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228 lines
10 KiB
C++
228 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "BaseVSShader.h"
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#include "screenspaceeffect_vs20.inc"
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#include "engine_post_ps20.inc"
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#include "engine_post_ps20b.inc"
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#include "../materialsystem_global.h"
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DEFINE_FALLBACK_SHADER( Engine_Post, Engine_Post_dx9 )
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BEGIN_VS_SHADER_FLAGS( Engine_Post_dx9, "Engine post-processing effects (software anti-aliasing, bloom, color-correction", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "Full framebuffer texture" )
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SHADER_PARAM( AAENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Enable software anti-aliasing" )
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SHADER_PARAM( AAINTERNAL1, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal anti-aliasing values set via material proxy" )
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SHADER_PARAM( AAINTERNAL2, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal anti-aliasing values set via material proxy" )
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SHADER_PARAM( AAINTERNAL3, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal anti-aliasing values set via material proxy" )
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SHADER_PARAM( BLOOMENABLE, SHADER_PARAM_TYPE_BOOL, "1", "Enable bloom" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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if( !params[ AAENABLE ]->IsDefined() )
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{
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params[ AAENABLE ]->SetIntValue( 0 );
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}
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if( !params[ AAINTERNAL1 ]->IsDefined() )
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{
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params[ AAINTERNAL1 ]->SetVecValue( 0, 0, 0, 0 );
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}
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if( !params[ AAINTERNAL2 ]->IsDefined() )
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{
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params[ AAINTERNAL2 ]->SetVecValue( 0, 0, 0, 0 );
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}
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if( !params[ AAINTERNAL3 ]->IsDefined() )
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{
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params[ AAINTERNAL3 ]->SetVecValue( 0, 0, 0, 0 );
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}
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if( !params[ BLOOMENABLE ]->IsDefined() )
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{
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params[ BLOOMENABLE ]->SetIntValue( 1 );
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}
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
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}
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SHADER_FALLBACK
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{
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// This shader should not be *used* unless we're >= DX9 (bloomadd.vmt/screenspace_general_dx8 should be used for DX8)
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return 0;
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}
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SHADER_INIT
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{
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if ( params[BASETEXTURE]->IsDefined() )
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{
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LoadTexture( BASETEXTURE );
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}
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if ( params[FBTEXTURE]->IsDefined() )
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{
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LoadTexture( FBTEXTURE );
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}
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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// This shader uses opaque blending, but needs to match the behaviour of bloom_add/screen_spacegeneral,
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// which uses additive blending (and is used when bloom is enabled but col-correction and AA are not).
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// BUT!
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// Hardware sRGB blending is incorrect (on pre-DX10 cards, sRGB values are added directly).
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// SO...
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// When doing the bloom addition in the pixel shader, we need to emulate that incorrect
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// behaviour - by turning sRGB read OFF for the FB texture and by turning sRGB write OFF
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// (which is fine, since the AA process works better on an sRGB framebuffer than a linear
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// one; gamma colours more closely match luminance perception. The color-correction process
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// has always taken gamma-space values as input anyway).
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// On OpenGL OSX, we MUST do sRGB reads from the bloom and full framebuffer textures AND sRGB
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// writes on the way out to the framebuffer. Hence, our colors are linear in the shader.
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// Given this, we use the LINEAR_INPUTS combo to convert to sRGB for the purposes of color
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// correction, since that is how the color correction textures are authored.
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bool bLinearInput = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
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bool bLinearOutput = IsOSX() && !g_pHardwareConfig->FakeSRGBWrite() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
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bool bForceSRGBReadsAndWrites = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
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pShaderShadow->EnableBlending( false );
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// The (sRGB) bloom texture is bound to sampler 0
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadsAndWrites );
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pShaderShadow->EnableSRGBWrite( bForceSRGBReadsAndWrites );
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// The (sRGB) full framebuffer texture is bound to sampler 1:
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, bForceSRGBReadsAndWrites );
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// Up to 4 (sRGB) color-correction lookup textures are bound to samplers 2-5:
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, false );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, false );
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int format = VERTEX_POSITION;
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int numTexCoords = 1;
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int * pTexCoordDimensions = NULL;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( format, numTexCoords, pTexCoordDimensions, userDataSize );
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // GL always goes the ps2b way for this shader, even on "ps20" parts
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{
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DECLARE_STATIC_PIXEL_SHADER( engine_post_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( LINEAR_INPUT, bLinearInput );
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SET_STATIC_PIXEL_SHADER_COMBO( LINEAR_OUTPUT, bLinearOutput );
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SET_STATIC_PIXEL_SHADER( engine_post_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( engine_post_ps20 );
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SET_STATIC_PIXEL_SHADER( engine_post_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
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// FIXME: need to set FBTEXTURE to be point-sampled (will speed up this shader significantly on 360)
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// and assert that it's set to SHADER_TEXWRAPMODE_CLAMP (since the shader will sample offscreen)
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BindTexture( SHADER_SAMPLER1, FBTEXTURE, -1 );
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ShaderColorCorrectionInfo_t ccInfo;
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pShaderAPI->GetCurrentColorCorrection( &ccInfo );
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int colCorrectNumLookups = ccInfo.m_nLookupCount;
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for( int i = 0; i < colCorrectNumLookups; i++ )
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{
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pShaderAPI->BindStandardTexture( (Sampler_t)(SHADER_SAMPLER2 + i), (StandardTextureId_t)(TEXTURE_COLOR_CORRECTION_VOLUME_0 + i) );
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}
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// Upload 1-pixel X&Y offsets [ (+dX,0,+dY,-dX) is chosen to work with the allowed ps20 swizzles ]
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// The shader will sample in a cross (up/down/left/right from the current sample), for 5-tap
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// (quality 0) mode and add another 4 samples in a diagonal cross, for 9-tap (quality 1) mode
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ITexture * pTarget = params[FBTEXTURE]->GetTextureValue();
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int width = pTarget->GetActualWidth();
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int height = pTarget->GetActualHeight();
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float dX = 1.0f / width;
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float dY = 1.0f / height;
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float offsets[4] = { +dX, 0, +dY, -dX };
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pShaderAPI->SetPixelShaderConstant( 0, &offsets[0], 1 );
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// Upload AA tweakables:
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// x - strength (this can be used to toggle the AA off, or to weaken it where pathological cases are showing)
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// y - reduction of 1-pixel-line blurring (blurring of 1-pixel lines causes issues, so it's tunable)
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// z - edge threshold multiplier (default 1.0, < 1.0 => more edges softened, > 1.0 => fewer edges softened)
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// w - tap offset multiplier (default 1.0, < 1.0 => sharper image, > 1.0 => blurrier image)
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float tweakables[4] = { params[ AAINTERNAL1 ]->GetVecValue()[0],
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params[ AAINTERNAL1 ]->GetVecValue()[1],
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params[ AAINTERNAL3 ]->GetVecValue()[0],
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params[ AAINTERNAL3 ]->GetVecValue()[1] };
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pShaderAPI->SetPixelShaderConstant( 1, &tweakables[0], 1 );
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// Upload AA UV transform (converts bloom texture UVs to framebuffer texture UVs)
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// NOTE: we swap the order of the z and w components since 'wz' is an allowed ps20 swizzle, but 'zw' is not:
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float uvTrans[4] = { params[ AAINTERNAL2 ]->GetVecValue()[0],
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params[ AAINTERNAL2 ]->GetVecValue()[1],
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params[ AAINTERNAL2 ]->GetVecValue()[3],
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params[ AAINTERNAL2 ]->GetVecValue()[2] };
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pShaderAPI->SetPixelShaderConstant( 2, &uvTrans[0], 1 );
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// Upload color-correction weights:
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pShaderAPI->SetPixelShaderConstant( 3, &ccInfo.m_flDefaultWeight );
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pShaderAPI->SetPixelShaderConstant( 4, ccInfo.m_pLookupWeights );
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int aaEnabled = ( params[ AAINTERNAL1 ]->GetVecValue()[0] == 0.0f ) ? 0 : 1;
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int aaReduceOnePixelLineBlur = ( params[ AAINTERNAL1 ]->GetVecValue()[1] == 0.0f ) ? 0 : 1;
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int aaQualityMode = (int)params[ AAINTERNAL1 ]->GetVecValue()[2];
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// int aaDebugMode = (int)params[ AAINTERNAL1 ]->GetVecValue()[3];
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int bloomEnabled = ( params[ BLOOMENABLE ]->GetIntValue() == 0 ) ? 0 : 1;
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int colCorrectEnabled = ccInfo.m_bIsEnabled;
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float flBloomFactor = bloomEnabled ? 1.0f : 0.0f;
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float bloomConstant[4] = { flBloomFactor, flBloomFactor, flBloomFactor, flBloomFactor };
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pShaderAPI->SetPixelShaderConstant( 5, bloomConstant );
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if ( !colCorrectEnabled )
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{
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colCorrectNumLookups = 0;
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}
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // GL always goes the ps2b way for this shader, even on "ps20" parts
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( engine_post_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( AA_ENABLE, aaEnabled );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( AA_QUALITY_MODE, aaQualityMode );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( AA_REDUCE_ONE_PIXEL_LINE_BLUR, aaReduceOnePixelLineBlur );
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// SET_DYNAMIC_PIXEL_SHADER_COMBO( AA_DEBUG_MODE, aaDebugMode );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( COL_CORRECT_NUM_LOOKUPS, colCorrectNumLookups );
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SET_DYNAMIC_PIXEL_SHADER( engine_post_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( engine_post_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( AA_ENABLE, aaEnabled );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( AA_QUALITY_MODE, 0 ); // Only enough instruction slots in ps2b
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SET_DYNAMIC_PIXEL_SHADER_COMBO( AA_REDUCE_ONE_PIXEL_LINE_BLUR, 0 );
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// SET_DYNAMIC_PIXEL_SHADER_COMBO( AA_DEBUG_MODE, aaDebugMode );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( COL_CORRECT_NUM_LOOKUPS, colCorrectNumLookups );
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SET_DYNAMIC_PIXEL_SHADER( engine_post_ps20 );
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}
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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}
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Draw();
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}
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END_SHADER
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