e4s-sdk/gamedata/shaders/r2/common.h
2026-06-17 23:06:51 +03:00

309 lines
14 KiB
C

#ifndef COMMON_H
#define COMMON_H
// #define USE_SUPER_SPECULAR
#include "shared\common.h"
//////////////////////////////////////////////////////////////////////////////////////////
// *** options
// #define DBG_TEST_NMAP
// #define DBG_TEST_NMAP_SPEC
// #define DBG_TEST_SPEC
// #define DBG_TEST_LIGHT
// #define DBG_TEST_LIGHT_SPEC
// #define USE_GAMMA_22
// #define USE_SJITTER
// #define USE_SUNFILTER
// #define USE_FETCH4
// #define USE_MBLUR //- HW-options defined
// #define USE_HWSMAP //- HW-options defined
// #define USE_HWSMAP_PCF //- nVidia GF3+, R600+
// #define USE_BRANCHING //- HW-options defined
// #define USE_VTF //- HW-options defined, VertexTextureFetch
// #define FP16_FILTER //- HW-options defined
// #define FP16_BLEND //- HW-options defined
//
// #define USE_PARALLAX //- shader defined
// #define USE_TDETAIL //- shader defined
// #define USE_LM_HEMI //- shader defined
// #define USE_DISTORT //- shader defined
// #define USE_SUNMASK //- shader defined
// #define DBG_TMAPPING
//////////////////////////////////////////////////////////////////////////////////////////
#ifndef SMAP_size
#define SMAP_size 1024
#endif
#define PARALLAX_H 0.02
#define parallax float2(PARALLAX_H, -PARALLAX_H/2)
#ifdef USE_R2_STATIC_SUN
# define xmaterial half(1.0h/4.h)
#else
# define xmaterial half(L_material.w)
#endif
//////////////////////////////////////////////////////////////////////////////////////////
uniform half4 hemi_cube_pos_faces;
uniform half4 hemi_cube_neg_faces;
uniform half4 L_material; // 0,0,0,mid
uniform half4 Ldynamic_color; // dynamic light color (rgb1) - spot/point
uniform half4 Ldynamic_pos; // dynamic light pos+1/range(w) - spot/point
uniform half4 Ldynamic_dir; // dynamic light direction - sun
uniform half4 J_direct [6];
uniform half4 J_spot [6];
half calc_fogging (half4 w_pos) { return dot(w_pos,fog_plane); }
half2 calc_detail (half3 w_pos) {
float dtl = distance (w_pos,eye_position)*dt_params.w;
dtl = min (dtl*dtl, 1);
half dt_mul = 1 - dtl; // dt* [1 .. 0 ]
half dt_add = .5 * dtl; // dt+ [0 .. 0.5]
return half2 (dt_mul,dt_add);
}
float3 calc_reflection (float3 pos_w, float3 norm_w)
{
return reflect(normalize(pos_w-eye_position), norm_w);
}
float3 calc_sun_r1 (float3 norm_w) { return L_sun_color*saturate(dot((norm_w),-L_sun_dir_w)); }
float3 calc_model_hemi_r1 (float3 norm_w) { return max(0,norm_w.y)*L_hemi_color; }
float3 calc_model_lq_lighting (float3 norm_w) { return L_material.x*calc_model_hemi_r1(norm_w) + L_ambient + L_material.y*calc_sun_r1(norm_w); }
//////////////////////////////////////////////////////////////////////////////////////////
struct v_static {
float4 P : POSITION; // (float,float,float,1)
float4 Nh : NORMAL; // (nx,ny,nz,hemi occlusion)
float4 T : TANGENT; // tangent
float4 B : BINORMAL; // binormal
float2 tc : TEXCOORD0; // (u,v)
float2 lmh : TEXCOORD1; // (lmu,lmv)
float4 color : COLOR0; // (r,g,b,dir-occlusion)
};
struct v_tree {
float4 P : POSITION; // (float,float,float,1)
float4 Nh : NORMAL; // (nx,ny,nz)
float3 T : TANGENT; // tangent
float3 B : BINORMAL; // binormal
float4 tc : TEXCOORD0; // (u,v,frac,???)
};
struct v_model {
float4 P : POSITION; // (float,float,float,1)
float3 N : NORMAL; // (nx,ny,nz)
float3 T : TANGENT; // (nx,ny,nz)
float3 B : BINORMAL; // (nx,ny,nz)
float2 tc : TEXCOORD0; // (u,v)
};
struct v_detail {
float4 pos : POSITION; // (float,float,float,1)
int4 misc : TEXCOORD0; // (u(Q),v(Q),frac,matrix-id)
};
#ifdef USE_HWSMAP
struct v_shadow_direct_aref
{
float4 hpos: POSITION; // Clip-space position (for rasterization)
float2 tc0: TEXCOORD1; // Diffuse map for aref
};
struct v_shadow_direct
{
float4 hpos: POSITION; // Clip-space position (for rasterization)
};
#else
struct v_shadow_direct_aref
{
float4 hpos: POSITION; // Clip-space position (for rasterization)
float depth: TEXCOORD0; // Depth
float2 tc0: TEXCOORD1; // Diffuse map for aref
};
struct v_shadow_direct
{
float4 hpos: POSITION; // Clip-space position (for rasterization)
float depth: TEXCOORD0; // Depth
};
#endif
//////////////////////////////////////////////////////////////////////////////////////////
struct p_bumped {
float4 hpos : POSITION;
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
float4 tcdh : TEXCOORD0; // Texture coordinates, w=sun_occlusion
#else
float2 tcdh : TEXCOORD0; // Texture coordinates
#endif
float4 position : TEXCOORD1; // position + hemi
half3 M1 : TEXCOORD2; // nmap 2 eye - 1
half3 M2 : TEXCOORD3; // nmap 2 eye - 2
half3 M3 : TEXCOORD4; // nmap 2 eye - 3
#ifdef USE_TDETAIL
float2 tcdbump : TEXCOORD5; // d-bump
#ifdef USE_LM_HEMI
float2 lmh : TEXCOORD6; // lm-hemi
#endif
#else
#ifdef USE_LM_HEMI
float2 lmh : TEXCOORD5; // lm-hemi
#endif
#endif
};
//////////////////////////////////////////////////////////////////////////////////////////
struct p_flat {
float4 hpos : POSITION;
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
float4 tcdh : TEXCOORD0; // Texture coordinates, w=sun_occlusion
#else
float2 tcdh : TEXCOORD0; // Texture coordinates
#endif
float4 position : TEXCOORD1; // position + hemi
half3 N : TEXCOORD2; // Eye-space normal (for lighting)
#ifdef USE_TDETAIL
float2 tcdbump : TEXCOORD3; // d-bump
#ifdef USE_LM_HEMI
float2 lmh : TEXCOORD4; // lm-hemi
#endif
#else
#ifdef USE_LM_HEMI
float2 lmh : TEXCOORD3; // lm-hemi
#endif
#endif
};
//////////////////////////////////////////////////////////////////////////////////////////
struct f_deffer {
half4 position : COLOR0; // px,py,pz, m-id
half4 Ne : COLOR1; // nx,ny,nz, hemi
half4 C : COLOR2; // r, g, b, gloss
};
//////////////////////////////////////////////////////////////////////////////////////////
struct p_screen {
float4 hpos : POSITION;
float2 tc0 : TEXCOORD0; // Texture coordinates (for sampling maps)
};
//////////////////////////////////////////////////////////////////////////////////////////
// Geometry phase / deferring //
uniform sampler2D s_base; //
uniform sampler2D s_bump; //
uniform sampler2D s_bumpX; //
uniform sampler2D s_detail; //
uniform sampler2D s_detailBump; //
uniform sampler2D s_detailBumpX; // Error for bump detail
uniform sampler2D s_bumpD; //
uniform sampler2D s_hemi; //
uniform sampler2D s_mask; //
uniform sampler2D s_dt_r; //
uniform sampler2D s_dt_g; //
uniform sampler2D s_dt_b; //
uniform sampler2D s_dt_a; //
uniform sampler2D s_dn_r; //
uniform sampler2D s_dn_g; //
uniform sampler2D s_dn_b; //
uniform sampler2D s_dn_a; //
//////////////////////////////////////////////////////////////////////////////////////////
// Lighting/shadowing phase //
uniform sampler2D s_depth; //
uniform sampler2D s_position; //
uniform sampler2D s_normal; //
uniform sampler s_lmap; // 2D/cube projector lightmap
uniform sampler3D s_material; //
uniform sampler1D s_attenuate; //
//////////////////////////////////////////////////////////////////////////////////////////
// Combine phase //
uniform sampler2D s_diffuse; // rgb.a = diffuse.gloss
uniform sampler2D s_accumulator; // rgb.a = diffuse.specular
uniform sampler2D s_generic; //
uniform sampler2D s_bloom; //
uniform sampler s_image; // used in various post-processing
uniform sampler2D s_tonemap; // actually MidleGray / exp(Lw + eps)
//////////////////////////////////////////////////////////////////////////////////////////
// Defines //
#define def_gloss half(2.f /255.f)
#define def_aref half(200.f/255.f)
#define def_dbumph half(0.333f)
#define def_virtualh half(0.05f) // 5cm
#define def_distort half(0.05f) // we get -0.5 .. 0.5 range, this is -512 .. 512 for 1024, so scale it
#define def_hdr half(9.h) // hight luminance range half(3.h)
#define def_hdr_clip half(0.75h) //
//////////////////////////////////////////////////////////////////////////////////////////
#define LUMINANCE_VECTOR half3(0.3f, 0.38f, 0.22f)
void tonemap (out half4 low, out half4 high, half3 rgb, half scale)
{
rgb = rgb*scale ;
const float fWhiteIntensity = 1.7;
const float fWhiteIntensitySQR = fWhiteIntensity*fWhiteIntensity;
#ifdef USE_BRANCHING // ps_3_0
//low = rgb.xyzz ;
low = ( (rgb*(1+rgb/fWhiteIntensitySQR)) / (rgb+1) ).xyzz;
high = low/def_hdr ; // 8x dynamic range
#else
low = half4 ( ( (rgb*(1+rgb/fWhiteIntensitySQR)) / (rgb+1) ), 0 ) ;
high = half4 (rgb/def_hdr, 0 ) ; // 8x dynamic range
#endif
/*
rgb = rgb*scale;
low = rgb.xyzz;
high = low/def_hdr; // 8x dynamic range
*/
// low = half4 (rgb, 0);
// rgb /= def_hdr ;
// high = half4 (rgb, dot(rgb,0.333f)-def_hdr_clip) ;
}
half4 combine_bloom (half3 low, half4 high) {
return half4(low + high*high.a, 1.h);
}
float3 v_hemi (float3 n) { return L_hemi_color*(.5f + .5f*n.y); }
float3 v_hemi_wrap (float3 n, float w) { return L_hemi_color*(w + (1-w)*n.y); }
float3 v_sun (float3 n) { return L_sun_color*dot(n,-L_sun_dir_w); }
float3 v_sun_wrap (float3 n, float w) { return L_sun_color*(w+(1-w)*dot(n,-L_sun_dir_w)); }
half3 p_hemi (float2 tc) {
// half3 t_lmh = tex2D (s_hemi, tc);
// return dot (t_lmh,1.h/4.h);
half4 t_lmh = tex2D (s_hemi, tc);
return t_lmh.a;
}
half get_hemi( half4 lmh)
{
return lmh.a;
}
half get_sun( half4 lmh)
{
return lmh.g;
}
// contrast function
half Contrast(half Input, half ContrastPower)
{
//piecewise contrast function
bool IsAboveHalf = Input > 0.5 ;
half ToRaise = saturate(2*(IsAboveHalf ? 1-Input : Input));
half Output = 0.5*pow(ToRaise, ContrastPower);
Output = IsAboveHalf ? 1-Output : Output;
return Output;
}
#define FXPS technique _render{pass _code{PixelShader=compile ps_3_0 main();}}
#define FXVS technique _render{pass _code{VertexShader=compile vs_3_0 main();}}
#endif