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hl2sdk/materialsystem/stdshaders/common_lightmappedgeneric_fxc.h
2025-02-19 18:36:16 -05:00

272 lines
6.3 KiB
C

//========= Copyright Valve Corporation, All rights reserved. ============//
#if defined( _X360 )
void GetBaseTextureAndNormal( sampler base, sampler base2, sampler bump, bool bBase2, bool bBump, float3 coords, float3 vWeights,
out float4 vResultBase, out float4 vResultBase2, out float4 vResultBump )
{
vResultBase = 0;
vResultBase2 = 0;
vResultBump = 0;
if ( !bBump )
{
vResultBump = float4(0, 0, 1, 1);
}
#if SEAMLESS
vWeights = max( vWeights - 0.3, 0 );
vWeights *= 1.0f / dot( vWeights, float3(1,1,1) );
[branch]
if (vWeights.x > 0)
{
vResultBase += vWeights.x * tex2D( base, coords.zy );
if ( bBase2 )
{
vResultBase2 += vWeights.x * tex2D( base2, coords.zy );
}
if ( bBump )
{
vResultBump += vWeights.x * tex2D( bump, coords.zy );
}
}
[branch]
if (vWeights.y > 0)
{
vResultBase += vWeights.y * tex2D( base, coords.xz );
if ( bBase2 )
{
vResultBase2 += vWeights.y * tex2D( base2, coords.xz );
}
if ( bBump )
{
vResultBump += vWeights.y * tex2D( bump, coords.xz );
}
}
[branch]
if (vWeights.z > 0)
{
vResultBase += vWeights.z * tex2D( base, coords.xy );
if ( bBase2 )
{
vResultBase2 += vWeights.z * tex2D( base2, coords.xy );
}
if ( bBump )
{
vResultBump += vWeights.z * tex2D( bump, coords.xy );
}
}
#else // not seamless
vResultBase = tex2D( base, coords.xy );
if ( bBase2 )
{
vResultBase2 = tex2D( base2, coords.xy );
}
if ( bBump )
{
vResultBump = tex2D( bump, coords.xy );
}
#endif
}
#else // PC
void GetBaseTextureAndNormal( sampler base, sampler base2, sampler bump, bool bBase2, bool bBump, float3 coords, float3 vWeights,
out float4 vResultBase, out float4 vResultBase2, out float4 vResultBump )
{
vResultBase = 0;
vResultBase2 = 0;
vResultBump = 0;
if ( !bBump )
{
vResultBump = float4(0, 0, 1, 1);
}
#if SEAMLESS
vResultBase += vWeights.x * tex2D( base, coords.zy );
if ( bBase2 )
{
vResultBase2 += vWeights.x * tex2D( base2, coords.zy );
}
if ( bBump )
{
vResultBump += vWeights.x * tex2D( bump, coords.zy );
}
vResultBase += vWeights.y * tex2D( base, coords.xz );
if ( bBase2 )
{
vResultBase2 += vWeights.y * tex2D( base2, coords.xz );
}
if ( bBump )
{
vResultBump += vWeights.y * tex2D( bump, coords.xz );
}
vResultBase += vWeights.z * tex2D( base, coords.xy );
if ( bBase2 )
{
vResultBase2 += vWeights.z * tex2D( base2, coords.xy );
}
if ( bBump )
{
vResultBump += vWeights.z * tex2D( bump, coords.xy );
}
#else // not seamless
vResultBase = tex2D( base, coords.xy );
if ( bBase2 )
{
vResultBase2 = tex2D( base2, coords.xy );
}
if ( bBump )
{
vResultBump = tex2D( bump, coords.xy );
}
#endif
}
#endif
// misyl:
// Bicubic lightmap code lovingly taken and adapted from Godot
// ( https://github.com/godotengine/godot/pull/89919 )
// Licensed under MIT.
float w0(float a) {
return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);
}
float w1(float a) {
return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0);
}
float w2(float a) {
return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0);
}
float w3(float a) {
return (1.0 / 6.0) * (a * a * a);
}
// g0 and g1 are the two amplitude functions
float g0(float a) {
return w0(a) + w1(a);
}
float g1(float a) {
return w2(a) + w3(a);
}
// h0 and h1 are the two offset functions
float h0(float a) {
return -1.0 + w1(a) / (w0(a) + w1(a));
}
float h1(float a) {
return 1.0 + w3(a) / (w2(a) + w3(a));
}
#ifndef BICUBIC_LIGHTMAP
#define BICUBIC_LIGHTMAP 0
#endif
float3 LightMapSample( sampler LightmapSampler, float2 vTexCoord )
{
# if ( !defined( _X360 ) || !defined( USE_32BIT_LIGHTMAPS_ON_360 ) )
{
#if BICUBIC_LIGHTMAP
float flLightmapPageWidth = 1024;
float flLightmapPageHeight = 512;
const float2 vTextureSize = float2( flLightmapPageWidth, flLightmapPageHeight );
const float2 vTexelSize = float2( 1.0f, 1.0f ) / vTextureSize;
vTexCoord.xy = vTexCoord.xy * vTextureSize + float2( 0.5f, 0.5f );
float2 iuv = floor( vTexCoord.xy );
float2 fuv = frac( vTexCoord.xy );
float g0x = g0( fuv.x );
float g1x = g1( fuv.x );
float h0x = h0( fuv.x );
float h1x = h1( fuv.x );
float h0y = h0( fuv.y );
float h1y = h1( fuv.y );
float2 p0 = ( float2( iuv.x + h0x, iuv.y + h0y ) - float2( 0.5f, 0.5f ) ) * vTexelSize;
float2 p1 = ( float2( iuv.x + h1x, iuv.y + h0y ) - float2( 0.5f, 0.5f ) ) * vTexelSize;
float2 p2 = ( float2( iuv.x + h0x, iuv.y + h1y ) - float2( 0.5f, 0.5f ) ) * vTexelSize;
float2 p3 = ( float2( iuv.x + h1x, iuv.y + h1y ) - float2( 0.5f, 0.5f ) ) * vTexelSize;
float3 sample =
( g0( fuv.y ) * ( g0x * tex2D( LightmapSampler, p0 ) + g1x * tex2D( LightmapSampler, p1 ) ) ) +
( g1( fuv.y ) * ( g0x * tex2D( LightmapSampler, p2 ) + g1x * tex2D( LightmapSampler, p3 ) ) );
#else
float3 sample = tex2D( LightmapSampler, vTexCoord );
#endif
return sample;
}
# else
{
# if 0 //1 for cheap sampling, 0 for accurate scaling from the individual samples
{
float4 sample = tex2D( LightmapSampler, vTexCoord );
return sample.rgb * sample.a;
}
# else
{
float4 Weights;
float4 samples_0; //no arrays allowed in inline assembly
float4 samples_1;
float4 samples_2;
float4 samples_3;
asm {
tfetch2D samples_0, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
tfetch2D samples_1, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
tfetch2D samples_2, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
tfetch2D samples_3, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
getWeights2D Weights, vTexCoord.xy, LightmapSampler
};
Weights = float4( (1-Weights.x)*(1-Weights.y), Weights.x*(1-Weights.y), (1-Weights.x)*Weights.y, Weights.x*Weights.y );
float3 result;
result.rgb = samples_0.rgb * (samples_0.a * Weights.x);
result.rgb += samples_1.rgb * (samples_1.a * Weights.y);
result.rgb += samples_2.rgb * (samples_2.a * Weights.z);
result.rgb += samples_3.rgb * (samples_3.a * Weights.w);
return result;
}
# endif
}
# endif
}