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