1
This commit is contained in:
132
materialsystem/stdshaders/motion_blur_dx9.cpp
Normal file
132
materialsystem/stdshaders/motion_blur_dx9.cpp
Normal file
@ -0,0 +1,132 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//===========================================================================//
|
||||
|
||||
#include "BaseVSShader.h"
|
||||
#include "motion_blur_vs20.inc"
|
||||
#include "motion_blur_ps20.inc"
|
||||
#include "motion_blur_ps20b.inc"
|
||||
#include "convar.h"
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
ConVar mat_motion_blur_percent_of_screen_max( "mat_motion_blur_percent_of_screen_max", "4.0" );
|
||||
|
||||
DEFINE_FALLBACK_SHADER( MotionBlur, MotionBlur_dx9 )
|
||||
BEGIN_VS_SHADER_FLAGS( MotionBlur_dx9, "Motion Blur", SHADER_NOT_EDITABLE )
|
||||
BEGIN_SHADER_PARAMS
|
||||
SHADER_PARAM( MOTIONBLURINTERNAL, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal motion blur value set by proxy" )
|
||||
END_SHADER_PARAMS
|
||||
|
||||
SHADER_INIT_PARAMS()
|
||||
{
|
||||
}
|
||||
|
||||
SHADER_FALLBACK
|
||||
{
|
||||
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
|
||||
{
|
||||
return "Wireframe";
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
SHADER_INIT
|
||||
{
|
||||
if ( params[BASETEXTURE]->IsDefined() )
|
||||
{
|
||||
LoadTexture( BASETEXTURE, IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs() ? TEXTUREFLAGS_SRGB : 0 );
|
||||
}
|
||||
}
|
||||
|
||||
SHADER_DRAW
|
||||
{
|
||||
SHADOW_STATE
|
||||
{
|
||||
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
|
||||
|
||||
// On OpenGL OSX, we must do sRGB reads and writes since these render targets are tagged as such
|
||||
bool bForceSRGBReadsAndWrites = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
|
||||
|
||||
// NOTE: sRGB is disabled because of the NV8800 brokenness
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||||
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadsAndWrites );
|
||||
pShaderShadow->EnableSRGBWrite( bForceSRGBReadsAndWrites );
|
||||
|
||||
DECLARE_STATIC_VERTEX_SHADER( motion_blur_vs20 );
|
||||
SET_STATIC_VERTEX_SHADER( motion_blur_vs20 );
|
||||
|
||||
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||||
{
|
||||
DECLARE_STATIC_PIXEL_SHADER( motion_blur_ps20b );
|
||||
SET_STATIC_PIXEL_SHADER( motion_blur_ps20b );
|
||||
}
|
||||
else
|
||||
{
|
||||
DECLARE_STATIC_PIXEL_SHADER( motion_blur_ps20 );
|
||||
SET_STATIC_PIXEL_SHADER( motion_blur_ps20 );
|
||||
}
|
||||
|
||||
pShaderShadow->EnableDepthWrites( false );
|
||||
pShaderShadow->EnableAlphaWrites( false );
|
||||
}
|
||||
|
||||
DYNAMIC_STATE
|
||||
{
|
||||
DECLARE_DYNAMIC_VERTEX_SHADER( motion_blur_vs20 );
|
||||
SET_DYNAMIC_VERTEX_SHADER( motion_blur_vs20 );
|
||||
|
||||
// Bind textures
|
||||
BindTexture( SHADER_SAMPLER0, BASETEXTURE );
|
||||
|
||||
// Get texture dimensions
|
||||
ITexture *src_texture = params[BASETEXTURE]->GetTextureValue();
|
||||
//int flTextureWidth = src_texture->GetActualWidth();
|
||||
int flTextureHeight = src_texture->GetActualHeight();
|
||||
|
||||
// Percent of screen clamp
|
||||
float vConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
vConst[0] = mat_motion_blur_percent_of_screen_max.GetFloat() / 100.0f;
|
||||
pShaderAPI->SetPixelShaderConstant( 0, vConst, 1 );
|
||||
|
||||
// Set values from material proxy
|
||||
pShaderAPI->SetPixelShaderConstant( 1, params[MOTIONBLURINTERNAL]->GetVecValue(), 1 );
|
||||
|
||||
// Quality based on screen resolution height
|
||||
int nQuality = 1;
|
||||
if ( flTextureHeight >= 1080 ) // 1080p and higher
|
||||
nQuality = 3;
|
||||
else if ( flTextureHeight >= 720 ) // 720p to 1080p
|
||||
nQuality = 2;
|
||||
else // Lower resolution than 720p
|
||||
nQuality = 1;
|
||||
|
||||
if ( fabs( params[MOTIONBLURINTERNAL]->GetVecValue()[0] ) + fabs( params[MOTIONBLURINTERNAL]->GetVecValue()[1] ) +
|
||||
fabs( params[MOTIONBLURINTERNAL]->GetVecValue()[2] ) + fabs( params[MOTIONBLURINTERNAL]->GetVecValue()[3] ) == 0.0f )
|
||||
{
|
||||
// No motion blur this frame, so force quality to 0
|
||||
nQuality = 0;
|
||||
}
|
||||
|
||||
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||||
{
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( motion_blur_ps20b );
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( QUALITY, nQuality );
|
||||
SET_DYNAMIC_PIXEL_SHADER( motion_blur_ps20b );
|
||||
}
|
||||
else
|
||||
{
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( motion_blur_ps20 );
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( QUALITY, nQuality );
|
||||
SET_DYNAMIC_PIXEL_SHADER( motion_blur_ps20 );
|
||||
}
|
||||
}
|
||||
|
||||
Draw();
|
||||
}
|
||||
END_SHADER
|
Reference in New Issue
Block a user