Team Fortress 2 Source Code as on 22/4/2020
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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 "lightmappedreflective_vs20.inc"
#include "lightmappedreflective_ps20.inc"
#include "lightmappedreflective_ps20b.inc"
DEFINE_FALLBACK_SHADER( LightmappedReflective, LightmappedReflective_DX90 )
BEGIN_VS_SHADER( LightmappedReflective_DX90, "Help for Lightmapped Reflective" )
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( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
SHADER_PARAM( FRESNELPOWER, SHADER_PARAM_TYPE_FLOAT, "5", "" )
SHADER_PARAM( MAXREFLECTIVITY, SHADER_PARAM_TYPE_FLOAT, "1", "" )
SHADER_PARAM( MINREFLECTIVITY, SHADER_PARAM_TYPE_FLOAT, "0", "" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
if ( !params[FRESNELPOWER]->IsDefined() )
{
params[FRESNELPOWER]->SetFloatValue( 5.0f );
}
if ( !params[MAXREFLECTIVITY]->IsDefined() )
{
params[MAXREFLECTIVITY]->SetFloatValue( 1.0f );
}
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
if ( params[BASETEXTURE]->IsDefined() )
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
if( g_pConfig->UseBumpmapping() && params[NORMALMAP]->IsDefined() )
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
}
}
}
SHADER_FALLBACK
{
// FIXME: Create dx8 level fallback if we use this feature out of the SFM
return 0;
}
SHADER_INIT
{
if( params[REFRACTTEXTURE]->IsDefined() )
{
LoadTexture( REFRACTTEXTURE, g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER || IsOSX() ? TEXTUREFLAGS_SRGB : 0 );
}
if( params[REFLECTTEXTURE]->IsDefined() )
{
LoadTexture( REFLECTTEXTURE, g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER || IsOSX() ? TEXTUREFLAGS_SRGB : 0 );
}
if ( params[NORMALMAP]->IsDefined() )
{
LoadBumpMap( NORMALMAP );
}
if( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
if( params[ENVMAPMASK]->IsDefined() )
{
LoadTexture( ENVMAPMASK );
}
}
else
{
params[ENVMAPMASK]->SetUndefined();
}
}
inline void DrawReflectionRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow,
IShaderDynamicAPI* pShaderAPI, bool bReflection, bool bRefraction )
{
BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true );
bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use
SHADOW_STATE
{
SetInitialShadowState( );
if( bRefraction )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refract
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER || IsOSX() );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Base
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
}
if( bReflection )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Reflect
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER || IsOSX() );
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Lightmap
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
}
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, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
if ( params[ENVMAPMASK]->IsTexture() )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
}
}
// normal map
pShaderShadow->EnableTexture( SHADER_SAMPLER4, 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 );
if ( IS_FLAG_SET(MATERIAL_VAR_TRANSLUCENT ) )
{
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
DECLARE_STATIC_VERTEX_SHADER( lightmappedreflective_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
SET_STATIC_VERTEX_SHADER( lightmappedreflective_vs20 );
// "REFLECT" "0..1"
// "REFRACT" "0..1"
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( lightmappedreflective_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( REFLECT, bReflection );
SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, bRefraction );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, params[ENVMAPMASK]->IsTexture() && params[BASETEXTURE]->IsTexture() );
SET_STATIC_PIXEL_SHADER( lightmappedreflective_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( lightmappedreflective_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( REFLECT, bReflection );
SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, bRefraction );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, params[ENVMAPMASK]->IsTexture() && params[BASETEXTURE]->IsTexture() );
SET_STATIC_PIXEL_SHADER( lightmappedreflective_ps20 );
}
FogToFogColor();
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
{
// we are writing linear values from this shader.
pShaderShadow->EnableSRGBWrite( true );
}
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
}
DYNAMIC_STATE
{
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 );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, BASETEXTURETRANSFORM );
if ( params[ENVMAPMASK]->IsTexture() )
{
BindTexture( SHADER_SAMPLER6, ENVMAPMASK, ENVMAPMASKFRAME );
}
}
// Refraction tint
if( bRefraction )
{
SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT );
}
// Reflection tint
if( bReflection )
{
SetPixelShaderConstantGammaToLinear( 4, REFLECTTINT );
}
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
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 flFresnelFactor = params[MAXREFLECTIVITY]->GetFloatValue() - params[MINREFLECTIVITY]->GetFloatValue();
float c3[4] = { flFresnelFactor, params[FRESNELPOWER]->GetFloatValue(), params[MINREFLECTIVITY]->GetFloatValue(), 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 );
pShaderAPI->SetPixelShaderFogParams( 8 );
DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedreflective_vs20 );
SET_DYNAMIC_VERTEX_SHADER( lightmappedreflective_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20 );
}
}
Draw();
}
SHADER_DRAW
{
bool bRefraction = params[REFRACTTEXTURE]->IsTexture();
bool bReflection = params[REFLECTTEXTURE]->IsTexture();
bool bDrewSomething = false;
if ( bReflection || bRefraction )
{
bDrewSomething = true;
DrawReflectionRefraction( params, pShaderShadow, pShaderAPI, bReflection, 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