mirror of
https://github.com/nillerusr/source-engine.git
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197 lines
6.7 KiB
C++
197 lines
6.7 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_vs11.inc"
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DEFINE_FALLBACK_SHADER( screenspace_general, screenspace_general_dx8 )
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BEGIN_VS_SHADER_FLAGS( screenspace_general_dx8, "Help for screenspace_general", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( C0_X,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C0_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C0_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C0_W,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C1_X,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C1_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C1_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C1_W,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C2_X,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C2_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C2_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C2_W,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C3_X,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C3_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C3_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( C3_W,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "", "Name of the pixel shader to use" )
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SHADER_PARAM( DISABLE_COLOR_WRITES,SHADER_PARAM_TYPE_INTEGER,"0","")
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SHADER_PARAM( ALPHATESTED,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( TEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( TEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( LINEARREAD_BASETEXTURE, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( LINEARREAD_TEXTURE1, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( LINEARREAD_TEXTURE2, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( LINEARREAD_TEXTURE3, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( LINEARWRITE,SHADER_PARAM_TYPE_INTEGER,"0","")
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END_SHADER_PARAMS
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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[TEXTURE1]->IsDefined() )
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{
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LoadTexture( TEXTURE1 );
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}
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if ( params[TEXTURE2]->IsDefined() )
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{
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LoadTexture( TEXTURE2 );
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}
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if ( params[TEXTURE3]->IsDefined() )
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{
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LoadTexture( TEXTURE3 );
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}
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}
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SHADER_FALLBACK
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{
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if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
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{
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return "Wireframe";
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}
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return 0;
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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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pShaderShadow->EnableDepthWrites( false );
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if (params[BASETEXTURE]->IsDefined())
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
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ImageFormat fmt=txtr->GetImageFormat();
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if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false);
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else
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0, !params[LINEARREAD_BASETEXTURE]->IsDefined() || !params[LINEARREAD_BASETEXTURE]->GetIntValue() );
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}
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if (params[TEXTURE1]->IsDefined())
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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ITexture *txtr=params[TEXTURE1]->GetTextureValue();
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ImageFormat fmt=txtr->GetImageFormat();
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if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1,false);
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else
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1, !params[LINEARREAD_TEXTURE1]->IsDefined() || !params[LINEARREAD_TEXTURE1]->GetIntValue() );
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}
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if (params[TEXTURE2]->IsDefined())
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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ITexture *txtr=params[TEXTURE2]->GetTextureValue();
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ImageFormat fmt=txtr->GetImageFormat();
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if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2,false);
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else
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2, !params[LINEARREAD_TEXTURE2]->IsDefined() || !params[LINEARREAD_TEXTURE2]->GetIntValue() );
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}
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if (params[TEXTURE3]->IsDefined())
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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ITexture *txtr=params[TEXTURE3]->GetTextureValue();
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ImageFormat fmt=txtr->GetImageFormat();
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if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3,false);
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else
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3, !params[LINEARREAD_TEXTURE3]->IsDefined() || !params[LINEARREAD_TEXTURE3]->GetIntValue() );
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}
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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// maybe convert from linear to gamma on write.
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bool srgb_write=true;
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if (params[LINEARWRITE]->GetFloatValue())
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srgb_write=false;
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pShaderShadow->EnableSRGBWrite( srgb_write );
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// Pre-cache shaders
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
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if (params[DISABLE_COLOR_WRITES]->GetIntValue())
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{
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pShaderShadow->EnableColorWrites(false);
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}
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// if (params[ALPHATESTED]->GetFloatValue())
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{
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pShaderShadow->EnableAlphaTest(true);
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pShaderShadow->AlphaFunc(SHADER_ALPHAFUNC_GREATER,0.0);
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}
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if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
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{
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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}
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pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
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}
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DYNAMIC_STATE
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{
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if (params[BASETEXTURE]->IsDefined())
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
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}
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if (params[TEXTURE1]->IsDefined())
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{
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BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 );
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}
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if (params[TEXTURE2]->IsDefined())
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{
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BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 );
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}
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if (params[TEXTURE3]->IsDefined())
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{
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BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 );
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}
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float c0[]={
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params[C0_X]->GetFloatValue(),
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params[C0_Y]->GetFloatValue(),
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params[C0_Z]->GetFloatValue(),
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params[C0_W]->GetFloatValue(),
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params[C1_X]->GetFloatValue(),
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params[C1_Y]->GetFloatValue(),
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params[C1_Z]->GetFloatValue(),
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params[C1_W]->GetFloatValue(),
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params[C2_X]->GetFloatValue(),
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params[C2_Y]->GetFloatValue(),
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params[C2_Z]->GetFloatValue(),
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params[C2_W]->GetFloatValue(),
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params[C3_X]->GetFloatValue(),
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params[C3_Y]->GetFloatValue(),
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params[C3_Z]->GetFloatValue(),
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params[C3_W]->GetFloatValue()
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};
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pShaderAPI->SetPixelShaderConstant( 0, c0, ARRAYSIZE(c0)/4 );
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pShaderAPI->SetVertexShaderIndex( 0 );
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pShaderAPI->SetPixelShaderIndex( 0 );
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
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}
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Draw();
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}
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END_SHADER
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