Counter Strike : Global Offensive Source Code
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//========= Copyright (c) Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "refract_dx9_helper.h"
#include "convar.h"
#include "refract_vs20.inc"
#include "refract_ps20.inc"
#include "refract_ps20b.inc"
#include "cpp_shader_constant_register_map.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
#define MAXBLUR 1
// number of pixels to shrink the viewport by when handling mirroring of texcoords about the viewport edges. This deals with not stepping out of viewport due to blurring, etc.
#define REFRACT_VIEWPORT_SHRINK_PIXELS ( 2 )
// FIXME: doesn't support fresnel!
void InitParamsRefract_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Refract_DX9_Vars_t &info )
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
if( !params[info.m_nEnvmapTint]->IsDefined() )
{
params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if( !params[info.m_nEnvmapContrast]->IsDefined() )
{
params[info.m_nEnvmapContrast]->SetFloatValue( 0.0f );
}
if( !params[info.m_nEnvmapSaturation]->IsDefined() )
{
params[info.m_nEnvmapSaturation]->SetFloatValue( 1.0f );
}
if( !params[info.m_nEnvmapFrame]->IsDefined() )
{
params[info.m_nEnvmapFrame]->SetIntValue( 0 );
}
if( !params[info.m_nFresnelReflection]->IsDefined() )
{
params[info.m_nFresnelReflection]->SetFloatValue( 1.0f );
}
if( !params[info.m_nMasked]->IsDefined() )
{
params[info.m_nMasked]->SetIntValue( 0 );
}
if( !params[info.m_nBlurAmount]->IsDefined() )
{
params[info.m_nBlurAmount]->SetIntValue( 0 );
}
if( !params[info.m_nFadeOutOnSilhouette]->IsDefined() )
{
params[info.m_nFadeOutOnSilhouette]->SetIntValue( 0 );
}
if( !params[info.m_nNoViewportFixup]->IsDefined() )
{
params[info.m_nNoViewportFixup]->SetIntValue( 0 );
}
if( !params[info.m_nMirrorAboutViewportEdges]->IsDefined() )
{
params[info.m_nMirrorAboutViewportEdges]->SetIntValue( 0 );
}
if ( !params[info.m_nMagnifyEnable]->IsDefined() )
{
params[info.m_nMagnifyEnable]->SetIntValue( 0 );
}
if ( !params[info.m_nMagnifyCenter]->IsDefined() )
{
params[info.m_nMagnifyCenter]->SetVecValue( 0, 0, 0, 0 );
}
if ( !params[info.m_nMagnifyScale]->IsDefined() )
{
params[info.m_nMagnifyScale]->SetIntValue( 0 );
}
if ( !params[info.m_nLocalRefract]->IsDefined() )
{
params[info.m_nLocalRefract]->SetIntValue( 0 );
}
if ( !params[info.m_nLocalRefractDepth]->IsDefined() )
{
params[info.m_nLocalRefractDepth]->SetFloatValue( 0.05f );
}
// Local refract doesn't need a copy of the frame buffer and doesn't require the translucent flag
if ( params[info.m_nLocalRefract]->GetIntValue() == 0 )
{
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
}
}
void InitRefract_DX9( CBaseVSShader *pShader, IMaterialVar** params, Refract_DX9_Vars_t &info )
{
if (params[info.m_nBaseTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB | ANISOTROPIC_OVERRIDE );
}
if (params[info.m_nNormalMap]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nNormalMap, ANISOTROPIC_OVERRIDE );
}
if (params[info.m_nNormalMap2]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nNormalMap2, ANISOTROPIC_OVERRIDE );
}
if( params[info.m_nEnvmap]->IsDefined() )
{
pShader->LoadCubeMap( info.m_nEnvmap, TEXTUREFLAGS_SRGB | ANISOTROPIC_OVERRIDE );
}
if( params[info.m_nRefractTintTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nRefractTintTexture, TEXTUREFLAGS_SRGB );
}
}
void DrawRefract_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, Refract_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
{
bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
bool bHasEnvmap = params[info.m_nEnvmap]->IsTexture();
bool bRefractTintTexture = params[info.m_nRefractTintTexture]->IsTexture();
bool bFadeOutOnSilhouette = params[info.m_nFadeOutOnSilhouette]->GetIntValue() != 0;
int blurAmount = params[info.m_nBlurAmount]->GetIntValue();
bool bMasked = (params[info.m_nMasked]->GetIntValue() != 0);
bool bSecondaryNormal = ( ( info.m_nNormalMap2 != -1 ) && ( params[info.m_nNormalMap2]->IsTexture() ) );
bool bColorModulate = ( ( info.m_nVertexColorModulate != -1 ) && ( params[info.m_nVertexColorModulate]->GetIntValue() ) );
bool bWriteZ = params[info.m_nNoWriteZ]->GetIntValue() == 0;
bool bMirrorAboutViewportEdges = IsX360() && ( info.m_nMirrorAboutViewportEdges != -1 ) && ( params[info.m_nMirrorAboutViewportEdges]->GetIntValue() != 0 );
bool bUseMagnification = params[info.m_nMagnifyEnable]->GetIntValue() != 0;
if( blurAmount < 0 )
{
blurAmount = 0;
}
else if( blurAmount > MAXBLUR )
{
blurAmount = MAXBLUR;
}
BlendType_t nBlendType = pShader->EvaluateBlendRequirements( BASETEXTURE, true );
bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use
bFullyOpaque &= !bMasked;
bool bTranslucentNormal = pShader->TextureIsTranslucent( info.m_nNormalMap, false );
bFullyOpaque &= (! bTranslucentNormal );
SHADOW_STATE
{
pShader->SetInitialShadowState( );
pShaderShadow->EnableDepthWrites( bWriteZ );
// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
// If envmap is not specified, the alpha channel is the translucency
// (If envmap *is* specified, alpha channel is the reflection amount)
if ( params[info.m_nNormalMap]->IsTexture() && !bHasEnvmap )
{
pShader->SetDefaultBlendingShadowState( info.m_nNormalMap, false );
}
// source render target that contains the image that we are warping.
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, !IsX360() );
// normal map
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
if ( bSecondaryNormal )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
}
if( bHasEnvmap )
{
// envmap
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
}
if( bRefractTintTexture )
{
// refract tint texture
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true );
}
// Sampler for nvidia's stereo hackery
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false );
pShaderShadow->EnableSRGBWrite( true );
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
int userDataSize = 0;
int nTexCoordCount = 1;
if( bIsModel )
{
userDataSize = 4;
}
else
{
flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
}
if ( bColorModulate )
{
flags |= VERTEX_COLOR;
}
// This shader supports compressed vertices, so OR in that flag:
flags |= VERTEX_FORMAT_COMPRESSED;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
DECLARE_STATIC_VERTEX_SHADER( refract_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
SET_STATIC_VERTEX_SHADER_COMBO( COLORMODULATE, bColorModulate );
SET_STATIC_VERTEX_SHADER( refract_vs20 );
// We have to do this in the shader on R500 or Leopard
bool bShaderSRGBConvert = IsOSX() && ( g_pHardwareConfig->FakeSRGBWrite() || !g_pHardwareConfig->CanDoSRGBReadFromRTs() );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // always send OpenGL down the ps2b path
{
DECLARE_STATIC_PIXEL_SHADER( refract_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( BLUR, blurAmount );
SET_STATIC_PIXEL_SHADER_COMBO( FADEOUTONSILHOUETTE, bFadeOutOnSilhouette );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( REFRACTTINTTEXTURE, bRefractTintTexture );
SET_STATIC_PIXEL_SHADER_COMBO( MASKED, bMasked );
SET_STATIC_PIXEL_SHADER_COMBO( COLORMODULATE, bColorModulate );
SET_STATIC_PIXEL_SHADER_COMBO( SECONDARY_NORMAL, bSecondaryNormal );
SET_STATIC_PIXEL_SHADER_COMBO( MIRRORABOUTVIEWPORTEDGES, bMirrorAboutViewportEdges );
SET_STATIC_PIXEL_SHADER_COMBO( MAGNIFY, bUseMagnification );
SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSRGBConvert );
SET_STATIC_PIXEL_SHADER_COMBO( LOCALREFRACT, ( params[info.m_nLocalRefract]->GetIntValue() != 0 ) );
SET_STATIC_PIXEL_SHADER( refract_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( refract_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( BLUR, blurAmount );
SET_STATIC_PIXEL_SHADER_COMBO( FADEOUTONSILHOUETTE, bFadeOutOnSilhouette );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( REFRACTTINTTEXTURE, bRefractTintTexture );
SET_STATIC_PIXEL_SHADER_COMBO( MASKED, bMasked );
SET_STATIC_PIXEL_SHADER_COMBO( COLORMODULATE, bColorModulate );
SET_STATIC_PIXEL_SHADER_COMBO( SECONDARY_NORMAL, bSecondaryNormal );
SET_STATIC_PIXEL_SHADER_COMBO( MIRRORABOUTVIEWPORTEDGES, bMirrorAboutViewportEdges );
SET_STATIC_PIXEL_SHADER_COMBO( MAGNIFY, bUseMagnification );
SET_STATIC_PIXEL_SHADER_COMBO( LOCALREFRACT, ( params[info.m_nLocalRefract]->GetIntValue() != 0 ) );
SET_STATIC_PIXEL_SHADER( refract_ps20 );
}
pShader->DefaultFog();
if( bMasked )
{
pShader->EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
}
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
}
DYNAMIC_STATE
{
pShaderAPI->SetDefaultState();
if ( params[info.m_nBaseTexture]->IsTexture() )
{
pShader->BindTexture( SHADER_SAMPLER2, IsX360() ? TEXTURE_BINDFLAGS_NONE : TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture, info.m_nFrame );
// Set refract texture dimensions
ITexture *pTarget = params[info.m_nBaseTexture]->GetTextureValue();
int nWidth = pTarget->GetActualWidth();
int nHeight = pTarget->GetActualHeight();
float c7[4] = { nHeight / nWidth, 1.0f, params[info.m_nLocalRefractDepth]->GetFloatValue(), 0.0f };
pShaderAPI->SetPixelShaderConstant( 7, c7, 1 );
}
else
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, IsX360() ? TEXTURE_BINDFLAGS_NONE : TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
// Set refract texture dimensions
int nWidth = 0;
int nHeight = 0;
pShaderAPI->GetStandardTextureDimensions( &nWidth, &nHeight, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
float c7[4] = { nHeight / nWidth, 1.0f, params[info.m_nLocalRefractDepth]->GetFloatValue(), 0.0f };
pShaderAPI->SetPixelShaderConstant( 7, c7, 1 );
}
pShader->BindTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, info.m_nNormalMap, info.m_nBumpFrame );
if ( bSecondaryNormal )
{
pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, info.m_nNormalMap2, info.m_nBumpFrame2 );
}
if( bHasEnvmap )
{
pShader->BindTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nEnvmap, info.m_nEnvmapFrame );
}
if( bRefractTintTexture )
{
pShader->BindTexture( SHADER_SAMPLER5, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nRefractTintTexture, info.m_nRefractTintTextureFrame );
}
bool bNvidiaStereoActiveThisFrame = pShaderAPI->IsStereoActiveThisFrame();
if ( bNvidiaStereoActiveThisFrame )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_BINDFLAGS_NONE, TEXTURE_STEREO_PARAM_MAP );
}
DECLARE_DYNAMIC_VERTEX_SHADER( refract_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( refract_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // always send OpenGL down the ps2b path
{
DECLARE_DYNAMIC_PIXEL_SHADER( refract_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteZ && bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( D_NVIDIA_STEREO, bNvidiaStereoActiveThisFrame );
SET_DYNAMIC_PIXEL_SHADER( refract_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( refract_ps20 );
SET_DYNAMIC_PIXEL_SHADER( refract_ps20 );
}
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform ); // 1 & 2
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nBumpTransform2 ); // 3 & 4
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
float vEyePos_SpecExponent[4];
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
vEyePos_SpecExponent[3] = 0.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
pShader->SetPixelShaderConstantGammaToLinear( 0, info.m_nEnvmapTint );
pShader->SetPixelShaderConstantGammaToLinear( 1, info.m_nRefractTint );
pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast );
pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation );
float c5[4] = { params[info.m_nRefractAmount]->GetFloatValue(),
params[info.m_nRefractAmount]->GetFloatValue(), 0.0f, 0.0f };
// Time % 1000
c5[3] = pShaderAPI->CurrentTime();
c5[3] -= (float)( (int)( c5[3] / 1000.0f ) ) * 1000.0f;
pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
float c6[4];
params[info.m_nMagnifyCenter]->GetVecValue( c6, 2 );
c6[2] = params[info.m_nMagnifyScale]->GetFloatValue();
if ( c6[2] != 0 )
{
c6[2] = 1.0f / c6[2]; // Shader uses the inverse scale value
}
pShaderAPI->SetPixelShaderConstant( 6, c6, 1 );
float cVs3[4] = { c5[3], 0.0f, 0.0f, 0.0f };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, cVs3, 1 );
// Get viewport and render target dimensions and set shader constant to do a 2D mad and also deal with mirror on viewport edges.
int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
pShaderAPI->GetCurrentViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
int nRtWidth, nRtHeight;
pShaderAPI->GetCurrentRenderTargetDimensions( nRtWidth, nRtHeight );
float vViewportMad[4] = { 1.0f, 1.0f, 0.0f, 0.0f };
if ( params[ info.m_nNoViewportFixup ]->GetIntValue() == 0 )
{
vViewportMad[0] = ( float )nViewportWidth / ( float )nRtWidth;
vViewportMad[1] = ( float )nViewportHeight / ( float )nRtHeight;
vViewportMad[2] = ( float )nViewportX / ( float )nRtWidth;
vViewportMad[3] = ( float )nViewportY / ( float )nRtHeight;
}
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vViewportMad, 1 );
if ( bMirrorAboutViewportEdges )
{
// Need the extents that we are allowed to sample from the refract texture to clamp by for splitscreen, etc.
float vNormalizedViewportMinXYMaxWZ[4];
vNormalizedViewportMinXYMaxWZ[0] = ( float )( nViewportX + REFRACT_VIEWPORT_SHRINK_PIXELS ) / ( float )nRtWidth;
vNormalizedViewportMinXYMaxWZ[1] = ( float )( nViewportY + REFRACT_VIEWPORT_SHRINK_PIXELS ) / ( float )nRtHeight;
vNormalizedViewportMinXYMaxWZ[3] = ( float )( nViewportX + nViewportWidth - REFRACT_VIEWPORT_SHRINK_PIXELS - 1 ) / ( float )nRtWidth;
vNormalizedViewportMinXYMaxWZ[2] = ( float )( nViewportY + nViewportHeight - REFRACT_VIEWPORT_SHRINK_PIXELS - 1 ) / ( float )nRtHeight;
pShaderAPI->SetPixelShaderConstant( 4, vNormalizedViewportMinXYMaxWZ, 1 );
}
}
pShader->Draw();
}