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287 lines
9.8 KiB
287 lines
9.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "mathlib/vmatrix.h"
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#include "common_hlsl_cpp_consts.h" // hack hack hack!
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#include "lightmappedreflective_vs20.inc"
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#include "lightmappedreflective_ps20.inc"
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#include "lightmappedreflective_ps20b.inc"
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DEFINE_FALLBACK_SHADER( LightmappedReflective, LightmappedReflective_DX90 )
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BEGIN_VS_SHADER( LightmappedReflective_DX90, "Help for Lightmapped Reflective" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( REFRACTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_WaterRefraction", "" )
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SHADER_PARAM( REFLECTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_WaterReflection", "" )
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
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SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
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SHADER_PARAM( REFLECTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.8", "" )
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SHADER_PARAM( REFLECTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "reflection tint" )
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SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "dev/water_normal", "normal map" )
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( FRESNELPOWER, SHADER_PARAM_TYPE_FLOAT, "5", "" )
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SHADER_PARAM( MAXREFLECTIVITY, SHADER_PARAM_TYPE_FLOAT, "1", "" )
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SHADER_PARAM( MINREFLECTIVITY, SHADER_PARAM_TYPE_FLOAT, "0", "" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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if ( !params[FRESNELPOWER]->IsDefined() )
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{
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params[FRESNELPOWER]->SetFloatValue( 5.0f );
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}
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if ( !params[MAXREFLECTIVITY]->IsDefined() )
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{
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params[MAXREFLECTIVITY]->SetFloatValue( 1.0f );
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}
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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if ( params[BASETEXTURE]->IsDefined() )
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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if( g_pConfig->UseBumpmapping() && params[NORMALMAP]->IsDefined() )
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
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}
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}
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}
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SHADER_FALLBACK
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{
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// FIXME: Create dx8 level fallback if we use this feature out of the SFM
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return 0;
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}
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SHADER_INIT
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{
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if( params[REFRACTTEXTURE]->IsDefined() )
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{
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LoadTexture( REFRACTTEXTURE, g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER || IsOSX() ? TEXTUREFLAGS_SRGB : 0 );
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}
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if( params[REFLECTTEXTURE]->IsDefined() )
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{
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LoadTexture( REFLECTTEXTURE, g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER || IsOSX() ? TEXTUREFLAGS_SRGB : 0 );
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}
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if ( params[NORMALMAP]->IsDefined() )
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{
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LoadBumpMap( NORMALMAP );
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}
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if( params[BASETEXTURE]->IsDefined() )
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{
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
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if( params[ENVMAPMASK]->IsDefined() )
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{
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LoadTexture( ENVMAPMASK );
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}
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}
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else
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{
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params[ENVMAPMASK]->SetUndefined();
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}
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}
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inline void DrawReflectionRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow,
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IShaderDynamicAPI* pShaderAPI, bool bReflection, bool bRefraction )
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{
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BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true );
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bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use
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SHADOW_STATE
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{
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SetInitialShadowState( );
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if( bRefraction )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refract
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER || IsOSX() );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Base
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
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}
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if( bReflection )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Reflect
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER || IsOSX() );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Lightmap
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
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}
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if( params[BASETEXTURE]->IsTexture() )
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{
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// BASETEXTURE
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
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// LIGHTMAP
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
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if ( params[ENVMAPMASK]->IsTexture() )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
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}
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}
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// normal map
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
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int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
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// texcoord0 : base texcoord
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// texcoord1 : lightmap texcoord
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// texcoord2 : lightmap texcoord offset
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int numTexCoords = 1;
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if( params[BASETEXTURE]->IsTexture() )
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{
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numTexCoords = 3;
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}
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pShaderShadow->VertexShaderVertexFormat( fmt, numTexCoords, 0, 0 );
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if ( IS_FLAG_SET(MATERIAL_VAR_TRANSLUCENT ) )
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{
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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DECLARE_STATIC_VERTEX_SHADER( lightmappedreflective_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
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SET_STATIC_VERTEX_SHADER( lightmappedreflective_vs20 );
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// "REFLECT" "0..1"
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// "REFRACT" "0..1"
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( lightmappedreflective_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( REFLECT, bReflection );
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SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, bRefraction );
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SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
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SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, params[ENVMAPMASK]->IsTexture() && params[BASETEXTURE]->IsTexture() );
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SET_STATIC_PIXEL_SHADER( lightmappedreflective_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( lightmappedreflective_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( REFLECT, bReflection );
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SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, bRefraction );
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SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
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SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, params[ENVMAPMASK]->IsTexture() && params[BASETEXTURE]->IsTexture() );
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SET_STATIC_PIXEL_SHADER( lightmappedreflective_ps20 );
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}
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FogToFogColor();
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if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
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{
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// we are writing linear values from this shader.
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pShaderShadow->EnableSRGBWrite( true );
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}
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pShaderShadow->EnableAlphaWrites( bFullyOpaque );
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}
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DYNAMIC_STATE
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{
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if( bRefraction )
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{
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// HDRFIXME: add comment about binding.. Specify the number of MRTs in the enable
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BindTexture( SHADER_SAMPLER0, REFRACTTEXTURE, -1 );
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}
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if( bReflection )
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{
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BindTexture( SHADER_SAMPLER2, REFLECTTEXTURE, -1 );
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}
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BindTexture( SHADER_SAMPLER4, NORMALMAP, BUMPFRAME );
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if( params[BASETEXTURE]->IsTexture() )
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{
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BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LIGHTMAP );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, BASETEXTURETRANSFORM );
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if ( params[ENVMAPMASK]->IsTexture() )
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{
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BindTexture( SHADER_SAMPLER6, ENVMAPMASK, ENVMAPMASKFRAME );
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}
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}
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// Refraction tint
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if( bRefraction )
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{
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SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT );
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}
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// Reflection tint
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if( bReflection )
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{
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SetPixelShaderConstantGammaToLinear( 4, REFLECTTINT );
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}
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
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float c0[4] = { 1.0f / 3.0f, 1.0f / 3.0f, 1.0f / 3.0f, 0.0f };
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pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
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float c2[4] = { 0.5f, 0.5f, 0.5f, 0.5f };
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pShaderAPI->SetPixelShaderConstant( 2, c2, 1 );
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// fresnel constants
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float flFresnelFactor = params[MAXREFLECTIVITY]->GetFloatValue() - params[MINREFLECTIVITY]->GetFloatValue();
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float c3[4] = { flFresnelFactor, params[FRESNELPOWER]->GetFloatValue(), params[MINREFLECTIVITY]->GetFloatValue(), 0.0f };
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pShaderAPI->SetPixelShaderConstant( 3, c3, 1 );
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float c5[4] = { params[REFLECTAMOUNT]->GetFloatValue(), params[REFLECTAMOUNT]->GetFloatValue(),
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params[REFRACTAMOUNT]->GetFloatValue(), params[REFRACTAMOUNT]->GetFloatValue() };
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pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
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pShaderAPI->SetPixelShaderFogParams( 8 );
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DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedreflective_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( lightmappedreflective_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20 );
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}
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}
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Draw();
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}
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SHADER_DRAW
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{
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bool bRefraction = params[REFRACTTEXTURE]->IsTexture();
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bool bReflection = params[REFLECTTEXTURE]->IsTexture();
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bool bDrewSomething = false;
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if ( bReflection || bRefraction )
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{
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bDrewSomething = true;
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DrawReflectionRefraction( params, pShaderShadow, pShaderAPI, bReflection, bRefraction );
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}
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if( !bDrewSomething )
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{
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// We are likely here because of the tools. . . draw something so that
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// we won't go into wireframe-land.
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Draw();
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}
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}
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END_SHADER
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