376 lines
12 KiB
C
376 lines
12 KiB
C
//========== Copyright (c) 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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//===========================================================================//
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#ifndef COMMON_FXC_H_
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#define COMMON_FXC_H_
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#include "common_pragmas.h"
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#include "common_hlsl_cpp_consts.h"
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#ifdef NV3X
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# define HALF half
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# define HALF2 half2
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# define HALF3 half3
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# define HALF4 half4
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# define HALF3x3 half3x3
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# define HALF3x4 half3x4
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# define HALF4x3 half4x3
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# define HALF_CONSTANT( _constant ) ((HALF)_constant)
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#else
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# define HALF float
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# define HALF2 float2
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# define HALF3 float3
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# define HALF4 float4
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# define HALF3x3 float3x3
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# define HALF3x4 float3x4
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# define HALF4x3 float4x3
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# define HALF_CONSTANT( _constant ) _constant
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#endif
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#define FP16_MAX 65504.0f
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// This is where all common code for both vertex and pixel shaders.
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#define OO_SQRT_3 0.57735025882720947f
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static const HALF3 bumpBasis[3] = {
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HALF3( 0.81649661064147949f, 0.0f, OO_SQRT_3 ),
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HALF3( -0.40824833512306213f, 0.70710676908493042f, OO_SQRT_3 ),
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HALF3( -0.40824821591377258f, -0.7071068286895752f, OO_SQRT_3 )
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};
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static const HALF3 bumpBasisTranspose[3] = {
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HALF3( 0.81649661064147949f, -0.40824833512306213f, -0.40824833512306213f ),
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HALF3( 0.0f, 0.70710676908493042f, -0.7071068286895752f ),
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HALF3( OO_SQRT_3, OO_SQRT_3, OO_SQRT_3 )
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};
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#if defined( _X360 )
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#define REVERSE_DEPTH_ON_X360 //uncomment to use D3DFMT_D24FS8 with an inverted depth viewport for better performance. Keep this in sync with the same named #define in public/shaderapi/shareddefs.h
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//Note that the reversal happens in the viewport. So ONLY reading back from a depth texture should be affected. Projected math is unaffected.
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#endif
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bool IsX360( void )
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{
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#if defined( _X360 )
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return true;
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#else
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return false;
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#endif
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}
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HALF3 CalcReflectionVectorNormalized( HALF3 normal, HALF3 eyeVector )
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{
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// FIXME: might be better of normalizing with a normalizing cube map and
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// get rid of the dot( normal, normal )
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// compute reflection vector r = 2 * ((n dot v)/(n dot n)) n - v
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return 2.0 * ( dot( normal, eyeVector ) / dot( normal, normal ) ) * normal - eyeVector;
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}
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HALF3 CalcReflectionVectorUnnormalized( HALF3 normal, HALF3 eyeVector )
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{
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// FIXME: might be better of normalizing with a normalizing cube map and
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// get rid of the dot( normal, normal )
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// compute reflection vector r = 2 * ((n dot v)/(n dot n)) n - v
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// multiply all values through by N.N. uniformly scaling reflection vector won't affect result
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// since it is used in a cubemap lookup
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return (2.0*(dot( normal, eyeVector ))*normal) - (dot( normal, normal )*eyeVector);
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}
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float3 HuePreservingColorClamp( float3 c )
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{
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// Get the max of all of the color components and a specified maximum amount
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float maximum = max( max( c.x, c.y ), max( c.z, 1.0f ) );
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return (c / maximum);
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}
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HALF3 HuePreservingColorClamp( HALF3 c, HALF maxVal )
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{
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// Get the max of all of the color components and a specified maximum amount
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float maximum = max( max( c.x, c.y ), max( c.z, maxVal ) );
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return (c * ( maxVal / maximum ) );
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}
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#if (AA_CLAMP==1)
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HALF2 ComputeLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord )
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{
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HALF2 result = saturate(Lightmap1and2Coord.xy) * Lightmap1and2Coord.wz * 0.99;
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result += Lightmap3Coord;
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return result;
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}
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void ComputeBumpedLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord,
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out HALF2 bumpCoord1,
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out HALF2 bumpCoord2,
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out HALF2 bumpCoord3 )
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{
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HALF2 result = saturate(Lightmap1and2Coord.xy) * Lightmap1and2Coord.wz * 0.99;
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result += Lightmap3Coord;
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bumpCoord1 = result + HALF2(Lightmap1and2Coord.z, 0);
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bumpCoord2 = result + 2*HALF2(Lightmap1and2Coord.z, 0);
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bumpCoord3 = result + 3*HALF2(Lightmap1and2Coord.z, 0);
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}
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#else
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HALF2 ComputeLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord )
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{
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return Lightmap1and2Coord.xy;
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}
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void ComputeBumpedLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord,
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out HALF2 bumpCoord1,
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out HALF2 bumpCoord2,
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out HALF2 bumpCoord3 )
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{
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bumpCoord1 = Lightmap1and2Coord.xy;
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bumpCoord2 = Lightmap1and2Coord.wz; // reversed order!!!
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bumpCoord3 = Lightmap3Coord.xy;
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}
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#endif
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// Versions of matrix multiply functions which force HLSL compiler to explictly use DOTs,
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// not giving it the option of using MAD expansion. In a perfect world, the compiler would
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// always pick the best strategy, and these shouldn't be needed.. but.. well.. umm..
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//
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// lorenmcq
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float3 mul3x3(float3 v, float3x3 m)
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{
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#if !defined( _X360 )
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return float3(dot(v, transpose(m)[0]), dot(v, transpose(m)[1]), dot(v, transpose(m)[2]));
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#else
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// xbox360 fxc.exe (new back end) borks with transposes, generates bad code
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return mul( v, m );
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#endif
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}
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float3 mul4x3(float4 v, float4x3 m)
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{
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#if !defined( _X360 )
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return float3(dot(v, transpose(m)[0]), dot(v, transpose(m)[1]), dot(v, transpose(m)[2]));
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#else
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// xbox360 fxc.exe (new back end) borks with transposes, generates bad code
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return mul( v, m );
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#endif
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}
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float3 DecompressHDR( float4 input )
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{
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return input.rgb * input.a * MAX_HDR_OVERBRIGHT;
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}
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float4 CompressHDR( float3 input )
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{
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// FIXME: want to use min so that we clamp to white, but what happens if we
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// have an albedo component that's less than 1/MAX_HDR_OVERBRIGHT?
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// float fMax = max( max( color.r, color.g ), color.b );
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float4 output;
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float fMax = min( min( input.r, input.g ), input.b );
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if( fMax > 1.0f )
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{
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float oofMax = 1.0f / fMax;
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output.rgb = oofMax * input.rgb;
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output.a = min( fMax / MAX_HDR_OVERBRIGHT, 1.0f );
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}
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else
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{
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output.rgb = input.rgb;
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output.a = 0.0f;
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}
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return output;
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}
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// 2.2 gamma conversion routines
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float LinearToGamma( const float f1linear )
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{
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return pow( f1linear, 1.0f / 2.2f );
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}
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float3 LinearToGamma( const float3 f3linear )
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{
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return pow( f3linear, 1.0f / 2.2f );
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}
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float4 LinearToGamma( const float4 f4linear )
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{
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return float4( pow( f4linear.xyz, 1.0f / 2.2f ), f4linear.w );
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}
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float GammaToLinear( const float gamma )
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{
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return pow( gamma, 2.2f );
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}
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float3 GammaToLinear( const float3 gamma )
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{
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return pow( gamma, 2.2f );
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}
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float4 GammaToLinear( const float4 gamma )
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{
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return float4( pow( gamma.xyz, 2.2f ), gamma.w );
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}
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// sRGB gamma conversion routines
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float3 SrgbGammaToLinear( float3 vSrgbGammaColor )
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{
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// 15 asm instructions
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float3 vLinearSegment = vSrgbGammaColor.rgb / 12.92f;
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float3 vExpSegment = pow( ( ( vSrgbGammaColor.rgb / 1.055f ) + ( 0.055f / 1.055f ) ), 2.4f );
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float3 vLinearColor = { ( vSrgbGammaColor.r <= 0.04045f ) ? vLinearSegment.r : vExpSegment.r,
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( vSrgbGammaColor.g <= 0.04045f ) ? vLinearSegment.g : vExpSegment.g,
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( vSrgbGammaColor.b <= 0.04045f ) ? vLinearSegment.b : vExpSegment.b };
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return vLinearColor.rgb;
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}
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float3 SrgbLinearToGamma( float3 vLinearColor )
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{
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// 15 asm instructions
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float3 vLinearSegment = vLinearColor.rgb * 12.92f;
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float3 vExpSegment = ( 1.055f * pow( vLinearColor.rgb, ( 1.0f / 2.4f ) ) ) - 0.055f;
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float3 vGammaColor = { ( vLinearColor.r <= 0.0031308f ) ? vLinearSegment.r : vExpSegment.r,
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( vLinearColor.g <= 0.0031308f ) ? vLinearSegment.g : vExpSegment.g,
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( vLinearColor.b <= 0.0031308f ) ? vLinearSegment.b : vExpSegment.b };
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return vGammaColor.rgb;
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}
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// These two functions use the XBox 360's exact piecewise linear algorithm
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float3 X360GammaToLinear( float3 v360GammaColor )
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{
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// This code reduces the asm down to 11 instructions from the 63 instructions in the 360 XDK
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float4 vTmpMul1 = { 1.0f, 2.0f, 4.0f, 8.0f };
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float4 vTmpAdd1 = { 0.0f, ( -64.0f / 255.0f ), ( -96.0f / 255.0f ), ( -192.0f / 255.0f ) };
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float4 vTmpAdd2 = { 0.0f, ( 64.0f / 255.0f ), ( 128.0f / 255.0f ), ( 513.0f / 255.0f ) };
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float4 vRed = ( v360GammaColor.r * vTmpMul1.xyzw * 0.25f ) + ( ( ( vTmpAdd1.xyzw * vTmpMul1.xyzw ) + vTmpAdd2.xyzw ) * 0.25f );
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float4 vGreen = ( v360GammaColor.g * vTmpMul1.xyzw * 0.25f ) + ( ( ( vTmpAdd1.xyzw * vTmpMul1.xyzw ) + vTmpAdd2.xyzw ) * 0.25f );
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float4 vBlue = ( v360GammaColor.b * vTmpMul1.xyzw * 0.25f ) + ( ( ( vTmpAdd1.xyzw * vTmpMul1.xyzw ) + vTmpAdd2.xyzw ) * 0.25f );
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float3 vMax1 = { max( vRed.x, vRed.y ), max( vGreen.x, vGreen.y ), max( vBlue.x, vBlue.y ) };
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float3 vMax2 = { max( vRed.z, vRed.w ), max( vGreen.z, vGreen.w ), max( vBlue.z, vBlue.w ) };
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float3 vLinearColor = max( vMax1.rgb, vMax2.rgb );
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return vLinearColor.rgb;
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}
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float X360LinearToGamma( float flLinearValue )
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{
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// This needs to be optimized
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float fl360GammaValue;
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flLinearValue = saturate( flLinearValue );
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if ( flLinearValue < ( 128.0f / 1023.0f ) )
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{
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if ( flLinearValue < ( 64.0f / 1023.0f ) )
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{
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fl360GammaValue = flLinearValue * ( 1023.0f * ( 1.0f / 255.0f ) );
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}
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else
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{
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fl360GammaValue = flLinearValue * ( ( 1023.0f / 2.0f ) * ( 1.0f / 255.0f ) ) + ( 32.0f / 255.0f );
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}
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}
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else
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{
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if ( flLinearValue < ( 512.0f / 1023.0f ) )
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{
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fl360GammaValue = flLinearValue * ( ( 1023.0f / 4.0f ) * ( 1.0f / 255.0f ) ) + ( 64.0f / 255.0f );
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}
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else
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{
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fl360GammaValue = flLinearValue * ( ( 1023.0f /8.0f ) * ( 1.0f / 255.0f ) ) + ( 128.0f /255.0f ); // 1.0 -> 1.0034313725490196078431372549016
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fl360GammaValue = saturate( fl360GammaValue );
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}
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}
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fl360GammaValue = saturate( fl360GammaValue );
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return fl360GammaValue;
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}
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float3 SrgbGammaTo360Gamma( float3 vSrgbGammaColor )
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{
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return X360LinearToGamma( SrgbGammaToLinear( vSrgbGammaColor.rgb ) );
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}
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// Function to do srgb read in shader code
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#ifndef SHADER_SRGB_READ
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#define SHADER_SRGB_READ 0
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#endif
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float4 tex2Dsrgb( sampler iSampler, float2 iUv )
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{
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// This function is named as a hint that the texture is meant to be read with
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// an sRGB->linear conversion. We have to do this in shader code on the 360 sometimes.
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#if ( SHADER_SRGB_READ == 0 )
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{
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// Don't fake the srgb read in shader code
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return tex2D( iSampler, iUv.xy );
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}
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#else
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{
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if ( IsX360() )
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{
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float4 vTextureValue = tex2D( iSampler, iUv.xy );
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vTextureValue.rgb = X360GammaToLinear( vTextureValue.rgb );
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return vTextureValue.rgba;
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}
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else
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{
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float4 vTextureValue = tex2D( iSampler, iUv.xy );
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vTextureValue.rgb = SrgbGammaToLinear( vTextureValue.rgb );
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return vTextureValue.rgba;
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}
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}
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#endif
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}
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// Tangent transform helper functions
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float3 Vec3WorldToTangent( float3 iWorldVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal )
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{
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float3 vTangentVector;
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vTangentVector.x = dot( iWorldVector.xyz, iWorldTangent.xyz );
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vTangentVector.y = dot( iWorldVector.xyz, iWorldBinormal.xyz );
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vTangentVector.z = dot( iWorldVector.xyz, iWorldNormal.xyz );
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return vTangentVector.xyz; // Return without normalizing
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}
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float3 Vec3WorldToTangentNormalized( float3 iWorldVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal )
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{
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return normalize( Vec3WorldToTangent( iWorldVector, iWorldNormal, iWorldTangent, iWorldBinormal ) );
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}
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float3 Vec3TangentToWorld( float3 iTangentVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal )
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{
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float3 vWorldVector;
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vWorldVector.xyz = iTangentVector.x * iWorldTangent.xyz;
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vWorldVector.xyz += iTangentVector.y * iWorldBinormal.xyz;
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vWorldVector.xyz += iTangentVector.z * iWorldNormal.xyz;
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return vWorldVector.xyz; // Return without normalizing
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}
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float3 Vec3TangentToWorldNormalized( float3 iTangentVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal )
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{
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return normalize( Vec3TangentToWorld( iTangentVector, iWorldNormal, iWorldTangent, iWorldBinormal ) );
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}
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// returns 1.0f for no fog, 0.0f for fully fogged
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float CalcRangeFogFactorFixedFunction( float3 worldPos, float3 eyePos, float flFogMaxDensity, float flFogEndOverRange, float flFogOORange )
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{
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float dist = distance( eyePos.xyz, worldPos.xyz );
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return max( flFogMaxDensity, ( -dist * flFogOORange ) + flFogEndOverRange );
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}
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// returns 0.0f for no fog, 1.0f for fully fogged which is opposite of what fixed function fog expects so that we don't have to do a "1-x" in the pixel shader.
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float CalcRangeFogFactorNonFixedFunction( float3 worldPos, float3 eyePos, float flFogMaxDensity, float flFogEndOverRange, float flFogOORange )
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{
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float dist = distance( eyePos.xyz, worldPos.xyz );
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return min( flFogMaxDensity, saturate( flFogEndOverRange + ( dist * flFogOORange ) ) );
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}
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#endif //#ifndef COMMON_FXC_H_
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