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 "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