Team Fortress 2 Source Code as on 22/4/2020
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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