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420 lines
15 KiB
C++
420 lines
15 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "mathlib/vmatrix.h"
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#include "water_vs11.inc"
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#include "watercheappervertexfresnel_vs11.inc"
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#include "watercheap_vs11.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER( Water_DX80,
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"Help for Water_DX80" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( REFRACTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( REFLECTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_WaterReflection", "" )
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
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SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
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SHADER_PARAM( REFLECTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
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SHADER_PARAM( REFLECTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "reflection tint" )
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "", "dudv bump map" )
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SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "", "normal map" )
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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SHADER_PARAM( SCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "" )
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SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "", "" )
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SHADER_PARAM( WATERDEPTH, SHADER_PARAM_TYPE_FLOAT, "", "" )
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SHADER_PARAM( CHEAPWATERSTARTDISTANCE, SHADER_PARAM_TYPE_FLOAT, "", "This is the distance from the eye in inches that the shader should start transitioning to a cheaper water shader." )
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SHADER_PARAM( CHEAPWATERENDDISTANCE, SHADER_PARAM_TYPE_FLOAT, "", "This is the distance from the eye in inches that the shader should finish transitioning to a cheaper water shader." )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "env_cubemap", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( FOGCOLOR, SHADER_PARAM_TYPE_COLOR, "", "" )
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SHADER_PARAM( FORCECHEAP, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( FORCEEXPENSIVE, SHADER_PARAM_TYPE_BOOL, "", "" )
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SHADER_PARAM( REFLECTENTITIES, SHADER_PARAM_TYPE_BOOL, "", "" )
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SHADER_PARAM( REFLECTBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
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SHADER_PARAM( NOFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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if( !params[CHEAPWATERSTARTDISTANCE]->IsDefined() )
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{
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params[CHEAPWATERSTARTDISTANCE]->SetFloatValue( 500.0f );
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}
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if( !params[CHEAPWATERENDDISTANCE]->IsDefined() )
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{
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params[CHEAPWATERENDDISTANCE]->SetFloatValue( 1000.0f );
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}
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if( !params[SCALE]->IsDefined() )
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{
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params[SCALE]->SetVecValue( 1.0f, 1.0f );
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}
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if( !params[FOGCOLOR]->IsDefined() )
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{
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params[FOGCOLOR]->SetVecValue( 1.0f, 0.0f, 0.0f );
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Warning( "material %s needs to have a $fogcolor.\n", pMaterialName );
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}
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if( !params[REFLECTENTITIES]->IsDefined() )
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{
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params[REFLECTENTITIES]->SetIntValue( 0 );
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}
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if( !params[FORCEEXPENSIVE]->IsDefined() )
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{
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params[FORCEEXPENSIVE]->SetIntValue( 0 );
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}
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if( !params[REFLECTBLENDFACTOR]->IsDefined() )
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{
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params[REFLECTBLENDFACTOR]->SetFloatValue( 1.0f );
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}
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if( params[FORCEEXPENSIVE]->GetIntValue() && params[FORCECHEAP]->GetIntValue() )
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{
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params[FORCEEXPENSIVE]->SetIntValue( 0 );
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}
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}
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SHADER_FALLBACK
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{
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if ( IsPC() && ( g_pHardwareConfig->GetDXSupportLevel() < 80 || !g_pHardwareConfig->HasProjectedBumpEnv() ) )
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{
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return "Water_DX60";
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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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Assert( params[WATERDEPTH]->IsDefined() );
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if( params[REFRACTTEXTURE]->IsDefined() )
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{
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LoadTexture( REFRACTTEXTURE );
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}
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if( params[REFLECTTEXTURE]->IsDefined() )
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{
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LoadTexture( REFLECTTEXTURE );
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}
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if (params[BUMPMAP]->IsDefined() )
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{
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LoadTexture( BUMPMAP );
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}
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if (params[ENVMAP]->IsDefined() )
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{
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LoadCubeMap( ENVMAP );
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}
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if (params[NORMALMAP]->IsDefined() )
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{
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LoadBumpMap( NORMALMAP );
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}
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}
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inline void SetCheapWaterFactors( IMaterialVar **params, IShaderDynamicAPI* pShaderAPI, int nConstantReg )
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{
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float flCheapWaterStartDistance = params[CHEAPWATERSTARTDISTANCE]->GetFloatValue();
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float flCheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue();
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float flCheapWaterConstants[4] =
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{
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flCheapWaterStartDistance,
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1.0f / ( flCheapWaterEndDistance - flCheapWaterStartDistance ),
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0.0f,
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0.0f
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};
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pShaderAPI->SetVertexShaderConstant( nConstantReg, flCheapWaterConstants );
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}
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inline void DrawReflection( IMaterialVar **params, IShaderShadow* pShaderShadow,
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IShaderDynamicAPI* pShaderAPI, bool bBlendReflection )
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{
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SHADOW_STATE
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{
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SetInitialShadowState( );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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if( bBlendReflection )
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{
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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water_vs11_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "Water_vs11", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "WaterReflect_ps11", 0 );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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pShaderAPI->SetDefaultState();
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// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
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pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE1, 0, true );
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float fReflectionAmount = params[REFLECTAMOUNT]->GetFloatValue();
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pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fReflectionAmount, 0.0f, 0.0f, fReflectionAmount );
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BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME );
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BindTexture( SHADER_SAMPLER1, REFLECTTEXTURE, -1 );
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BindTexture( SHADER_SAMPLER2, NORMALMAP, BUMPFRAME );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALIZATION_CUBEMAP );
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pShaderAPI->SetVertexShaderIndex( 0 );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
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// used to invert y
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float c[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 );
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SetPixelShaderConstant( 0, REFLECTTINT );
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water_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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inline void DrawRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow,
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IShaderDynamicAPI* pShaderAPI )
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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water_vs11_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "Water_vs11", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "WaterRefract_ps11", 0 );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
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pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE1, 0, true );
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float fRefractionAmount = params[REFRACTAMOUNT]->GetFloatValue();
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pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fRefractionAmount, 0.0f, 0.0f, fRefractionAmount );
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BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME );
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BindTexture( SHADER_SAMPLER1, REFRACTTEXTURE );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
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// used to invert y
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float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 );
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SetPixelShaderConstant( 0, REFRACTTINT );
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water_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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inline void DrawRefractionForFresnel( IMaterialVar **params, IShaderShadow* pShaderShadow,
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IShaderDynamicAPI* pShaderAPI )
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableAlphaWrites( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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water_vs11_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "Water_vs11", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "WaterRefractFresnel_ps11", 0 );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
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pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE1, 0, true );
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float fRefractionAmount = params[REFRACTAMOUNT]->GetFloatValue();
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pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fRefractionAmount, 0.0f, 0.0f, fRefractionAmount );
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BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME );
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BindTexture( SHADER_SAMPLER1, REFRACTTEXTURE );
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BindTexture( SHADER_SAMPLER2, NORMALMAP, BUMPFRAME );
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s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALIZATION_CUBEMAP );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
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SetCheapWaterFactors( params, pShaderAPI, VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 );
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// used to invert y
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float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 );
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SetPixelShaderConstant( 0, REFRACTTINT );
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water_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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inline void DrawCheapWater( IMaterialVar **params, IShaderShadow* pShaderShadow,
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IShaderDynamicAPI* pShaderAPI, bool bBlend, bool bBlendFresnel, bool bNoPerVertexFresnel )
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{
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SHADOW_STATE
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{
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SetInitialShadowState( );
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// In edit mode, use nocull
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if ( UsingEditor( params ) )
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{
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s_pShaderShadow->EnableCulling( false );
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}
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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if( bBlend )
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{
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if ( bBlendFresnel )
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{
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EnableAlphaBlending( SHADER_BLEND_DST_ALPHA, SHADER_BLEND_ONE_MINUS_DST_ALPHA );
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}
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else
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{
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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}
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pShaderShadow->VertexShaderVertexFormat(
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VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S |
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VERTEX_TANGENT_T, 1, 0, 0 );
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if( bNoPerVertexFresnel )
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{
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watercheap_vs11_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "WaterCheap_vs11", vshIndex.GetIndex() );
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}
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else
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{
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watercheappervertexfresnel_vs11_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "WaterCheapPerVertexFresnel_vs11", vshIndex.GetIndex() );
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}
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static const char *s_pPixelShaderName[] =
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{
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"WaterCheapOpaque_ps11",
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"WaterCheap_ps11",
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"WaterCheapNoFresnelOpaque_ps11",
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"WaterCheapNoFresnel_ps11",
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};
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int nPshIndex = 0;
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if ( bBlend ) nPshIndex |= 0x1;
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if ( bNoPerVertexFresnel ) nPshIndex |= 0x2;
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pShaderShadow->SetPixelShader( s_pPixelShaderName[nPshIndex] );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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pShaderAPI->SetDefaultState();
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BindTexture( SHADER_SAMPLER0, NORMALMAP, BUMPFRAME );
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BindTexture( SHADER_SAMPLER3, ENVMAP, ENVMAPFRAME );
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if( bBlend && !bBlendFresnel )
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{
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SetCheapWaterFactors( params, pShaderAPI, VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 );
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}
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else
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{
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float flCheapWaterConstants[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, flCheapWaterConstants );
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}
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM );
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SetPixelShaderConstant( 0, FOGCOLOR );
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SetPixelShaderConstant( 1, REFLECTTINT, REFLECTBLENDFACTOR );
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if( bNoPerVertexFresnel )
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{
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watercheap_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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else
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{
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watercheappervertexfresnel_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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}
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Draw();
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}
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SHADER_DRAW
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{
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// NOTE: Here's what all this means.
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// 1) ForceCheap means use env_cubemap only
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// 2) ForceExpensive means do real reflection instead of env_cubemap.
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// By default, it will do refraction and use env_cubemap for the reflection.
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// If dest alpha is available, it will also use dest alpha for a fresnel term.
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// otherwise there will be no fresnel term as it looks bizzare.
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bool bBlendReflection = false;
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bool bForceCheap = params[FORCECHEAP]->GetIntValue() != 0 || UsingEditor( params );
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bool bForceExpensive = !bForceCheap && (params[FORCEEXPENSIVE]->GetIntValue() != 0);
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bool bRefraction = params[REFRACTTEXTURE]->IsTexture();
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bool bReflection = bForceExpensive && params[REFLECTTEXTURE]->IsTexture();
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bool bReflectionUseFresnel = false;
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// Can't do fresnel when forcing cheap or if there's no refraction
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if( !bForceCheap )
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{
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if( bRefraction )
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{
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// NOTE: Expensive reflection does the fresnel correctly per-pixel
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if ( g_pHardwareConfig->HasDestAlphaBuffer() && !bReflection && !params[NOFRESNEL]->GetIntValue() )
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{
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DrawRefractionForFresnel( params, pShaderShadow, pShaderAPI );
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bReflectionUseFresnel = true;
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}
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else
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{
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DrawRefraction( params, pShaderShadow, pShaderAPI );
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}
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bBlendReflection = true;
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}
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if( bReflection )
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{
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DrawReflection( params, pShaderShadow, pShaderAPI, bBlendReflection );
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}
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}
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// Use $decal to see if we are a decal or not. . if we are, then don't bother
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// drawing the cheap version for now since we don't have access to env_cubemap
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if( !bReflection && params[ENVMAP]->IsTexture() && !IS_FLAG_SET( MATERIAL_VAR_DECAL ) )
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{
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bool bNoPerVertexFresnel = ( params[NOFRESNEL]->GetIntValue() || bReflectionUseFresnel || bForceCheap || !bRefraction );
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DrawCheapWater( params, pShaderShadow, pShaderAPI, bBlendReflection, bReflectionUseFresnel, bNoPerVertexFresnel );
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}
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}
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END_SHADER
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