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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_dx81.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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diff --git a/materialsystem/stdshaders/water_dx81.cpp b/materialsystem/stdshaders/water_dx81.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include "mathlib/vmatrix.h"
+
+#include "water_ps14.inc"
+#include "watercheap_vs14.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( Water, Water_DX81 )
+
+BEGIN_VS_SHADER( Water_DX81,
+ "Help for Water_DX81" )
+
+ 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( 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[FORCEEXPENSIVE]->GetIntValue() && params[FORCECHEAP]->GetIntValue() )
+ {
+ params[FORCEEXPENSIVE]->SetIntValue( 0 );
+ }
+ if( !params[REFLECTBLENDFACTOR]->IsDefined() )
+ {
+ params[REFLECTBLENDFACTOR]->SetFloatValue( 1.0f );
+ }
+ if( !params[FORCEEXPENSIVE]->GetIntValue() && !params[ENVMAP]->IsDefined() )
+ {
+ params[ENVMAP]->SetStringValue( "engine/defaultcubemap" );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ if( g_pHardwareConfig->GetDXSupportLevel() < 81 )
+ {
+ return "Water_DX80";
+ }
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ Assert( params[WATERDEPTH]->IsDefined() );
+ if( params[REFRACTTEXTURE]->IsDefined() )
+ {
+ LoadTexture( REFRACTTEXTURE );
+ }
+ if( params[REFLECTTEXTURE]->IsDefined() )
+ {
+ LoadTexture( REFLECTTEXTURE );
+ }
+ if (params[ENVMAP]->IsDefined() )
+ {
+ LoadTexture( ENVMAP );
+ }
+ if (params[NORMALMAP]->IsDefined() )
+ {
+ LoadBumpMap( NORMALMAP );
+ }
+ }
+
+ inline int GetReflectionRefractionPixelShaderIndex( bool bReflection, bool bRefraction )
+ {
+ // "REFLECT" "0..1"
+ // "REFRACT" "0..1"
+ int pshIndex = ( bReflection ? 1 : 0 ) | ( bRefraction ? 2 : 0 );
+ return pshIndex;
+ }
+
+ inline void DrawReflectionRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow,
+ IShaderDynamicAPI* pShaderAPI, bool bReflection, bool bRefraction )
+ {
+ SHADOW_STATE
+ {
+ SetInitialShadowState( );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ if( bRefraction )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+ }
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ if( bReflection )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
+ }
+ int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+
+ water_ps14_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "Water_ps14", vshIndex.GetIndex() );
+
+ int pshIndex = GetReflectionRefractionPixelShaderIndex( bReflection, bRefraction );
+ pShaderShadow->SetPixelShader ( "Water_ps14", pshIndex );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ pShaderAPI->SetDefaultState();
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_NORMALIZATION_CUBEMAP );
+ if( bRefraction )
+ {
+ BindTexture( SHADER_SAMPLER2, REFRACTTEXTURE, -1 );
+ }
+ BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME );
+ if( bReflection )
+ {
+ BindTexture( SHADER_SAMPLER4, REFLECTTEXTURE, -1 );
+ }
+
+ SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, REFLECTAMOUNT );
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
+ SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, REFRACTAMOUNT );
+
+ float c0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
+
+ SetPixelShaderConstant( 1, REFRACTTINT );
+ SetPixelShaderConstant( 4, REFLECTTINT );
+
+ float c2[4] = { 0.5f, 0.5f, 0.5f, 0.5f };
+ pShaderAPI->SetPixelShaderConstant( 2, c2, 1 );
+
+ // ERASE ME!
+ float c3[4] = { 5.0f, 0.0f, 0.0f, 0.0f };
+ pShaderAPI->SetPixelShaderConstant( 3, c3, 1 );
+
+ // reflection/refraction scale
+ float reflectionRefractionScale[4] = { params[REFLECTAMOUNT]->GetFloatValue(),
+ params[REFRACTAMOUNT]->GetFloatValue(), 0.0f, 0.0f };
+ pShaderAPI->SetPixelShaderConstant( 5, reflectionRefractionScale, 1 );
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, reflectionRefractionScale, 1 );
+
+ water_ps14_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ }
+
+ enum DrawCheapType_t
+ {
+ DRAW_CHEAP_OPAQUE = 0,
+ DRAW_CHEAP_FRESNEL_OPAQUE,
+ DRAW_CHEAP_LOD_ONLY,
+ DRAW_CHEAP_FRESNEL_AND_LOD,
+ };
+
+ inline void DrawCheapWater( IMaterialVar **params, IShaderShadow* pShaderShadow,
+ IShaderDynamicAPI* pShaderAPI, DrawCheapType_t type )
+ {
+ 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 );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
+ if ( (type != DRAW_CHEAP_OPAQUE) && (type != DRAW_CHEAP_FRESNEL_OPAQUE) )
+ {
+ 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 );
+
+ watercheap_vs14_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "WaterCheap_vs14", vshIndex.GetIndex() );
+
+ static const char *s_pPixelShader[] =
+ {
+ "WaterCheapOpaque_ps14",
+ "WaterCheapFresnelOpaque_ps14",
+ "WaterCheap_ps14",
+ "WaterCheapFresnel_ps14",
+ };
+
+ pShaderShadow->SetPixelShader( s_pPixelShader[type] );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ pShaderAPI->SetDefaultState();
+ BindTexture( SHADER_SAMPLER0, NORMALMAP, BUMPFRAME );
+ BindTexture( SHADER_SAMPLER3, ENVMAP, ENVMAPFRAME );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALIZATION_CUBEMAP );
+
+ float pCheapWaterConstants[4] = { 0, 0, 0, 0 };
+ if ( (type != DRAW_CHEAP_OPAQUE) && (type != DRAW_CHEAP_FRESNEL_OPAQUE) )
+ {
+ float flCheapWaterStartDistance = params[CHEAPWATERSTARTDISTANCE]->GetFloatValue();
+ float flCheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue();
+ pCheapWaterConstants[0] = flCheapWaterStartDistance;
+ pCheapWaterConstants[1] = 1.0f / ( flCheapWaterEndDistance - flCheapWaterStartDistance );
+ }
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, pCheapWaterConstants );
+
+ SetPixelShaderConstant( 0, FOGCOLOR );
+ SetPixelShaderConstant( 1, REFLECTTINT, REFLECTBLENDFACTOR );
+
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM );
+
+ watercheap_vs14_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.
+
+ // Also, it will fade to cheap water at a particular distance,
+ // based on CheapWaterStartDistance and CheapWaterEndDistance
+ // * In the ForceCheap case, no fading is required
+ // * In the default case, it will fade based on these parameters in a single pass
+ // * In the expensive case, it will have to perform the fade in a separate pass.
+
+ bool bForceCheap = params[FORCECHEAP]->GetIntValue() != 0 || UsingEditor( params );
+ bool bForceExpensive = params[FORCEEXPENSIVE]->GetIntValue() != 0;
+ bool bRefraction = params[REFRACTTEXTURE]->IsTexture();
+ bool bReflection = bForceExpensive && params[REFLECTTEXTURE]->IsTexture();
+ DrawCheapType_t type = params[NOFRESNEL]->GetIntValue() ? DRAW_CHEAP_OPAQUE : DRAW_CHEAP_FRESNEL_OPAQUE;
+ if( !bForceCheap && (bRefraction || bReflection) )
+ {
+ DrawReflectionRefraction( params, pShaderShadow, pShaderAPI, bReflection, bRefraction );
+ if ( !bReflection )
+ {
+ type = params[NOFRESNEL]->GetIntValue() ? DRAW_CHEAP_LOD_ONLY : DRAW_CHEAP_FRESNEL_AND_LOD;
+ }
+ else
+ {
+ type = DRAW_CHEAP_LOD_ONLY;
+ }
+ }
+
+ // 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( params[ENVMAP]->IsTexture() && !IS_FLAG_SET( MATERIAL_VAR_DECAL ) && !bReflection )
+ {
+ DrawCheapWater( params, pShaderShadow, pShaderAPI, type );
+ }
+ }
+END_SHADER
+