Team Fortress 2 Source Code as on 22/4/2020
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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