From d9ac276a957034bba99d71c1ecbfb53c3d2d1c87 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Tue, 30 Jul 2013 15:10:15 -0700 Subject: [PATCH] Added bloom shader and screenspace effect helpers as examples for the SDK. --- .../mod_hl2mp/shaders/fxc/sdk_bloom_ps20.vcs | Bin 0 -> 292 bytes .../mod_hl2mp/shaders/fxc/sdk_bloom_ps20b.vcs | Bin 0 -> 593 bytes .../shaders/fxc/sdk_bloomadd_ps20.vcs | Bin 0 -> 248 bytes .../shaders/fxc/sdk_bloomadd_ps20b.vcs | Bin 0 -> 248 bytes .../fxc/sdk_screenspaceeffect_vs20.vcs | Bin 0 -> 520 bytes mp/src/materialsystem/stdshaders/Bloom.cpp | 90 +++++++ .../stdshaders/SDK_Bloom_ps2x.fxc | 21 ++ .../stdshaders/SDK_bloomadd_ps11.fxc | 18 ++ .../stdshaders/SDK_bloomadd_ps2x.fxc | 23 ++ .../stdshaders/SDK_screenspaceeffect_vs20.fxc | 47 ++++ .../stdshaders/fxctmp9/SDK_Bloom_ps20.inc | 33 +++ .../stdshaders/fxctmp9/SDK_Bloom_ps20b.inc | 60 +++++ .../stdshaders/fxctmp9/SDK_bloomadd_ps20.inc | 33 +++ .../stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc | 33 +++ .../fxctmp9/SDK_screenspaceeffect_vs20.inc | 60 +++++ .../stdshaders/game_shader_dx9_base.vpc | 3 + .../stdshaders/screenspace_general.cpp | 232 ++++++++++++++++++ .../stdshaders/stdshader_dx9_20b.txt | 5 + .../shaders/fxc/sdk_bloom_ps20.vcs | Bin 0 -> 292 bytes .../shaders/fxc/sdk_bloom_ps20b.vcs | Bin 0 -> 593 bytes .../shaders/fxc/sdk_bloomadd_ps20.vcs | Bin 0 -> 248 bytes .../shaders/fxc/sdk_bloomadd_ps20b.vcs | Bin 0 -> 248 bytes .../fxc/sdk_screenspaceeffect_vs20.vcs | Bin 0 -> 520 bytes .../mod_hl2/shaders/fxc/sdk_bloom_ps20.vcs | Bin 0 -> 292 bytes .../mod_hl2/shaders/fxc/sdk_bloom_ps20b.vcs | Bin 0 -> 593 bytes .../mod_hl2/shaders/fxc/sdk_bloomadd_ps20.vcs | Bin 0 -> 248 bytes .../shaders/fxc/sdk_bloomadd_ps20b.vcs | Bin 0 -> 248 bytes .../fxc/sdk_screenspaceeffect_vs20.vcs | Bin 0 -> 520 bytes sp/src/materialsystem/stdshaders/Bloom.cpp | 90 +++++++ .../stdshaders/SDK_Bloom_ps2x.fxc | 21 ++ .../stdshaders/SDK_bloomadd_ps11.fxc | 18 ++ .../stdshaders/SDK_bloomadd_ps2x.fxc | 23 ++ .../stdshaders/SDK_screenspaceeffect_vs20.fxc | 47 ++++ .../stdshaders/fxctmp9/SDK_Bloom_ps20.inc | 33 +++ .../stdshaders/fxctmp9/SDK_Bloom_ps20b.inc | 60 +++++ .../stdshaders/fxctmp9/SDK_bloomadd_ps20.inc | 33 +++ .../stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc | 33 +++ .../fxctmp9/SDK_screenspaceeffect_vs20.inc | 60 +++++ .../stdshaders/game_shader_dx9_base.vpc | 3 + .../stdshaders/screenspace_general.cpp | 232 ++++++++++++++++++ .../stdshaders/stdshader_dx9_20b.txt | 5 + 41 files changed, 1316 insertions(+) create mode 100644 mp/game/mod_hl2mp/shaders/fxc/sdk_bloom_ps20.vcs create mode 100644 mp/game/mod_hl2mp/shaders/fxc/sdk_bloom_ps20b.vcs create mode 100644 mp/game/mod_hl2mp/shaders/fxc/sdk_bloomadd_ps20.vcs create mode 100644 mp/game/mod_hl2mp/shaders/fxc/sdk_bloomadd_ps20b.vcs create mode 100644 mp/game/mod_hl2mp/shaders/fxc/sdk_screenspaceeffect_vs20.vcs create mode 100644 mp/src/materialsystem/stdshaders/Bloom.cpp create mode 100644 mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc create mode 100644 mp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc create mode 100644 mp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc create mode 100644 mp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc create mode 100644 mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc create mode 100644 mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc create mode 100644 mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc create mode 100644 mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc create mode 100644 mp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc create mode 100644 mp/src/materialsystem/stdshaders/screenspace_general.cpp create mode 100644 sp/game/mod_episodic/shaders/fxc/sdk_bloom_ps20.vcs create mode 100644 sp/game/mod_episodic/shaders/fxc/sdk_bloom_ps20b.vcs create mode 100644 sp/game/mod_episodic/shaders/fxc/sdk_bloomadd_ps20.vcs create mode 100644 sp/game/mod_episodic/shaders/fxc/sdk_bloomadd_ps20b.vcs create mode 100644 sp/game/mod_episodic/shaders/fxc/sdk_screenspaceeffect_vs20.vcs create mode 100644 sp/game/mod_hl2/shaders/fxc/sdk_bloom_ps20.vcs create mode 100644 sp/game/mod_hl2/shaders/fxc/sdk_bloom_ps20b.vcs create mode 100644 sp/game/mod_hl2/shaders/fxc/sdk_bloomadd_ps20.vcs create mode 100644 sp/game/mod_hl2/shaders/fxc/sdk_bloomadd_ps20b.vcs create mode 100644 sp/game/mod_hl2/shaders/fxc/sdk_screenspaceeffect_vs20.vcs create mode 100644 sp/src/materialsystem/stdshaders/Bloom.cpp create mode 100644 sp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc create mode 100644 sp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc create mode 100644 sp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc create mode 100644 sp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc create mode 100644 sp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc create mode 100644 sp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc create mode 100644 sp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc create mode 100644 sp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc create mode 100644 sp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc create mode 100644 sp/src/materialsystem/stdshaders/screenspace_general.cpp diff --git a/mp/game/mod_hl2mp/shaders/fxc/sdk_bloom_ps20.vcs b/mp/game/mod_hl2mp/shaders/fxc/sdk_bloom_ps20.vcs new file mode 100644 index 0000000000000000000000000000000000000000..9449b4f6b1e3915b14c96b5c66c7ab6cb997a145 GIT binary patch literal 292 zcmZQ$U|?W`Vg@K+g3=($fPsPG|NsC0RX~au7#Q9#FgW-``8tL$GBDg`U|@)4U|?Zj zV91yl`=s4IhTG%WzF+bDpA+6Kzc7)JNnmo6(rp%NyQ+78TAuYTo7i+Pvni|iW(iab*G9m+%CARw@TT{xo6rmgQWa0mTLBQGnD>2?~#srwE4fxd}fX5 zqRY0PeU&Tuy8Wp+JaU62Zrha?7Me-$4?7t-a&ZmlB z{JF2)>trH>R=r_^H&=4jc|Tw81rMWlGG0me^^isB!5M*RIbJ4n+&IG&{I{i8PZvG? 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patch literal 520 zcmZQ$U|?WkU|?WmKmcY0lfeQi$H>UQ@c;k+{~RF23=9kh85kUVqI?}cFfcG|U|?W~ zWnf@oU|`7DQLkRLy~FN;|Kzr%@lP)EvT&6$d@7rGLcrCMH6haZOck%U$Tf|E{JZtV zm1}=QzrCjMLw8Y>&M(hDF-#863_~YbsefM0oq8|dcJbEi$+x6eJe5#jclmyrSM8K+ z@lj5Wo3~26oNuN}@6}T?Tr8jDEArHSrv92Q)3&-RG&oLvyGQwgx4VV8&e_syb5*wJ zXWdgec;w*mS&qid+gPJ_>RsF+dR*j-mq_R330Vmc5B-OFq=u1!;T@7kX2)F%R0voLtq^(@gtYQ9kxBNY=Zea=irCR6C zrk&xdQs4NcY5ny6Y-Yc{sRt%kb*w&gR)=-6Ye03p=-2aZm)8ZSw%$>-;Pk6e*fisS z|E*?ef$JI)l6=W*y7c37Eg`m$lK|;8F&1F;ddt)}<IsDefined() ) + { + LoadTexture( FBTEXTURE ); + } + if( params[BLURTEXTURE]->IsDefined() ) + { + LoadTexture( BLURTEXTURE ); + } + } + + SHADER_FALLBACK + { + // Requires DX9 + above + if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) + { + Assert( 0 ); + return "Wireframe"; + } + return 0; + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableDepthWrites( false ); + + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + int fmt = VERTEX_POSITION; + pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); + + // Pre-cache shaders + DECLARE_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); + SET_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( sdk_bloom_ps20b ); + SET_STATIC_PIXEL_SHADER( sdk_bloom_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( sdk_bloom_ps20 ); + SET_STATIC_PIXEL_SHADER( sdk_bloom_ps20 ); + } + } + + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, FBTEXTURE, -1 ); + BindTexture( SHADER_SAMPLER1, BLURTEXTURE, -1 ); + DECLARE_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20 ); + } + } + Draw(); + } +END_SHADER diff --git a/mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc b/mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc new file mode 100644 index 000000000..82a386ae8 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc @@ -0,0 +1,21 @@ +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] + +#define HDRTYPE HDR_TYPE_NONE +#include "common_ps_fxc.h" + +sampler FBSampler : register( s0 ); +sampler BlurSampler : register( s1 ); + +struct PS_INPUT +{ + float2 texCoord : TEXCOORD0; +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float4 fbSample = tex2D( FBSampler, i.texCoord ); + float4 blurSample = tex2D( BlurSampler, i.texCoord ); + + return FinalOutput( float4( fbSample + blurSample.rgb * blurSample.a * MAX_HDR_OVERBRIGHT, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); +} \ No newline at end of file diff --git a/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc b/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc new file mode 100644 index 000000000..2f5730090 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc @@ -0,0 +1,18 @@ +//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ====== +#define CONVERT_TO_SRGB 0 + +#include "common_ps_fxc.h" + +sampler TexSampler : register( s0 ); + +struct PS_INPUT +{ + HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float4 result = tex2D( TexSampler, i.baseTexCoord ); + result.a = 1.0f; + return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); +} diff --git a/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc b/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc new file mode 100644 index 000000000..9faf9ecd0 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc @@ -0,0 +1,23 @@ +//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ====== +#define CONVERT_TO_SRGB 0 + +#include "common_ps_fxc.h" + +sampler TexSampler : register( s0 ); + +struct PS_INPUT +{ + HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate + +#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches + float2 ZeroTexCoord : TEXCOORD1; + float2 bloomTexCoord : TEXCOORD2; +#endif +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float4 result = tex2D( TexSampler, i.baseTexCoord ); + result.a = 1.0f; + return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); +} diff --git a/mp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc b/mp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc new file mode 100644 index 000000000..eec88ba24 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc @@ -0,0 +1,47 @@ +//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// + +// STATIC: "X360APPCHOOSER" "0..1" [= 0] + +#include "common_vs_fxc.h" + +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vBaseTexCoord : TEXCOORD0; + + #if X360APPCHOOSER + float4 vColor : COLOR0; + #endif +}; + +struct VS_OUTPUT +{ + float4 projPos : POSITION; + float2 baseTexCoord : TEXCOORD0; + float2 ZeroTexCoord : TEXCOORD1; + float2 bloomTexCoord : TEXCOORD2; + + #if X360APPCHOOSER + float4 vColor : TEXCOORD3; + #endif +}; + +float4 Texel_Sizes : register (SHADER_SPECIFIC_CONST_0); + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + o.projPos = float4( v.vPos, 1.0f ); + o.baseTexCoord = v.vBaseTexCoord; + o.ZeroTexCoord=float2(0,0); + o.bloomTexCoord.x=v.vBaseTexCoord.x+Texel_Sizes.z; + o.bloomTexCoord.y=v.vBaseTexCoord.y+Texel_Sizes.w; + + #if X360APPCHOOSER + o.vColor.rgba = v.vColor.rgba; + o.projPos.xyzw = mul( float4( v.vPos.xyz, 1.0f ), cModelViewProj ); + #endif + + return o; +} diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc new file mode 100644 index 000000000..12871d119 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc @@ -0,0 +1,33 @@ +#include "shaderlib/cshader.h" +class sdk_bloom_ps20_Static_Index +{ +public: + sdk_bloom_ps20_Static_Index( ) + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderStaticTest_sdk_bloom_ps20 0 +class sdk_bloom_ps20_Dynamic_Index +{ +public: + sdk_bloom_ps20_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_bloom_ps20 0 diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc new file mode 100644 index 000000000..591af10aa --- /dev/null +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc @@ -0,0 +1,60 @@ +#include "shaderlib/cshader.h" +class sdk_bloom_ps20b_Static_Index +{ +private: + int m_nCONVERT_TO_SRGB; +#ifdef _DEBUG + bool m_bCONVERT_TO_SRGB; +#endif +public: + void SetCONVERT_TO_SRGB( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nCONVERT_TO_SRGB = i; +#ifdef _DEBUG + m_bCONVERT_TO_SRGB = true; +#endif + } + void SetCONVERT_TO_SRGB( bool i ) + { + m_nCONVERT_TO_SRGB = i ? 1 : 0; +#ifdef _DEBUG + m_bCONVERT_TO_SRGB = true; +#endif + } +public: + sdk_bloom_ps20b_Static_Index( ) + { +#ifdef _DEBUG + m_bCONVERT_TO_SRGB = true; +#endif // _DEBUG + m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion(); + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG + bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB; + Assert( bAllStaticVarsDefined ); +#endif // _DEBUG + return ( 1 * m_nCONVERT_TO_SRGB ) + 0; + } +}; +#define shaderStaticTest_sdk_bloom_ps20b 0 +class sdk_bloom_ps20b_Dynamic_Index +{ +public: + sdk_bloom_ps20b_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_bloom_ps20b 0 diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc new file mode 100644 index 000000000..672569d42 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc @@ -0,0 +1,33 @@ +#include "shaderlib/cshader.h" +class sdk_bloomadd_ps20_Static_Index +{ +public: + sdk_bloomadd_ps20_Static_Index( ) + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderStaticTest_sdk_bloomadd_ps20 0 +class sdk_bloomadd_ps20_Dynamic_Index +{ +public: + sdk_bloomadd_ps20_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_bloomadd_ps20 0 diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc new file mode 100644 index 000000000..645e9f466 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc @@ -0,0 +1,33 @@ +#include "shaderlib/cshader.h" +class sdk_bloomadd_ps20b_Static_Index +{ +public: + sdk_bloomadd_ps20b_Static_Index( ) + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderStaticTest_sdk_bloomadd_ps20b 0 +class sdk_bloomadd_ps20b_Dynamic_Index +{ +public: + sdk_bloomadd_ps20b_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_bloomadd_ps20b 0 diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc new file mode 100644 index 000000000..c37985c8a --- /dev/null +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc @@ -0,0 +1,60 @@ +#include "shaderlib/cshader.h" +class sdk_screenspaceeffect_vs20_Static_Index +{ +private: + int m_nX360APPCHOOSER; +#ifdef _DEBUG + bool m_bX360APPCHOOSER; +#endif +public: + void SetX360APPCHOOSER( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nX360APPCHOOSER = i; +#ifdef _DEBUG + m_bX360APPCHOOSER = true; +#endif + } + void SetX360APPCHOOSER( bool i ) + { + m_nX360APPCHOOSER = i ? 1 : 0; +#ifdef _DEBUG + m_bX360APPCHOOSER = true; +#endif + } +public: + sdk_screenspaceeffect_vs20_Static_Index( ) + { +#ifdef _DEBUG + m_bX360APPCHOOSER = true; +#endif // _DEBUG + m_nX360APPCHOOSER = 0; + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG + bool bAllStaticVarsDefined = m_bX360APPCHOOSER; + Assert( bAllStaticVarsDefined ); +#endif // _DEBUG + return ( 1 * m_nX360APPCHOOSER ) + 0; + } +}; +#define shaderStaticTest_sdk_screenspaceeffect_vs20 0 +class sdk_screenspaceeffect_vs20_Dynamic_Index +{ +public: + sdk_screenspaceeffect_vs20_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_screenspaceeffect_vs20 0 diff --git a/mp/src/materialsystem/stdshaders/game_shader_dx9_base.vpc b/mp/src/materialsystem/stdshaders/game_shader_dx9_base.vpc index 2fb7fc9e1..c2fe0d49d 100644 --- a/mp/src/materialsystem/stdshaders/game_shader_dx9_base.vpc +++ b/mp/src/materialsystem/stdshaders/game_shader_dx9_base.vpc @@ -53,6 +53,9 @@ $Project $File "example_model_dx9.cpp" $File "example_model_dx9_helper.cpp" + + $File "Bloom.cpp" + $File "screenspace_general.cpp" } $Folder "Header Files" diff --git a/mp/src/materialsystem/stdshaders/screenspace_general.cpp b/mp/src/materialsystem/stdshaders/screenspace_general.cpp new file mode 100644 index 000000000..0a2bf03e5 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/screenspace_general.cpp @@ -0,0 +1,232 @@ +//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "SDK_screenspaceeffect_vs20.inc" + +DEFINE_FALLBACK_SHADER( SDK_screenspace_general, SDK_screenspace_general_dx9 ) +BEGIN_VS_SHADER_FLAGS( SDK_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( 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" ) + END_SHADER_PARAMS + + SHADER_INIT + { + if ( params[BASETEXTURE]->IsDefined() ) + { + LoadTexture( BASETEXTURE ); + } + if ( params[TEXTURE1]->IsDefined() ) + { + LoadTexture( TEXTURE1 ); + } + if ( params[TEXTURE2]->IsDefined() ) + { + LoadTexture( TEXTURE2 ); + } + if ( params[TEXTURE3]->IsDefined() ) + { + LoadTexture( TEXTURE3 ); + } + } + + 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( sdk_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( sdk_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( 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 + { + if (params[BASETEXTURE]->IsDefined()) + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); + } + if (params[TEXTURE1]->IsDefined()) + { + BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 ); + } + if (params[TEXTURE2]->IsDefined()) + { + BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 ); + } + if (params[TEXTURE3]->IsDefined()) + { + BindTexture( SHADER_SAMPLER3, TEXTURE3, -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() + }; + + 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( sdk_screenspaceeffect_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); + } + Draw(); + } +END_SHADER diff --git a/mp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt b/mp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt index f70ae0a29..8ebd79dd5 100644 --- a/mp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt +++ b/mp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt @@ -9,3 +9,8 @@ example_model_ps20b.fxc example_model_vs20.fxc + +SDK_Bloom_ps2x.fxc 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} + } + + SHADER_FALLBACK + { + // Requires DX9 + above + if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) + { + Assert( 0 ); + return "Wireframe"; + } + return 0; + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableDepthWrites( false ); + + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + int fmt = VERTEX_POSITION; + pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); + + // Pre-cache shaders + DECLARE_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); + SET_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( sdk_bloom_ps20b ); + SET_STATIC_PIXEL_SHADER( sdk_bloom_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( sdk_bloom_ps20 ); + SET_STATIC_PIXEL_SHADER( sdk_bloom_ps20 ); + } + } + + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, FBTEXTURE, -1 ); + BindTexture( SHADER_SAMPLER1, BLURTEXTURE, -1 ); + DECLARE_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20 ); + } + } + Draw(); + } +END_SHADER diff --git a/sp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc b/sp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc new file mode 100644 index 000000000..82a386ae8 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc @@ -0,0 +1,21 @@ +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] + +#define HDRTYPE HDR_TYPE_NONE +#include "common_ps_fxc.h" + +sampler FBSampler : register( s0 ); +sampler BlurSampler : register( s1 ); + +struct PS_INPUT +{ + float2 texCoord : TEXCOORD0; +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float4 fbSample = tex2D( FBSampler, i.texCoord ); + float4 blurSample = tex2D( BlurSampler, i.texCoord ); + + return FinalOutput( float4( fbSample + blurSample.rgb * blurSample.a * MAX_HDR_OVERBRIGHT, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); +} \ No newline at end of file diff --git a/sp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc b/sp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc new file mode 100644 index 000000000..2f5730090 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc @@ -0,0 +1,18 @@ +//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ====== +#define CONVERT_TO_SRGB 0 + +#include "common_ps_fxc.h" + +sampler TexSampler : register( s0 ); + +struct PS_INPUT +{ + HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float4 result = tex2D( TexSampler, i.baseTexCoord ); + result.a = 1.0f; + return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); +} diff --git a/sp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc b/sp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc new file mode 100644 index 000000000..9faf9ecd0 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc @@ -0,0 +1,23 @@ +//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ====== +#define CONVERT_TO_SRGB 0 + +#include "common_ps_fxc.h" + +sampler TexSampler : register( s0 ); + +struct PS_INPUT +{ + HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate + +#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches + float2 ZeroTexCoord : TEXCOORD1; + float2 bloomTexCoord : TEXCOORD2; +#endif +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float4 result = tex2D( TexSampler, i.baseTexCoord ); + result.a = 1.0f; + return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); +} diff --git a/sp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc b/sp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc new file mode 100644 index 000000000..eec88ba24 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc @@ -0,0 +1,47 @@ +//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// + +// STATIC: "X360APPCHOOSER" "0..1" [= 0] + +#include "common_vs_fxc.h" + +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vBaseTexCoord : TEXCOORD0; + + #if X360APPCHOOSER + float4 vColor : COLOR0; + #endif +}; + +struct VS_OUTPUT +{ + float4 projPos : POSITION; + float2 baseTexCoord : TEXCOORD0; + float2 ZeroTexCoord : TEXCOORD1; + float2 bloomTexCoord : TEXCOORD2; + + #if X360APPCHOOSER + float4 vColor : TEXCOORD3; + #endif +}; + +float4 Texel_Sizes : register (SHADER_SPECIFIC_CONST_0); + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + o.projPos = float4( v.vPos, 1.0f ); + o.baseTexCoord = v.vBaseTexCoord; + o.ZeroTexCoord=float2(0,0); + o.bloomTexCoord.x=v.vBaseTexCoord.x+Texel_Sizes.z; + o.bloomTexCoord.y=v.vBaseTexCoord.y+Texel_Sizes.w; + + #if X360APPCHOOSER + o.vColor.rgba = v.vColor.rgba; + o.projPos.xyzw = mul( float4( v.vPos.xyz, 1.0f ), cModelViewProj ); + #endif + + return o; +} diff --git a/sp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc b/sp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc new file mode 100644 index 000000000..12871d119 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc @@ -0,0 +1,33 @@ +#include "shaderlib/cshader.h" +class sdk_bloom_ps20_Static_Index +{ +public: + sdk_bloom_ps20_Static_Index( ) + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderStaticTest_sdk_bloom_ps20 0 +class sdk_bloom_ps20_Dynamic_Index +{ +public: + sdk_bloom_ps20_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_bloom_ps20 0 diff --git a/sp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc b/sp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc new file mode 100644 index 000000000..591af10aa --- /dev/null +++ b/sp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc @@ -0,0 +1,60 @@ +#include "shaderlib/cshader.h" +class sdk_bloom_ps20b_Static_Index +{ +private: + int m_nCONVERT_TO_SRGB; +#ifdef _DEBUG + bool m_bCONVERT_TO_SRGB; +#endif +public: + void SetCONVERT_TO_SRGB( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nCONVERT_TO_SRGB = i; +#ifdef _DEBUG + m_bCONVERT_TO_SRGB = true; +#endif + } + void SetCONVERT_TO_SRGB( bool i ) + { + m_nCONVERT_TO_SRGB = i ? 1 : 0; +#ifdef _DEBUG + m_bCONVERT_TO_SRGB = true; +#endif + } +public: + sdk_bloom_ps20b_Static_Index( ) + { +#ifdef _DEBUG + m_bCONVERT_TO_SRGB = true; +#endif // _DEBUG + m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion(); + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG + bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB; + Assert( bAllStaticVarsDefined ); +#endif // _DEBUG + return ( 1 * m_nCONVERT_TO_SRGB ) + 0; + } +}; +#define shaderStaticTest_sdk_bloom_ps20b 0 +class sdk_bloom_ps20b_Dynamic_Index +{ +public: + sdk_bloom_ps20b_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_bloom_ps20b 0 diff --git a/sp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc b/sp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc new file mode 100644 index 000000000..672569d42 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc @@ -0,0 +1,33 @@ +#include "shaderlib/cshader.h" +class sdk_bloomadd_ps20_Static_Index +{ +public: + sdk_bloomadd_ps20_Static_Index( ) + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderStaticTest_sdk_bloomadd_ps20 0 +class sdk_bloomadd_ps20_Dynamic_Index +{ +public: + sdk_bloomadd_ps20_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_bloomadd_ps20 0 diff --git a/sp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc b/sp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc new file mode 100644 index 000000000..645e9f466 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc @@ -0,0 +1,33 @@ +#include "shaderlib/cshader.h" +class sdk_bloomadd_ps20b_Static_Index +{ +public: + sdk_bloomadd_ps20b_Static_Index( ) + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderStaticTest_sdk_bloomadd_ps20b 0 +class sdk_bloomadd_ps20b_Dynamic_Index +{ +public: + sdk_bloomadd_ps20b_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_bloomadd_ps20b 0 diff --git a/sp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc b/sp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc new file mode 100644 index 000000000..c37985c8a --- /dev/null +++ b/sp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc @@ -0,0 +1,60 @@ +#include "shaderlib/cshader.h" +class sdk_screenspaceeffect_vs20_Static_Index +{ +private: + int m_nX360APPCHOOSER; +#ifdef _DEBUG + bool m_bX360APPCHOOSER; +#endif +public: + void SetX360APPCHOOSER( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nX360APPCHOOSER = i; +#ifdef _DEBUG + m_bX360APPCHOOSER = true; +#endif + } + void SetX360APPCHOOSER( bool i ) + { + m_nX360APPCHOOSER = i ? 1 : 0; +#ifdef _DEBUG + m_bX360APPCHOOSER = true; +#endif + } +public: + sdk_screenspaceeffect_vs20_Static_Index( ) + { +#ifdef _DEBUG + m_bX360APPCHOOSER = true; +#endif // _DEBUG + m_nX360APPCHOOSER = 0; + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG + bool bAllStaticVarsDefined = m_bX360APPCHOOSER; + Assert( bAllStaticVarsDefined ); +#endif // _DEBUG + return ( 1 * m_nX360APPCHOOSER ) + 0; + } +}; +#define shaderStaticTest_sdk_screenspaceeffect_vs20 0 +class sdk_screenspaceeffect_vs20_Dynamic_Index +{ +public: + sdk_screenspaceeffect_vs20_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_screenspaceeffect_vs20 0 diff --git a/sp/src/materialsystem/stdshaders/game_shader_dx9_base.vpc b/sp/src/materialsystem/stdshaders/game_shader_dx9_base.vpc index 2fb7fc9e1..c2fe0d49d 100644 --- a/sp/src/materialsystem/stdshaders/game_shader_dx9_base.vpc +++ b/sp/src/materialsystem/stdshaders/game_shader_dx9_base.vpc @@ -53,6 +53,9 @@ $Project $File "example_model_dx9.cpp" $File "example_model_dx9_helper.cpp" + + $File "Bloom.cpp" + $File "screenspace_general.cpp" } $Folder "Header Files" diff --git a/sp/src/materialsystem/stdshaders/screenspace_general.cpp b/sp/src/materialsystem/stdshaders/screenspace_general.cpp new file mode 100644 index 000000000..0a2bf03e5 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/screenspace_general.cpp @@ -0,0 +1,232 @@ +//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "SDK_screenspaceeffect_vs20.inc" + +DEFINE_FALLBACK_SHADER( SDK_screenspace_general, SDK_screenspace_general_dx9 ) +BEGIN_VS_SHADER_FLAGS( SDK_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( 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" ) + END_SHADER_PARAMS + + SHADER_INIT + { + if ( params[BASETEXTURE]->IsDefined() ) + { + LoadTexture( BASETEXTURE ); + } + if ( params[TEXTURE1]->IsDefined() ) + { + LoadTexture( TEXTURE1 ); + } + if ( params[TEXTURE2]->IsDefined() ) + { + LoadTexture( TEXTURE2 ); + } + if ( params[TEXTURE3]->IsDefined() ) + { + LoadTexture( TEXTURE3 ); + } + } + + 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( sdk_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( sdk_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( 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 + { + if (params[BASETEXTURE]->IsDefined()) + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); + } + if (params[TEXTURE1]->IsDefined()) + { + BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 ); + } + if (params[TEXTURE2]->IsDefined()) + { + BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 ); + } + if (params[TEXTURE3]->IsDefined()) + { + BindTexture( SHADER_SAMPLER3, TEXTURE3, -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() + }; + + 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( sdk_screenspaceeffect_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); + } + Draw(); + } +END_SHADER diff --git a/sp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt b/sp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt index f70ae0a29..8ebd79dd5 100644 --- a/sp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt +++ b/sp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt @@ -9,3 +9,8 @@ example_model_ps20b.fxc example_model_vs20.fxc + +SDK_Bloom_ps2x.fxc +SDK_screenspaceeffect_vs20.fxc + +SDK_bloomadd_ps2x.fxc