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592 lines
20 KiB
592 lines
20 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 "convar.h"
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#include "WaterCheap_vs20.inc"
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#include "WaterCheap_ps20.inc"
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#include "WaterCheap_ps20b.inc"
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#include "Water_vs20.inc"
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#include "Water_ps20.inc"
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#include "water_ps20b.inc"
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#ifndef _X360
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static ConVar r_waterforceexpensive( "r_waterforceexpensive", "0", FCVAR_ARCHIVE );
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#endif
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DEFINE_FALLBACK_SHADER( Water, Water_DX9_HDR )
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BEGIN_VS_SHADER( Water_DX90,
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"Help for Water" )
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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( SCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "" )
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SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "", "" )
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SHADER_PARAM( WATERDEPTH, SHADER_PARAM_TYPE_FLOAT, "", "" )
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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." )
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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." )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "env_cubemap", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( FOGCOLOR, SHADER_PARAM_TYPE_COLOR, "", "" )
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SHADER_PARAM( FORCECHEAP, SHADER_PARAM_TYPE_BOOL, "", "" )
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SHADER_PARAM( FORCEEXPENSIVE, SHADER_PARAM_TYPE_BOOL, "", "" )
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SHADER_PARAM( REFLECTENTITIES, SHADER_PARAM_TYPE_BOOL, "", "" )
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SHADER_PARAM( FOGSTART, SHADER_PARAM_TYPE_FLOAT, "", "" )
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SHADER_PARAM( FOGEND, SHADER_PARAM_TYPE_FLOAT, "", "" )
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SHADER_PARAM( ABOVEWATER, SHADER_PARAM_TYPE_BOOL, "", "" )
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SHADER_PARAM( REFLECTBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
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SHADER_PARAM( NOFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "" )
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SHADER_PARAM( NOLOWENDLIGHTMAP, SHADER_PARAM_TYPE_BOOL, "0", "" )
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SHADER_PARAM( SCROLL1, SHADER_PARAM_TYPE_COLOR, "", "" )
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SHADER_PARAM( SCROLL2, SHADER_PARAM_TYPE_COLOR, "", "" )
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SHADER_PARAM( BLURREFRACT, SHADER_PARAM_TYPE_BOOL, "0", "Cause the refraction to be blurry on ps2b hardware" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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if( !params[ABOVEWATER]->IsDefined() )
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{
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Warning( "***need to set $abovewater for material %s\n", pMaterialName );
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params[ABOVEWATER]->SetIntValue( 1 );
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}
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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if( !params[CHEAPWATERSTARTDISTANCE]->IsDefined() )
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{
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params[CHEAPWATERSTARTDISTANCE]->SetFloatValue( 500.0f );
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}
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if( !params[CHEAPWATERENDDISTANCE]->IsDefined() )
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{
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params[CHEAPWATERENDDISTANCE]->SetFloatValue( 1000.0f );
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}
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if( !params[SCALE]->IsDefined() )
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{
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params[SCALE]->SetVecValue( 1.0f, 1.0f );
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}
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if( !params[SCROLL1]->IsDefined() )
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{
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params[SCROLL1]->SetVecValue( 0.0f, 0.0f, 0.0f );
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}
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if( !params[SCROLL2]->IsDefined() )
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{
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params[SCROLL2]->SetVecValue( 0.0f, 0.0f, 0.0f );
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}
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if( !params[FOGCOLOR]->IsDefined() )
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{
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params[FOGCOLOR]->SetVecValue( 1.0f, 0.0f, 0.0f );
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Warning( "material %s needs to have a $fogcolor.\n", pMaterialName );
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}
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if( !params[REFLECTENTITIES]->IsDefined() )
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{
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params[REFLECTENTITIES]->SetIntValue( 0 );
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}
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if( !params[REFLECTBLENDFACTOR]->IsDefined() )
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{
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params[REFLECTBLENDFACTOR]->SetFloatValue( 1.0f );
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}
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// By default, we're force expensive on dx9. NO WE DON'T!!!!
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if( !params[FORCEEXPENSIVE]->IsDefined() )
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{
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#ifdef _X360
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params[FORCEEXPENSIVE]->SetIntValue( 0 );
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#else
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params[FORCEEXPENSIVE]->SetIntValue( 1 );
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#endif
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}
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if( params[FORCEEXPENSIVE]->GetIntValue() && params[FORCECHEAP]->GetIntValue() )
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{
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params[FORCEEXPENSIVE]->SetIntValue( 0 );
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}
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// Fallbacks for water need lightmaps usually
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if ( !params[NOLOWENDLIGHTMAP]->GetIntValue() )
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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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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SHADER_FALLBACK
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{
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if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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return "Water_DX81";
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}
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return 0;
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}
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SHADER_INIT
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{
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Assert( params[WATERDEPTH]->IsDefined() );
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if( params[REFRACTTEXTURE]->IsDefined() )
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{
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LoadTexture( REFRACTTEXTURE, TEXTUREFLAGS_SRGB );
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}
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if( params[REFLECTTEXTURE]->IsDefined() )
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{
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LoadTexture( REFLECTTEXTURE, TEXTUREFLAGS_SRGB );
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}
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if ( params[ENVMAP]->IsDefined() )
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{
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LoadCubeMap( ENVMAP, TEXTUREFLAGS_SRGB );
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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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}
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}
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inline void GetVecParam( int constantVar, float *val )
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{
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if( constantVar == -1 )
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return;
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IMaterialVar* pVar = s_ppParams[constantVar];
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Assert( pVar );
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if (pVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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pVar->GetVecValue( val, 4 );
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else
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val[0] = val[1] = val[2] = val[3] = pVar->GetFloatValue();
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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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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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// refract sampler
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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}
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if( bReflection )
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{
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// reflect sampler
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
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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, 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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// Normalizing cube map
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, 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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Vector4D Scroll1;
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params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 );
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DECLARE_STATIC_VERTEX_SHADER( water_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
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SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
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SET_STATIC_VERTEX_SHADER( water_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( water_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( ABOVEWATER, params[ABOVEWATER]->GetIntValue() );
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SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
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SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
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SET_STATIC_PIXEL_SHADER_COMBO( BLURRY_REFRACT, params[BLURREFRACT]->GetIntValue() );
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
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SET_STATIC_PIXEL_SHADER( water_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( water_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( ABOVEWATER, params[ABOVEWATER]->GetIntValue() );
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SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
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SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
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SET_STATIC_PIXEL_SHADER( water_ps20 );
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}
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FogToFogColor();
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// we are writing linear values from this shader.
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pShaderShadow->EnableSRGBWrite( true );
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pShaderShadow->EnableAlphaWrites( true );
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}
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DYNAMIC_STATE
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{
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pShaderAPI->SetDefaultState();
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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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}
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
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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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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
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{
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// Need to multiply by 4 in linear space since we premultiplied into
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// the render target by .25 to get overbright data in the reflection render target.
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float gammaReflectTint[3];
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params[REFLECTTINT]->GetVecValue( gammaReflectTint, 3 );
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float linearReflectTint[4];
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linearReflectTint[0] = GammaToLinear( gammaReflectTint[0] ) * 4.0f;
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linearReflectTint[1] = GammaToLinear( gammaReflectTint[1] ) * 4.0f;
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linearReflectTint[2] = GammaToLinear( gammaReflectTint[2] ) * 4.0f;
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linearReflectTint[3] = 1.0f;
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pShaderAPI->SetPixelShaderConstant( 4, linearReflectTint, 1 );
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}
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else
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{
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SetPixelShaderConstantGammaToLinear( 4, REFLECTTINT );
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}
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}
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
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float curtime=pShaderAPI->CurrentTime();
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float vc0[4];
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float v0[4];
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params[SCROLL1]->GetVecValue(v0,4);
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vc0[0]=curtime*v0[0];
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vc0[1]=curtime*v0[1];
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params[SCROLL2]->GetVecValue(v0,4);
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vc0[2]=curtime*v0[0];
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vc0[3]=curtime*v0[1];
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vc0, 1 );
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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 c3[4] = { 1.0f, 0.0f, 0.0f, 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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SetPixelShaderConstantGammaToLinear( 6, FOGCOLOR );
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float c7[4] =
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{
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params[FOGSTART]->GetFloatValue(),
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params[FOGEND]->GetFloatValue() - params[FOGSTART]->GetFloatValue(),
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1.0f,
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0.0f
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};
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if (g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
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{
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// water overbright factor
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c7[2] = 4.0;
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}
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pShaderAPI->SetPixelShaderConstant( 7, c7, 1 );
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pShaderAPI->SetPixelShaderFogParams( 8 );
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DECLARE_DYNAMIC_VERTEX_SHADER( water_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( water_vs20 );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( water_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( water_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( water_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( water_ps20 );
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}
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}
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Draw();
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}
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inline void DrawCheapWater( IMaterialVar **params, IShaderShadow* pShaderShadow,
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IShaderDynamicAPI* pShaderAPI, bool bBlend, bool bRefraction )
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{
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SHADOW_STATE
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{
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SetInitialShadowState( );
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// In edit mode, use nocull
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if ( UsingEditor( params ) )
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{
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s_pShaderShadow->EnableCulling( false );
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}
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if( bBlend )
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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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// envmap
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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// normal map
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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if( bRefraction && bBlend )
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{
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// refraction map (used for alpha)
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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}
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// Normalizing cube map
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
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int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( watercheap_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( BLEND, bBlend && bRefraction );
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SET_STATIC_VERTEX_SHADER( watercheap_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( watercheap_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( FRESNEL, params[NOFRESNEL]->GetIntValue() == 0 );
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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
|
|
|