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