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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/water_dx80.cpp
downloadarchived-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.cpp419
1 files changed, 419 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/water_dx80.cpp b/materialsystem/stdshaders/water_dx80.cpp
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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
+