mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-20 04:26:03 +08:00
SDK sync.
This commit is contained in:
116
materialsystem/stdshaders/floatcombine.cpp
Normal file
116
materialsystem/stdshaders/floatcombine.cpp
Normal file
@ -0,0 +1,116 @@
|
||||
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
|
||||
#include "BaseVSShader.h"
|
||||
|
||||
#include "screenspaceeffect_vs20.inc"
|
||||
#include "floatcombine_ps20.inc"
|
||||
#include "floatcombine_ps20b.inc"
|
||||
|
||||
// NOTE: This has to be the last file included!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
|
||||
BEGIN_VS_SHADER_FLAGS( floatcombine, "Help for floatcombine", SHADER_NOT_EDITABLE )
|
||||
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", "" )
|
||||
END_SHADER_PARAMS
|
||||
|
||||
SHADER_INIT
|
||||
{
|
||||
if( params[BASETEXTURE]->IsDefined() )
|
||||
{
|
||||
LoadTexture( BASETEXTURE );
|
||||
}
|
||||
if( params[BLOOMTEXTURE]->IsDefined() )
|
||||
{
|
||||
LoadTexture( BLOOMTEXTURE );
|
||||
}
|
||||
}
|
||||
|
||||
SHADER_FALLBACK
|
||||
{
|
||||
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 );
|
||||
|
||||
// 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_ps20b );
|
||||
SET_STATIC_PIXEL_SHADER( floatcombine_ps20b );
|
||||
}
|
||||
else
|
||||
{
|
||||
DECLARE_STATIC_PIXEL_SHADER( floatcombine_ps20 );
|
||||
SET_STATIC_PIXEL_SHADER( floatcombine_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()};
|
||||
pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
|
||||
pShaderAPI->SetPixelShaderConstant( 1, c1, 1 );
|
||||
BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
|
||||
BindTexture( SHADER_SAMPLER1, BLOOMTEXTURE, -1 );
|
||||
|
||||
ITexture *base_texture=params[BASETEXTURE]->GetTextureValue();
|
||||
ITexture *bloom_texture=params[BLOOMTEXTURE]->GetTextureValue();
|
||||
|
||||
float v0[4]={1.0/base_texture->GetActualWidth(),1.0/base_texture->GetActualHeight(),
|
||||
1.0/bloom_texture->GetActualWidth(),1.0/bloom_texture->GetActualHeight()};
|
||||
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v0, 1 );
|
||||
|
||||
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
|
||||
SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
|
||||
|
||||
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||||
{
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_ps20b );
|
||||
SET_DYNAMIC_PIXEL_SHADER( floatcombine_ps20b );
|
||||
}
|
||||
else
|
||||
{
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_ps20 );
|
||||
SET_DYNAMIC_PIXEL_SHADER( floatcombine_ps20 );
|
||||
}
|
||||
}
|
||||
Draw();
|
||||
}
|
||||
END_SHADER
|
Reference in New Issue
Block a user