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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "common_hlsl_cpp_consts.h" // hack hack hack!
#include "convar.h"
#include "WaterCheap_vs20.inc"
#include "WaterCheap_ps20.inc"
#include "WaterCheap_ps20b.inc"
#include "Water_vs20.inc"
#include "Water_ps20.inc"
#include "water_ps20b.inc"
#ifndef _X360
static ConVar r_waterforceexpensive( "r_waterforceexpensive", "0", FCVAR_ARCHIVE ); #endif
DEFINE_FALLBACK_SHADER( Water, Water_DX9_HDR )
BEGIN_VS_SHADER( Water_DX90, "Help for Water" )
BEGIN_SHADER_PARAMS SHADER_PARAM( REFRACTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_WaterRefraction", "" ) SHADER_PARAM( REFLECTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_WaterReflection", "" ) SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" ) SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) SHADER_PARAM( REFLECTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.8", "" ) SHADER_PARAM( REFLECTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "reflection tint" ) SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "dev/water_normal", "normal map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( SCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "" ) SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "", "" ) SHADER_PARAM( WATERDEPTH, SHADER_PARAM_TYPE_FLOAT, "", "" ) 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." ) 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." ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "env_cubemap", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( FOGCOLOR, SHADER_PARAM_TYPE_COLOR, "", "" ) SHADER_PARAM( FORCECHEAP, SHADER_PARAM_TYPE_BOOL, "", "" ) SHADER_PARAM( FORCEEXPENSIVE, SHADER_PARAM_TYPE_BOOL, "", "" ) SHADER_PARAM( REFLECTENTITIES, SHADER_PARAM_TYPE_BOOL, "", "" ) SHADER_PARAM( FOGSTART, SHADER_PARAM_TYPE_FLOAT, "", "" ) SHADER_PARAM( FOGEND, SHADER_PARAM_TYPE_FLOAT, "", "" ) SHADER_PARAM( ABOVEWATER, SHADER_PARAM_TYPE_BOOL, "", "" ) SHADER_PARAM( REFLECTBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1.0", "" ) SHADER_PARAM( NOFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "" ) SHADER_PARAM( NOLOWENDLIGHTMAP, SHADER_PARAM_TYPE_BOOL, "0", "" ) SHADER_PARAM( SCROLL1, SHADER_PARAM_TYPE_COLOR, "", "" ) SHADER_PARAM( SCROLL2, SHADER_PARAM_TYPE_COLOR, "", "" ) SHADER_PARAM( BLURREFRACT, SHADER_PARAM_TYPE_BOOL, "0", "Cause the refraction to be blurry on ps2b hardware" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { if( !params[ABOVEWATER]->IsDefined() ) { Warning( "***need to set $abovewater for material %s\n", pMaterialName ); params[ABOVEWATER]->SetIntValue( 1 ); } SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); if( !params[CHEAPWATERSTARTDISTANCE]->IsDefined() ) { params[CHEAPWATERSTARTDISTANCE]->SetFloatValue( 500.0f ); } if( !params[CHEAPWATERENDDISTANCE]->IsDefined() ) { params[CHEAPWATERENDDISTANCE]->SetFloatValue( 1000.0f ); } if( !params[SCALE]->IsDefined() ) { params[SCALE]->SetVecValue( 1.0f, 1.0f ); } if( !params[SCROLL1]->IsDefined() ) { params[SCROLL1]->SetVecValue( 0.0f, 0.0f, 0.0f ); } if( !params[SCROLL2]->IsDefined() ) { params[SCROLL2]->SetVecValue( 0.0f, 0.0f, 0.0f ); } if( !params[FOGCOLOR]->IsDefined() ) { params[FOGCOLOR]->SetVecValue( 1.0f, 0.0f, 0.0f ); Warning( "material %s needs to have a $fogcolor.\n", pMaterialName ); } if( !params[REFLECTENTITIES]->IsDefined() ) { params[REFLECTENTITIES]->SetIntValue( 0 ); } if( !params[REFLECTBLENDFACTOR]->IsDefined() ) { params[REFLECTBLENDFACTOR]->SetFloatValue( 1.0f ); }
// By default, we're force expensive on dx9. NO WE DON'T!!!!
if( !params[FORCEEXPENSIVE]->IsDefined() ) { #ifdef _X360
params[FORCEEXPENSIVE]->SetIntValue( 0 ); #else
params[FORCEEXPENSIVE]->SetIntValue( 1 ); #endif
} if( params[FORCEEXPENSIVE]->GetIntValue() && params[FORCECHEAP]->GetIntValue() ) { params[FORCEEXPENSIVE]->SetIntValue( 0 ); }
// Fallbacks for water need lightmaps usually
if ( !params[NOLOWENDLIGHTMAP]->GetIntValue() ) { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); }
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); if( g_pConfig->UseBumpmapping() && params[NORMALMAP]->IsDefined() ) { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ); } }
SHADER_FALLBACK { if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { return "Water_DX81"; } return 0; }
SHADER_INIT { Assert( params[WATERDEPTH]->IsDefined() );
if( params[REFRACTTEXTURE]->IsDefined() ) { LoadTexture( REFRACTTEXTURE, TEXTUREFLAGS_SRGB ); } if( params[REFLECTTEXTURE]->IsDefined() ) { LoadTexture( REFLECTTEXTURE, TEXTUREFLAGS_SRGB ); } if ( params[ENVMAP]->IsDefined() ) { LoadCubeMap( ENVMAP, TEXTUREFLAGS_SRGB ); } if ( params[NORMALMAP]->IsDefined() ) { LoadBumpMap( NORMALMAP ); } if( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); } }
inline void GetVecParam( int constantVar, float *val ) { if( constantVar == -1 ) return;
IMaterialVar* pVar = s_ppParams[constantVar]; Assert( pVar );
if (pVar->GetType() == MATERIAL_VAR_TYPE_VECTOR) pVar->GetVecValue( val, 4 ); else val[0] = val[1] = val[2] = val[3] = pVar->GetFloatValue(); }
inline void DrawReflectionRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, bool bReflection, bool bRefraction ) { SHADOW_STATE { SetInitialShadowState( ); if( bRefraction ) { // refract sampler
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); } if( bReflection ) { // reflect sampler
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); if( params[BASETEXTURE]->IsTexture() ) { // BASETEXTURE
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // LIGHTMAP
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); } } // normal map
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Normalizing cube map
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
// texcoord0 : base texcoord
// texcoord1 : lightmap texcoord
// texcoord2 : lightmap texcoord offset
int numTexCoords = 1; if( params[BASETEXTURE]->IsTexture() ) { numTexCoords = 3; } pShaderShadow->VertexShaderVertexFormat( fmt, numTexCoords, 0, 0 ); Vector4D Scroll1; params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 );
DECLARE_STATIC_VERTEX_SHADER( water_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0); SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() ); SET_STATIC_VERTEX_SHADER( water_vs20 );
// "REFLECT" "0..1"
// "REFRACT" "0..1"
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( water_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( REFLECT, bReflection ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, bRefraction ); SET_STATIC_PIXEL_SHADER_COMBO( ABOVEWATER, params[ABOVEWATER]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() ); SET_STATIC_PIXEL_SHADER_COMBO( BLURRY_REFRACT, params[BLURREFRACT]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE ); SET_STATIC_PIXEL_SHADER( water_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( water_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( REFLECT, bReflection ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, bRefraction ); SET_STATIC_PIXEL_SHADER_COMBO( ABOVEWATER, params[ABOVEWATER]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() ); SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE ); SET_STATIC_PIXEL_SHADER( water_ps20 ); }
FogToFogColor();
// we are writing linear values from this shader.
pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->EnableAlphaWrites( true ); } DYNAMIC_STATE { pShaderAPI->SetDefaultState(); if( bRefraction ) { // HDRFIXME: add comment about binding.. Specify the number of MRTs in the enable
BindTexture( SHADER_SAMPLER0, REFRACTTEXTURE, -1 ); } if( bReflection ) { BindTexture( SHADER_SAMPLER2, REFLECTTEXTURE, -1 ); } BindTexture( SHADER_SAMPLER4, NORMALMAP, BUMPFRAME ); if( params[BASETEXTURE]->IsTexture() ) { BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LIGHTMAP ); }
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); // Refraction tint
if( bRefraction ) { SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT ); } // Reflection tint
if( bReflection ) { if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER ) { // Need to multiply by 4 in linear space since we premultiplied into
// the render target by .25 to get overbright data in the reflection render target.
float gammaReflectTint[3]; params[REFLECTTINT]->GetVecValue( gammaReflectTint, 3 ); float linearReflectTint[4]; linearReflectTint[0] = GammaToLinear( gammaReflectTint[0] ) * 4.0f; linearReflectTint[1] = GammaToLinear( gammaReflectTint[1] ) * 4.0f; linearReflectTint[2] = GammaToLinear( gammaReflectTint[2] ) * 4.0f; linearReflectTint[3] = 1.0f; pShaderAPI->SetPixelShaderConstant( 4, linearReflectTint, 1 ); } else { SetPixelShaderConstantGammaToLinear( 4, REFLECTTINT ); } }
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); float curtime=pShaderAPI->CurrentTime(); float vc0[4]; float v0[4]; params[SCROLL1]->GetVecValue(v0,4); vc0[0]=curtime*v0[0]; vc0[1]=curtime*v0[1]; params[SCROLL2]->GetVecValue(v0,4); vc0[2]=curtime*v0[0]; vc0[3]=curtime*v0[1]; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vc0, 1 );
float c0[4] = { 1.0f / 3.0f, 1.0f / 3.0f, 1.0f / 3.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 0, c0, 1 ); float c2[4] = { 0.5f, 0.5f, 0.5f, 0.5f }; pShaderAPI->SetPixelShaderConstant( 2, c2, 1 ); // fresnel constants
float c3[4] = { 1.0f, 0.0f, 0.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 3, c3, 1 );
float c5[4] = { params[REFLECTAMOUNT]->GetFloatValue(), params[REFLECTAMOUNT]->GetFloatValue(), params[REFRACTAMOUNT]->GetFloatValue(), params[REFRACTAMOUNT]->GetFloatValue() }; pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
SetPixelShaderConstantGammaToLinear( 6, FOGCOLOR );
float c7[4] = { params[FOGSTART]->GetFloatValue(), params[FOGEND]->GetFloatValue() - params[FOGSTART]->GetFloatValue(), 1.0f, 0.0f }; if (g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER ) { // water overbright factor
c7[2] = 4.0; } pShaderAPI->SetPixelShaderConstant( 7, c7, 1 );
pShaderAPI->SetPixelShaderFogParams( 8 );
DECLARE_DYNAMIC_VERTEX_SHADER( water_vs20 ); SET_DYNAMIC_VERTEX_SHADER( water_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( water_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( water_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( water_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( water_ps20 ); } } Draw(); }
inline void DrawCheapWater( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, bool bBlend, bool bRefraction ) { SHADOW_STATE { SetInitialShadowState( );
// In edit mode, use nocull
if ( UsingEditor( params ) ) { s_pShaderShadow->EnableCulling( false ); }
if( bBlend ) { EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } // envmap
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // normal map
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( bRefraction && bBlend ) { // refraction map (used for alpha)
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); } // Normalizing cube map
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( watercheap_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( BLEND, bBlend && bRefraction ); SET_STATIC_VERTEX_SHADER( watercheap_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( watercheap_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( FRESNEL, params[NOFRESNEL]->GetIntValue() == 0 ); SET_STATIC_PIXEL_SHADER_COMBO( BLEND, bBlend ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACTALPHA, bRefraction ); SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() ); Vector4D Scroll1; params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 ); SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0); SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE ); SET_STATIC_PIXEL_SHADER( watercheap_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( watercheap_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( FRESNEL, params[NOFRESNEL]->GetIntValue() == 0 ); SET_STATIC_PIXEL_SHADER_COMBO( BLEND, bBlend ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACTALPHA, bRefraction ); SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() ); Vector4D Scroll1; params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 ); SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0); SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE ); SET_STATIC_PIXEL_SHADER( watercheap_ps20 ); }
// HDRFIXME: test cheap water!
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) { // we are writing linear values from this shader.
pShaderShadow->EnableSRGBWrite( true ); }
FogToFogColor(); } DYNAMIC_STATE { pShaderAPI->SetDefaultState();
BindTexture( SHADER_SAMPLER0, ENVMAP, ENVMAPFRAME ); BindTexture( SHADER_SAMPLER1, NORMALMAP, BUMPFRAME ); if( bRefraction && bBlend ) { BindTexture( SHADER_SAMPLER2, REFRACTTEXTURE, -1 ); } pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
SetPixelShaderConstant( 0, FOGCOLOR );
float cheapWaterStartDistance = params[CHEAPWATERSTARTDISTANCE]->GetFloatValue(); float cheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue(); float cheapWaterParams[4] = { (float)(cheapWaterStartDistance * VSHADER_VECT_SCALE), (float)(cheapWaterEndDistance * VSHADER_VECT_SCALE), (float)(PSHADER_VECT_SCALE / ( cheapWaterEndDistance - cheapWaterStartDistance )), cheapWaterStartDistance / ( cheapWaterEndDistance - cheapWaterStartDistance ), }; pShaderAPI->SetPixelShaderConstant( 1, cheapWaterParams );
if( g_pConfig->bShowSpecular ) { SetPixelShaderConstant( 2, REFLECTTINT, REFLECTBLENDFACTOR ); } else { float zero[4] = { 0.0f, 0.0f, 0.0f, params[REFLECTBLENDFACTOR]->GetFloatValue() }; pShaderAPI->SetPixelShaderConstant( 2, zero ); } pShaderAPI->SetPixelShaderFogParams( 3 );
if( params[SCROLL1]->IsDefined()) { float curtime=pShaderAPI->CurrentTime(); float vc0[4]; float v0[4]; params[SCROLL1]->GetVecValue(v0,4); vc0[0]=curtime*v0[0]; vc0[1]=curtime*v0[1]; params[SCROLL2]->GetVecValue(v0,4); vc0[2]=curtime*v0[0]; vc0[3]=curtime*v0[1]; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vc0, 1 ); }
DECLARE_DYNAMIC_VERTEX_SHADER( watercheap_vs20 ); SET_DYNAMIC_VERTEX_SHADER( watercheap_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( watercheap_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( watercheap_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( watercheap_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( watercheap_ps20 ); } } Draw(); }
SHADER_DRAW { // TODO: fit the cheap water stuff into the water shader so that we don't have to do
// 2 passes.
#ifdef _X360
bool bForceExpensive = false; #else
bool bForceExpensive = r_waterforceexpensive.GetBool(); #endif
bool bForceCheap = (params[FORCECHEAP]->GetIntValue() != 0) || UsingEditor( params ); if ( bForceCheap ) { bForceExpensive = false; } else { bForceExpensive = bForceExpensive || (params[FORCEEXPENSIVE]->GetIntValue() != 0); } Assert( !( bForceCheap && bForceExpensive ) );
bool bRefraction = params[REFRACTTEXTURE]->IsTexture(); #ifdef _X360
bool bReflection = params[REFLECTTEXTURE]->IsTexture(); #else
bool bReflection = bForceExpensive && params[REFLECTTEXTURE]->IsTexture(); #endif
bool bDrewSomething = false; if ( !bForceCheap && ( bReflection || bRefraction ) ) { bDrewSomething = true; DrawReflectionRefraction( params, pShaderShadow, pShaderAPI, bReflection, bRefraction ); }
// Use $decal to see if we are a decal or not. . if we are, then don't bother
// drawing the cheap version for now since we don't have access to env_cubemap
#ifdef _X360
if( params[ENVMAP]->IsTexture() && !IS_FLAG_SET( MATERIAL_VAR_DECAL ) && !bForceExpensive ) #else
if( !bReflection && params[ENVMAP]->IsTexture() && !IS_FLAG_SET( MATERIAL_VAR_DECAL ) ) #endif
{ bDrewSomething = true; DrawCheapWater( params, pShaderShadow, pShaderAPI, !bForceCheap, bRefraction ); }
if( !bDrewSomething ) { // We are likely here because of the tools. . . draw something so that
// we won't go into wireframe-land.
Draw(); } } END_SHADER
//-----------------------------------------------------------------------------
// This allows us to use a block labelled 'Water_DX9_HDR' in the water materials
//-----------------------------------------------------------------------------
BEGIN_INHERITED_SHADER( Water_DX9_HDR, Water_DX90, "Help for Water_DX9_HDR" )
SHADER_FALLBACK { if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { return "WATER_DX90"; } return 0; } END_INHERITED_SHADER
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