mirror of
https://github.com/nillerusr/source-engine.git
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298 lines
9.6 KiB
C++
298 lines
9.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Lightmap only shader
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "ShatteredGlass_ps20.inc"
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#include "ShatteredGlass_ps20b.inc"
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#include "ShatteredGlass_vs20.inc"
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BEGIN_VS_SHADER( ShatteredGlass,
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"Help for ShatteredGlass" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "Glass/glasswindowbreak070b", "unused", SHADER_PARAM_NOT_EDITABLE )
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "Glass/glasswindowbreak070b", "detail" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "detail scale" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "glass/glasswindowbreak070b_mask", "envmap mask" )
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
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SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
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SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" )
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SHADER_PARAM( UNLITFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.7", "0.0 == multiply by lightmap, 1.0 == multiply by 1" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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if( !params[DETAILSCALE]->IsDefined() )
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params[DETAILSCALE]->SetFloatValue( 1.0f );
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if( !params[ENVMAPTINT]->IsDefined() )
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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if( !params[ENVMAPCONTRAST]->IsDefined() )
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params[ENVMAPCONTRAST]->SetFloatValue( 0.0f );
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if( !params[ENVMAPSATURATION]->IsDefined() )
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params[ENVMAPSATURATION]->SetFloatValue( 1.0f );
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if( !params[UNLITFACTOR]->IsDefined() )
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params[UNLITFACTOR]->SetFloatValue( 0.3f );
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if( !params[FRESNELREFLECTION]->IsDefined() )
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params[FRESNELREFLECTION]->SetFloatValue( 1.0f );
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if( !params[ENVMAPMASKFRAME]->IsDefined() )
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params[ENVMAPMASKFRAME]->SetIntValue( 0 );
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if( !params[ENVMAPFRAME]->IsDefined() )
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params[ENVMAPFRAME]->SetIntValue( 0 );
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// No texture means no self-illum or env mask in base alpha
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if ( !params[BASETEXTURE]->IsDefined() )
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{
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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// If in decal mode, no debug override...
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if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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}
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}
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SHADER_FALLBACK
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{
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// MMW Shattered Glass runs as a DX9 effect for 8.2 hardware
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bool isDX9 = (g_pHardwareConfig->GetDXSupportLevel() >= 82);
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if( !isDX9 )
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{
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return "ShatteredGlass_DX8";
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}
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return 0;
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}
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SHADER_INIT
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{
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if (params[BASETEXTURE]->IsDefined())
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{
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
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if ( !params[BASETEXTURE]->GetTextureValue()->IsTranslucent() )
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{
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if ( IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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}
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if ( params[DETAIL]->IsDefined() )
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{
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LoadTexture( DETAIL, TEXTUREFLAGS_SRGB );
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}
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// Don't alpha test if the alpha channel is used for other purposes
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if ( IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
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if (params[ENVMAP]->IsDefined())
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{
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LoadCubeMap( ENVMAP );
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if ( params[ENVMAPMASK]->IsDefined() )
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{
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LoadTexture( ENVMAPMASK, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 );
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}
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}
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}
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SHADER_DRAW
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{
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bool bHasEnvmapMask = false;
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bool bHasEnvmap = false;
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if ( params[ENVMAP]->IsTexture() )
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{
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bHasEnvmap = true;
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if ( params[ENVMAPMASK]->IsTexture() )
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{
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bHasEnvmapMask = true;
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}
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}
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bool bHasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR);
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bool bHasBaseAlphaEnvmapMask = IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK);
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// Base
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SHADOW_STATE
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{
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// alpha test
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
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// Alpha blending, enable alpha blending if the detail texture is translucent
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bool detailIsTranslucent = TextureIsTranslucent( DETAIL, false );
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if ( detailIsTranslucent )
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{
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if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) )
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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else
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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else
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{
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SetDefaultBlendingShadowState( BASETEXTURE, true );
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}
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pShaderShadow->EnableSRGBWrite( true );
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// Base texture
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unsigned int flags = VERTEX_POSITION;
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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// Lightmap
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
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{
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
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}
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else
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{
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
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}
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// Detail texture
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true );
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// Envmap
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if ( bHasEnvmap )
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{
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flags |= VERTEX_NORMAL;
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
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{
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
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}
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if( bHasEnvmapMask )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
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}
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}
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// Normalizing cube map
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
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if ( bHasVertexColor )
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{
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flags |= VERTEX_COLOR;
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}
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pShaderShadow->VertexShaderVertexFormat( flags, 3, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( shatteredglass_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, bHasEnvmapMask );
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SET_STATIC_VERTEX_SHADER( shatteredglass_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( shatteredglass_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
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SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor );
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SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask );
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SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, bHasBaseAlphaEnvmapMask );
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SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() );
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SET_STATIC_PIXEL_SHADER( shatteredglass_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( shatteredglass_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
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SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor );
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SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask );
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SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, bHasBaseAlphaEnvmapMask );
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SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() );
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SET_STATIC_PIXEL_SHADER( shatteredglass_ps20 );
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}
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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SetVertexShaderTextureScale( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, DETAILSCALE );
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
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BindTexture( SHADER_SAMPLER3, DETAIL );
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if( bHasEnvmap )
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{
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BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME );
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if( bHasEnvmapMask )
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{
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BindTexture( SHADER_SAMPLER5, ENVMAPMASK, ENVMAPMASKFRAME );
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}
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}
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
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/*
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"DOWATERFOG" "0..1"
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"ENVMAP_MASK" "0..1"
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*/
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MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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DECLARE_DYNAMIC_VERTEX_SHADER( shatteredglass_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER( shatteredglass_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( shatteredglass_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( shatteredglass_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( shatteredglass_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( shatteredglass_ps20 );
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}
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SetEnvMapTintPixelShaderDynamicState( 0, ENVMAPTINT, -1 );
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SetModulationPixelShaderDynamicState( 1 );
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SetPixelShaderConstant( 2, ENVMAPCONTRAST );
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SetPixelShaderConstant( 3, ENVMAPSATURATION );
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// [ 0, 0 ,0, R(0) ]
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float fresnel[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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fresnel[3] = params[FRESNELREFLECTION]->GetFloatValue();
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fresnel[0] = fresnel[1] = fresnel[2] = 1.0f - fresnel[3];
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pShaderAPI->SetPixelShaderConstant( 4, fresnel );
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float eyePos[4];
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pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
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pShaderAPI->SetPixelShaderConstant( 5, eyePos, 1 );
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pShaderAPI->SetPixelShaderFogParams( 12 );
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float overbright[4];
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overbright[0] = OVERBRIGHT;
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overbright[1] = params[UNLITFACTOR]->GetFloatValue();
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overbright[2] = overbright[3] = 1.0f - params[UNLITFACTOR]->GetFloatValue();
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pShaderAPI->SetPixelShaderConstant( 6, overbright );
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}
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Draw();
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}
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END_SHADER
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