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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/shatteredglass.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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Diffstat (limited to 'materialsystem/stdshaders/shatteredglass.cpp')
-rw-r--r--materialsystem/stdshaders/shatteredglass.cpp297
1 files changed, 297 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/shatteredglass.cpp b/materialsystem/stdshaders/shatteredglass.cpp
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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