Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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"
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
{
if( g_pHardwareConfig->GetDXSupportLevel() < 90 || g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
{
return "Sky_DX9";
}
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
{
nSamplerZeroFlags = TEXTUREFLAGS_SRGB;
if ( params[HDRBASETEXTURE]->IsDefined() && params[HDRBASETEXTURE]->IsTexture() )
{
ITexture *txtr=params[HDRBASETEXTURE]->GetTextureValue();
ImageFormat fmt=txtr->GetImageFormat();
if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) )
{
nSamplerZeroFlags = 0;
}
}
}
}
// 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 );
}
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]={(float)(0.5/w-FUDGE), (float)(0.5/h-FUDGE), w, h };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, c1);
BindTexture( SHADER_SAMPLER0, 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, HDRCOMPRESSEDTEXTURE0, FRAME );
BindTexture( SHADER_SAMPLER1, HDRCOMPRESSEDTEXTURE1, FRAME );
BindTexture( SHADER_SAMPLER2, 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, 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