sqwarmed/sdk_src/materialsystem/stdshaders/floatcombine_autoexpose.cpp

122 lines
4.0 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "screenspaceeffect_vs20.inc"
#include "floatcombine_autoexpose_ps20.inc"
#include "floatcombine_autoexpose_ps20b.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( floatcombine_autoexpose, "Help for floatcombine_autoexpose" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BLOOMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
SHADER_PARAM( SHARPNESS, SHADER_PARAM_TYPE_FLOAT, "1", "" )
SHADER_PARAM( WOODCUT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
SHADER_PARAM( VIGNETTE_MIN_BRIGHT,SHADER_PARAM_TYPE_FLOAT,"1","")
SHADER_PARAM( VIGNETTE_POWER,SHADER_PARAM_TYPE_FLOAT,"4","")
SHADER_PARAM( EDGE_SOFTNESS,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
SHADER_PARAM( BLOOMEXPONENT, SHADER_PARAM_TYPE_FLOAT, "2.0", "" )
SHADER_PARAM( ALPHASHARPENFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
SHADER_PARAM( EXPOSURE_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
SHADER_PARAM( AUTOEXPOSE_MIN, SHADER_PARAM_TYPE_FLOAT, ".5", "" )
SHADER_PARAM( AUTOEXPOSE_MAX, SHADER_PARAM_TYPE_FLOAT, "2", "" )
END_SHADER_PARAMS
SHADER_INIT
{
if( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE );
}
if( params[BLOOMTEXTURE]->IsDefined() )
{
LoadTexture( BLOOMTEXTURE );
}
if( params[EXPOSURE_TEXTURE]->IsDefined() )
{
LoadTexture( EXPOSURE_TEXTURE );
}
}
SHADER_FALLBACK
{
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
// convert from linear to gamma on write.
pShaderShadow->EnableSRGBWrite( true );
// Pre-cache shaders
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
SET_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
SET_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
}
}
DYNAMIC_STATE
{
float c0[4]={params[SHARPNESS]->GetFloatValue(),
params[WOODCUT]->GetFloatValue(),
params[BLOOMAMOUNT]->GetFloatValue(),
params[ALPHASHARPENFACTOR]->GetFloatValue()};
float c1[4]={params[BLOOMEXPONENT]->GetFloatValue(),
params[VIGNETTE_MIN_BRIGHT]->GetFloatValue(),
params[VIGNETTE_POWER]->GetFloatValue(),
params[EDGE_SOFTNESS]->GetFloatValue()};
float c2[4]={params[AUTOEXPOSE_MIN]->GetFloatValue(),
params[AUTOEXPOSE_MAX]->GetFloatValue(),
0,0};
pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
pShaderAPI->SetPixelShaderConstant( 1, c1, 1 );
pShaderAPI->SetPixelShaderConstant( 2, c2, 1 );
BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
BindTexture( SHADER_SAMPLER1, BLOOMTEXTURE, -1 );
BindTexture( SHADER_SAMPLER2, EXPOSURE_TEXTURE, -1 );
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
SET_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
SET_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
}
}
Draw();
}
END_SHADER