Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //=============================================================================//
  7. #include "BaseVSShader.h"
  8. #include "mathlib/vmatrix.h"
  9. #include "water_ps14.inc"
  10. #include "watercheap_vs14.inc"
  11. // memdbgon must be the last include file in a .cpp file!!!
  12. #include "tier0/memdbgon.h"
  13. DEFINE_FALLBACK_SHADER( Water, Water_DX81 )
  14. BEGIN_VS_SHADER( Water_DX81,
  15. "Help for Water_DX81" )
  16. BEGIN_SHADER_PARAMS
  17. SHADER_PARAM( REFRACTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
  18. SHADER_PARAM( REFLECTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_WaterReflection", "" )
  19. SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
  20. SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
  21. SHADER_PARAM( REFLECTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
  22. SHADER_PARAM( REFLECTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "reflection tint" )
  23. SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "", "normal map" )
  24. SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
  25. SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
  26. SHADER_PARAM( SCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "" )
  27. SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "", "" )
  28. SHADER_PARAM( WATERDEPTH, SHADER_PARAM_TYPE_FLOAT, "", "" )
  29. 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." )
  30. 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." )
  31. SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "env_cubemap", "envmap" )
  32. SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
  33. SHADER_PARAM( FOGCOLOR, SHADER_PARAM_TYPE_COLOR, "", "" )
  34. SHADER_PARAM( FORCECHEAP, SHADER_PARAM_TYPE_INTEGER, "", "" )
  35. SHADER_PARAM( FORCEEXPENSIVE, SHADER_PARAM_TYPE_BOOL, "", "" )
  36. SHADER_PARAM( REFLECTENTITIES, SHADER_PARAM_TYPE_BOOL, "", "" )
  37. SHADER_PARAM( REFLECTBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
  38. SHADER_PARAM( NOFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "" )
  39. END_SHADER_PARAMS
  40. SHADER_INIT_PARAMS()
  41. {
  42. SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
  43. if( !params[CHEAPWATERSTARTDISTANCE]->IsDefined() )
  44. {
  45. params[CHEAPWATERSTARTDISTANCE]->SetFloatValue( 500.0f );
  46. }
  47. if( !params[CHEAPWATERENDDISTANCE]->IsDefined() )
  48. {
  49. params[CHEAPWATERENDDISTANCE]->SetFloatValue( 1000.0f );
  50. }
  51. if( !params[SCALE]->IsDefined() )
  52. {
  53. params[SCALE]->SetVecValue( 1.0f, 1.0f );
  54. }
  55. if( !params[FOGCOLOR]->IsDefined() )
  56. {
  57. params[FOGCOLOR]->SetVecValue( 1.0f, 0.0f, 0.0f );
  58. Warning( "material %s needs to have a $fogcolor.\n", pMaterialName );
  59. }
  60. if( !params[REFLECTENTITIES]->IsDefined() )
  61. {
  62. params[REFLECTENTITIES]->SetIntValue( 0 );
  63. }
  64. if( !params[FORCEEXPENSIVE]->IsDefined() )
  65. {
  66. params[FORCEEXPENSIVE]->SetIntValue( 0 );
  67. }
  68. if( params[FORCEEXPENSIVE]->GetIntValue() && params[FORCECHEAP]->GetIntValue() )
  69. {
  70. params[FORCEEXPENSIVE]->SetIntValue( 0 );
  71. }
  72. if( !params[REFLECTBLENDFACTOR]->IsDefined() )
  73. {
  74. params[REFLECTBLENDFACTOR]->SetFloatValue( 1.0f );
  75. }
  76. if( !params[FORCEEXPENSIVE]->GetIntValue() && !params[ENVMAP]->IsDefined() )
  77. {
  78. params[ENVMAP]->SetStringValue( "engine/defaultcubemap" );
  79. }
  80. }
  81. SHADER_FALLBACK
  82. {
  83. if( g_pHardwareConfig->GetDXSupportLevel() < 81 )
  84. {
  85. return "Water_DX80";
  86. }
  87. return 0;
  88. }
  89. SHADER_INIT
  90. {
  91. Assert( params[WATERDEPTH]->IsDefined() );
  92. if( params[REFRACTTEXTURE]->IsDefined() )
  93. {
  94. LoadTexture( REFRACTTEXTURE );
  95. }
  96. if( params[REFLECTTEXTURE]->IsDefined() )
  97. {
  98. LoadTexture( REFLECTTEXTURE );
  99. }
  100. if (params[ENVMAP]->IsDefined() )
  101. {
  102. LoadTexture( ENVMAP );
  103. }
  104. if (params[NORMALMAP]->IsDefined() )
  105. {
  106. LoadBumpMap( NORMALMAP );
  107. }
  108. }
  109. inline int GetReflectionRefractionPixelShaderIndex( bool bReflection, bool bRefraction )
  110. {
  111. // "REFLECT" "0..1"
  112. // "REFRACT" "0..1"
  113. int pshIndex = ( bReflection ? 1 : 0 ) | ( bRefraction ? 2 : 0 );
  114. return pshIndex;
  115. }
  116. inline void DrawReflectionRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow,
  117. IShaderDynamicAPI* pShaderAPI, bool bReflection, bool bRefraction )
  118. {
  119. SHADOW_STATE
  120. {
  121. SetInitialShadowState( );
  122. pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
  123. if( bRefraction )
  124. {
  125. pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
  126. }
  127. pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
  128. if( bReflection )
  129. {
  130. pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
  131. }
  132. int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
  133. pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
  134. water_ps14_Static_Index vshIndex;
  135. pShaderShadow->SetVertexShader( "Water_ps14", vshIndex.GetIndex() );
  136. int pshIndex = GetReflectionRefractionPixelShaderIndex( bReflection, bRefraction );
  137. pShaderShadow->SetPixelShader ( "Water_ps14", pshIndex );
  138. FogToFogColor();
  139. }
  140. DYNAMIC_STATE
  141. {
  142. pShaderAPI->SetDefaultState();
  143. pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_NORMALIZATION_CUBEMAP );
  144. if( bRefraction )
  145. {
  146. BindTexture( SHADER_SAMPLER2, REFRACTTEXTURE, -1 );
  147. }
  148. BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME );
  149. if( bReflection )
  150. {
  151. BindTexture( SHADER_SAMPLER4, REFLECTTEXTURE, -1 );
  152. }
  153. SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, REFLECTAMOUNT );
  154. SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
  155. SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, REFRACTAMOUNT );
  156. float c0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  157. pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
  158. SetPixelShaderConstant( 1, REFRACTTINT );
  159. SetPixelShaderConstant( 4, REFLECTTINT );
  160. float c2[4] = { 0.5f, 0.5f, 0.5f, 0.5f };
  161. pShaderAPI->SetPixelShaderConstant( 2, c2, 1 );
  162. // ERASE ME!
  163. float c3[4] = { 5.0f, 0.0f, 0.0f, 0.0f };
  164. pShaderAPI->SetPixelShaderConstant( 3, c3, 1 );
  165. // reflection/refraction scale
  166. float reflectionRefractionScale[4] = { params[REFLECTAMOUNT]->GetFloatValue(),
  167. params[REFRACTAMOUNT]->GetFloatValue(), 0.0f, 0.0f };
  168. pShaderAPI->SetPixelShaderConstant( 5, reflectionRefractionScale, 1 );
  169. pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, reflectionRefractionScale, 1 );
  170. water_ps14_Dynamic_Index vshIndex;
  171. vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
  172. pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
  173. }
  174. Draw();
  175. }
  176. enum DrawCheapType_t
  177. {
  178. DRAW_CHEAP_OPAQUE = 0,
  179. DRAW_CHEAP_FRESNEL_OPAQUE,
  180. DRAW_CHEAP_LOD_ONLY,
  181. DRAW_CHEAP_FRESNEL_AND_LOD,
  182. };
  183. inline void DrawCheapWater( IMaterialVar **params, IShaderShadow* pShaderShadow,
  184. IShaderDynamicAPI* pShaderAPI, DrawCheapType_t type )
  185. {
  186. SHADOW_STATE
  187. {
  188. SetInitialShadowState( );
  189. // In edit mode, use nocull
  190. if ( UsingEditor( params ) )
  191. {
  192. s_pShaderShadow->EnableCulling( false );
  193. }
  194. pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
  195. pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
  196. pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
  197. if ( (type != DRAW_CHEAP_OPAQUE) && (type != DRAW_CHEAP_FRESNEL_OPAQUE) )
  198. {
  199. EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
  200. }
  201. pShaderShadow->VertexShaderVertexFormat(
  202. VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S |
  203. VERTEX_TANGENT_T, 1, 0, 0 );
  204. watercheap_vs14_Static_Index vshIndex;
  205. pShaderShadow->SetVertexShader( "WaterCheap_vs14", vshIndex.GetIndex() );
  206. static const char *s_pPixelShader[] =
  207. {
  208. "WaterCheapOpaque_ps14",
  209. "WaterCheapFresnelOpaque_ps14",
  210. "WaterCheap_ps14",
  211. "WaterCheapFresnel_ps14",
  212. };
  213. pShaderShadow->SetPixelShader( s_pPixelShader[type] );
  214. FogToFogColor();
  215. }
  216. DYNAMIC_STATE
  217. {
  218. pShaderAPI->SetDefaultState();
  219. BindTexture( SHADER_SAMPLER0, NORMALMAP, BUMPFRAME );
  220. BindTexture( SHADER_SAMPLER3, ENVMAP, ENVMAPFRAME );
  221. pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALIZATION_CUBEMAP );
  222. float pCheapWaterConstants[4] = { 0, 0, 0, 0 };
  223. if ( (type != DRAW_CHEAP_OPAQUE) && (type != DRAW_CHEAP_FRESNEL_OPAQUE) )
  224. {
  225. float flCheapWaterStartDistance = params[CHEAPWATERSTARTDISTANCE]->GetFloatValue();
  226. float flCheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue();
  227. pCheapWaterConstants[0] = flCheapWaterStartDistance;
  228. pCheapWaterConstants[1] = 1.0f / ( flCheapWaterEndDistance - flCheapWaterStartDistance );
  229. }
  230. pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, pCheapWaterConstants );
  231. SetPixelShaderConstant( 0, FOGCOLOR );
  232. SetPixelShaderConstant( 1, REFLECTTINT, REFLECTBLENDFACTOR );
  233. SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM );
  234. watercheap_vs14_Dynamic_Index vshIndex;
  235. vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
  236. pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
  237. }
  238. Draw();
  239. }
  240. SHADER_DRAW
  241. {
  242. // NOTE: Here's what all this means.
  243. // 1) ForceCheap means use env_cubemap only
  244. // 2) ForceExpensive means do real reflection instead of env_cubemap.
  245. // By default, it will do refraction and use env_cubemap for the reflection.
  246. // Also, it will fade to cheap water at a particular distance,
  247. // based on CheapWaterStartDistance and CheapWaterEndDistance
  248. // * In the ForceCheap case, no fading is required
  249. // * In the default case, it will fade based on these parameters in a single pass
  250. // * In the expensive case, it will have to perform the fade in a separate pass.
  251. bool bForceCheap = params[FORCECHEAP]->GetIntValue() != 0 || UsingEditor( params );
  252. bool bForceExpensive = params[FORCEEXPENSIVE]->GetIntValue() != 0;
  253. bool bRefraction = params[REFRACTTEXTURE]->IsTexture();
  254. bool bReflection = bForceExpensive && params[REFLECTTEXTURE]->IsTexture();
  255. DrawCheapType_t type = params[NOFRESNEL]->GetIntValue() ? DRAW_CHEAP_OPAQUE : DRAW_CHEAP_FRESNEL_OPAQUE;
  256. if( !bForceCheap && (bRefraction || bReflection) )
  257. {
  258. DrawReflectionRefraction( params, pShaderShadow, pShaderAPI, bReflection, bRefraction );
  259. if ( !bReflection )
  260. {
  261. type = params[NOFRESNEL]->GetIntValue() ? DRAW_CHEAP_LOD_ONLY : DRAW_CHEAP_FRESNEL_AND_LOD;
  262. }
  263. else
  264. {
  265. type = DRAW_CHEAP_LOD_ONLY;
  266. }
  267. }
  268. // Use $decal to see if we are a decal or not. . if we are, then don't bother
  269. // drawing the cheap version for now since we don't have access to env_cubemap
  270. if( params[ENVMAP]->IsTexture() && !IS_FLAG_SET( MATERIAL_VAR_DECAL ) && !bReflection )
  271. {
  272. DrawCheapWater( params, pShaderShadow, pShaderAPI, type );
  273. }
  274. }
  275. END_SHADER