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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "screenspaceeffect_vs20.inc"
DEFINE_FALLBACK_SHADER( screenspace_general, screenspace_general_dx9 ) BEGIN_VS_SHADER_FLAGS( screenspace_general_dx9, "Help for screenspace_general", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( C0_X,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C0_Y,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C0_Z,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C0_W,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C1_X,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C1_Y,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C1_Z,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C1_W,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C2_X,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C2_Y,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C2_Z,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C2_W,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C3_X,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C3_Y,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C3_Z,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C3_W,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "", "Name of the pixel shader to use" ) SHADER_PARAM( DISABLE_COLOR_WRITES,SHADER_PARAM_TYPE_INTEGER,"0","") SHADER_PARAM( ALPHATESTED,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( ALPHA_BLEND_COLOR_OVERLAY, SHADER_PARAM_TYPE_INTEGER, "0", "") SHADER_PARAM( ALPHA_BLEND, SHADER_PARAM_TYPE_INTEGER, "0", "") SHADER_PARAM( TEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( TEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( LINEARREAD_BASETEXTURE, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( LINEARREAD_TEXTURE1, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( LINEARREAD_TEXTURE2, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( LINEARREAD_TEXTURE3, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( LINEARWRITE,SHADER_PARAM_TYPE_INTEGER,"0","") SHADER_PARAM( X360APPCHOOSER, SHADER_PARAM_TYPE_INTEGER, "0", "Needed for movies in 360 launcher" ) SHADER_PARAM( COPYALPHA, SHADER_PARAM_TYPE_INTEGER, "0", "") END_SHADER_PARAMS
SHADER_INIT { if ( params[BASETEXTURE]->IsDefined() ) { #ifdef POSIX
ImageFormat fmt = params[BASETEXTURE]->GetTextureValue()->GetImageFormat(); bool bSRGB; if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) ) bSRGB = false; else bSRGB = !params[LINEARREAD_BASETEXTURE]->IsDefined() || !params[LINEARREAD_BASETEXTURE]->GetIntValue(); LoadTexture( BASETEXTURE, bSRGB ? TEXTUREFLAGS_SRGB : 0 ); #else
LoadTexture( BASETEXTURE ); #endif // POSIX
} if ( params[TEXTURE1]->IsDefined() ) { #ifdef POSIX
ImageFormat fmt = params[TEXTURE1]->GetTextureValue()->GetImageFormat(); bool bSRGB; if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) ) bSRGB = false; else bSRGB = !params[LINEARREAD_TEXTURE1]->IsDefined() || !params[LINEARREAD_TEXTURE1]->GetIntValue(); LoadTexture( TEXTURE1, bSRGB ? TEXTUREFLAGS_SRGB : 0 ); #else
LoadTexture( TEXTURE1 ); #endif // POSIX
} if ( params[TEXTURE2]->IsDefined() ) { #ifdef POSIX
ImageFormat fmt = params[TEXTURE2]->GetTextureValue()->GetImageFormat(); bool bSRGB; if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) ) bSRGB = false; else bSRGB = !params[LINEARREAD_TEXTURE2]->IsDefined() || !params[LINEARREAD_TEXTURE2]->GetIntValue(); LoadTexture( TEXTURE2, bSRGB ? TEXTUREFLAGS_SRGB : 0 ); #else
LoadTexture( TEXTURE2 ); #endif // POSIX
} if ( params[TEXTURE3]->IsDefined() ) { #ifdef POSIX
ImageFormat fmt = params[TEXTURE3]->GetTextureValue()->GetImageFormat(); bool bSRGB; if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) ) bSRGB = false; else bSRGB = !params[LINEARREAD_TEXTURE3]->IsDefined() || !params[LINEARREAD_TEXTURE3]->GetIntValue(); LoadTexture( TEXTURE3, bSRGB ? TEXTUREFLAGS_SRGB : 0 ); #else
LoadTexture( TEXTURE3 ); #endif // POSIX
} } SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { return "screenspace_general_dx8"; }
return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); if (params[BASETEXTURE]->IsDefined()) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); ITexture *txtr=params[BASETEXTURE]->GetTextureValue(); ImageFormat fmt=txtr->GetImageFormat(); if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false); else pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0, !params[LINEARREAD_BASETEXTURE]->IsDefined() || !params[LINEARREAD_BASETEXTURE]->GetIntValue() ); } if (params[TEXTURE1]->IsDefined()) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); ITexture *txtr=params[TEXTURE1]->GetTextureValue(); ImageFormat fmt=txtr->GetImageFormat(); if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1,false); else pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1, !params[LINEARREAD_TEXTURE1]->IsDefined() || !params[LINEARREAD_TEXTURE1]->GetIntValue() ); } if (params[TEXTURE2]->IsDefined()) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); ITexture *txtr=params[TEXTURE2]->GetTextureValue(); ImageFormat fmt=txtr->GetImageFormat(); if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2,false); else pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2, !params[LINEARREAD_TEXTURE2]->IsDefined() || !params[LINEARREAD_TEXTURE2]->GetIntValue() ); } if (params[TEXTURE3]->IsDefined()) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); ITexture *txtr=params[TEXTURE3]->GetTextureValue(); ImageFormat fmt=txtr->GetImageFormat(); if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3,false); else pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3, !params[LINEARREAD_TEXTURE3]->IsDefined() || !params[LINEARREAD_TEXTURE3]->GetIntValue() ); } int fmt = VERTEX_POSITION;
if ( IS_PARAM_DEFINED( X360APPCHOOSER ) && ( params[X360APPCHOOSER]->GetIntValue() ) ) { fmt |= VERTEX_COLOR; EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
// maybe convert from linear to gamma on write.
bool srgb_write=true; if (params[LINEARWRITE]->GetFloatValue()) srgb_write=false; pShaderShadow->EnableSRGBWrite( srgb_write );
// Pre-cache shaders
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( X360APPCHOOSER, IS_PARAM_DEFINED( X360APPCHOOSER ) ? params[X360APPCHOOSER]->GetIntValue() : 0 ); vsh_forgot_to_set_static_X360APPCHOOSER = 0; // This is a dirty workaround to the shortcut [= 0] in the fxc
SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
if (params[DISABLE_COLOR_WRITES]->GetIntValue()) { pShaderShadow->EnableColorWrites(false); } // if (params[ALPHATESTED]->GetFloatValue())
{ pShaderShadow->EnableAlphaTest(true); pShaderShadow->AlphaFunc(SHADER_ALPHAFUNC_GREATER,0.0); } if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) { EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); } if ( params[ ALPHA_BLEND_COLOR_OVERLAY ]->GetIntValue() ) { // Used for adding L4D-style halos
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } if ( params[ ALPHA_BLEND ]->GetIntValue() ) { // Used for adding L4D-style halos
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); }
if( params[ COPYALPHA ]->GetIntValue() ) { pShaderShadow->EnableBlending( false ); pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_ALWAYS, 0.0f ); }
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { const char *szPixelShader = params[PIXSHADER]->GetStringValue(); size_t iLength = Q_strlen( szPixelShader );
if( (iLength > 5) && (Q_stricmp( &szPixelShader[iLength - 5], "_ps20" ) == 0) ) //detect if it's trying to load a ps20 shader
{ //replace it with the ps20b shader
char *szNewName = (char *)stackalloc( sizeof( char ) * (iLength + 2) ); memcpy( szNewName, szPixelShader, sizeof( char ) * iLength ); szNewName[iLength] = 'b'; szNewName[iLength + 1] = '\0'; pShaderShadow->SetPixelShader( szNewName, 0 ); } else { pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 ); } } else { pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 ); } }
DYNAMIC_STATE { // Using c4-c7 to store the pixel sizes of each texture
if (params[BASETEXTURE]->IsDefined()) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
ITexture *pTarget = params[ BASETEXTURE ]->GetTextureValue(); float vPixelSize[4] = { 1.0f / pTarget->GetActualWidth(), 1.0f / pTarget->GetActualHeight(), 0.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 4, vPixelSize, 1 ); }
if (params[TEXTURE1]->IsDefined()) { BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 );
ITexture *pTarget = params[ TEXTURE1 ]->GetTextureValue(); float vPixelSize[4] = { 1.0f / pTarget->GetActualWidth(), 1.0f / pTarget->GetActualHeight(), 0.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 5, vPixelSize, 1 ); }
if (params[TEXTURE2]->IsDefined()) { BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 );
ITexture *pTarget = params[ TEXTURE2 ]->GetTextureValue(); float vPixelSize[4] = { 1.0f / pTarget->GetActualWidth(), 1.0f / pTarget->GetActualHeight(), 0.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 6, vPixelSize, 1 ); }
if (params[TEXTURE3]->IsDefined()) { BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 );
ITexture *pTarget = params[ TEXTURE3 ]->GetTextureValue(); float vPixelSize[4] = { 1.0f / pTarget->GetActualWidth(), 1.0f / pTarget->GetActualHeight(), 0.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 7, vPixelSize, 1 ); }
float c0[] = { params[C0_X]->GetFloatValue(), params[C0_Y]->GetFloatValue(), params[C0_Z]->GetFloatValue(), params[C0_W]->GetFloatValue(), params[C1_X]->GetFloatValue(), params[C1_Y]->GetFloatValue(), params[C1_Z]->GetFloatValue(), params[C1_W]->GetFloatValue(), params[C2_X]->GetFloatValue(), params[C2_Y]->GetFloatValue(), params[C2_Z]->GetFloatValue(), params[C2_W]->GetFloatValue(), params[C3_X]->GetFloatValue(), params[C3_Y]->GetFloatValue(), params[C3_Z]->GetFloatValue(), params[C3_W]->GetFloatValue() };
// c0-c3
pShaderAPI->SetPixelShaderConstant( 0, c0, ARRAYSIZE(c0)/4 );
float eyePos[4]; pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 );
pShaderAPI->SetVertexShaderIndex( 0 ); pShaderAPI->SetPixelShaderIndex( 0 );
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); } Draw(); } END_SHADER
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