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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/water_dx80.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/water_dx80.cpp')
| -rw-r--r-- | materialsystem/stdshaders/water_dx80.cpp | 419 |
1 files changed, 419 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/water_dx80.cpp b/materialsystem/stdshaders/water_dx80.cpp new file mode 100644 index 0000000..2f31bb5 --- /dev/null +++ b/materialsystem/stdshaders/water_dx80.cpp @@ -0,0 +1,419 @@ +//========= 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 + |