightmap1and2Coord.wz; // reversed order!!!
bumpCoord3 = Lightmap3Coord.xy; } #endif
// Versions of matrix multiply functions which force HLSL compiler to explictly use DOTs,
// not giving it the option of using MAD expansion. In a perfect world, the compiler would
// always pick the best strategy, and these shouldn't be needed.. but.. well.. umm..
//
// lorenmcq
float3 mul3x3(float3 v, float3x3 m) { #if !defined( _X360 )
return float3(dot(v, transpose(m)[0]), dot(v, transpose(m)[1]), dot(v, transpose(m)[2])); #else
// xbox360 fxc.exe (new back end) borks with transposes, generates bad code
return mul( v, m ); #endif
}
float3 mul4x3(float4 v, float4x3 m) { #if !defined( _X360 )
return float3(dot(v, transpose(m)[0]), dot(v, transpose(m)[1]), dot(v, transpose(m)[2])); #else
// xbox360 fxc.exe (new back end) borks with transposes, generates bad code
return mul( v, m ); #endif
}
float3 DecompressHDR( float4 input ) { return input.rgb * input.a * MAX_HDR_OVERBRIGHT; }
float4 CompressHDR( float3 input ) { // FIXME: want to use min so that we clamp to white, but what happens if we
// have an albedo component that's less than 1/MAX_HDR_OVERBRIGHT?
// float fMax = max( max( color.r, color.g ), color.b );
float4 output; float fMax = min( min( input.r, input.g ), input.b ); if( fMax > 1.0f ) { float oofMax = 1.0f / fMax; output.rgb = oofMax * input.rgb; output.a = min( fMax / MAX_HDR_OVERBRIGHT, 1.0f ); } else { output.rgb = input.rgb; output.a = 0.0f; } return output; }
float3 LinearToGamma( const float3 f3linear ) { return pow( f3linear, 1.0f / 2.2f ); }
float4 LinearToGamma( const float4 f4linear ) { return float4( pow( f4linear.xyz, 1.0f / 2.2f ), f4linear.w ); }
float LinearToGamma( const float f1linear ) { return pow( f1linear, 1.0f / 2.2f ); }
float3 GammaToLinear( const float3 gamma ) { return pow( gamma, 2.2f ); }
float4 GammaToLinear( const float4 gamma ) { return float4( pow( gamma.xyz, 2.2f ), gamma.w ); }
float GammaToLinear( const float gamma ) { return pow( gamma, 2.2f ); }
// These two functions use the actual sRGB math
float SrgbGammaToLinear( float flSrgbGammaValue ) { float x = saturate( flSrgbGammaValue ); return ( x <= 0.04045f ) ? ( x / 12.92f ) : ( pow( ( x + 0.055f ) / 1.055f, 2.4f ) ); }
float SrgbLinearToGamma( float flLinearValue ) { float x = saturate( flLinearValue ); return ( x <= 0.0031308f ) ? ( x * 12.92f ) : ( 1.055f * pow( x, ( 1.0f / 2.4f ) ) ) - 0.055f; }
// These twofunctions use the XBox 360's exact piecewise linear algorithm
float X360GammaToLinear( float fl360GammaValue ) { float flLinearValue;
fl360GammaValue = saturate( fl360GammaValue ); if ( fl360GammaValue < ( 96.0f / 255.0f ) ) { if ( fl360GammaValue < ( 64.0f / 255.0f ) ) { flLinearValue = fl360GammaValue * 255.0f; } else { flLinearValue = fl360GammaValue * ( 255.0f * 2.0f ) - 64.0f; flLinearValue += floor( flLinearValue * ( 1.0f / 512.0f ) ); } } else { if( fl360GammaValue < ( 192.0f / 255.0f ) ) { flLinearValue = fl360GammaValue * ( 255.0f * 4.0f ) - 256.0f; flLinearValue += floor( flLinearValue * ( 1.0f / 256.0f ) ); } else { flLinearValue = fl360GammaValue * ( 255.0f * 8.0f ) - 1024.0f; flLinearValue += floor( flLinearValue * ( 1.0f / 128.0f ) ); } }
flLinearValue *= 1.0f / 1023.0f;
flLinearValue = saturate( flLinearValue ); return flLinearValue; }
float X360LinearToGamma( float flLinearValue ) { float fl360GammaValue;
flLinearValue = saturate( flLinearValue ); if ( flLinearValue < ( 128.0f / 1023.0f ) ) { if ( flLinearValue < ( 64.0f / 1023.0f ) ) { fl360GammaValue = flLinearValue * ( 1023.0f * ( 1.0f / 255.0f ) ); } else { fl360GammaValue = flLinearValue * ( ( 1023.0f / 2.0f ) * ( 1.0f / 255.0f ) ) + ( 32.0f / 255.0f ); } } else { if ( flLinearValue < ( 512.0f / 1023.0f ) ) { fl360GammaValue = flLinearValue * ( ( 1023.0f / 4.0f ) * ( 1.0f / 255.0f ) ) + ( 64.0f / 255.0f ); } else { fl360GammaValue = flLinearValue * ( ( 1023.0f /8.0f ) * ( 1.0f / 255.0f ) ) + ( 128.0f /255.0f ); // 1.0 -> 1.0034313725490196078431372549016
if ( fl360GammaValue > 1.0f ) { fl360GammaValue = 1.0f; } } }
fl360GammaValue = saturate( fl360GammaValue ); return fl360GammaValue; }
float SrgbGammaTo360Gamma( float flSrgbGammaValue ) { float flLinearValue = SrgbGammaToLinear( flSrgbGammaValue ); float fl360GammaValue = X360LinearToGamma( flLinearValue ); return fl360GammaValue; }
float3 Vec3WorldToTangent( float3 iWorldVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal ) { float3 vTangentVector; vTangentVector.x = dot( iWorldVector.xyz, iWorldTangent.xyz ); vTangentVector.y = dot( iWorldVector.xyz, iWorldBinormal.xyz ); vTangentVector.z = dot( iWorldVector.xyz, iWorldNormal.xyz ); return vTangentVector.xyz; // Return without normalizing
}
float3 Vec3WorldToTangentNormalized( float3 iWorldVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal ) { return normalize( Vec3WorldToTangent( iWorldVector, iWorldNormal, iWorldTangent, iWorldBinormal ) ); }
float3 Vec3TangentToWorld( float3 iTangentVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal ) { float3 vWorldVector; vWorldVector.xyz = iTangentVector.x * iWorldTangent.xyz; vWorldVector.xyz += iTangentVector.y * iWorldBinormal.xyz; vWorldVector.xyz += iTangentVector.z * iWorldNormal.xyz; return vWorldVector.xyz; // Return without normalizing
}
float3 Vec3TangentToWorldNormalized( float3 iTangentVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal ) { return normalize( Vec3TangentToWorld( iTangentVector, iWorldNormal, iWorldTangent, iWorldBinormal ) ); }
#endif //#ifndef COMMON_FXC_H_
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