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| author | Joe Ludwig <[email protected]> | 2013-12-23 14:58:45 -0800 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-12-23 15:00:03 -0800 |
| commit | 7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch) | |
| tree | ad65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/refract_dx9_helper.cpp | |
| parent | Merge pull request #182 from ardneran/master (diff) | |
| download | source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip | |
Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.
None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/refract_dx9_helper.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/refract_dx9_helper.cpp | 342 |
1 files changed, 342 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/refract_dx9_helper.cpp b/mp/src/materialsystem/stdshaders/refract_dx9_helper.cpp new file mode 100644 index 00000000..f436e62a --- /dev/null +++ b/mp/src/materialsystem/stdshaders/refract_dx9_helper.cpp @@ -0,0 +1,342 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" +#include "refract_dx9_helper.h" +#include "convar.h" +#include "Refract_vs20.inc" +#include "Refract_ps20.inc" +#include "Refract_ps20b.inc" +#include "cpp_shader_constant_register_map.h" + +#define MAXBLUR 1 + +// FIXME: doesn't support fresnel! +void InitParamsRefract_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Refract_DX9_Vars_t &info ) +{ + SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); + SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); + if( !params[info.m_nEnvmapTint]->IsDefined() ) + { + params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f ); + } + if( !params[info.m_nEnvmapContrast]->IsDefined() ) + { + params[info.m_nEnvmapContrast]->SetFloatValue( 0.0f ); + } + if( !params[info.m_nEnvmapSaturation]->IsDefined() ) + { + params[info.m_nEnvmapSaturation]->SetFloatValue( 1.0f ); + } + if( !params[info.m_nEnvmapFrame]->IsDefined() ) + { + params[info.m_nEnvmapFrame]->SetIntValue( 0 ); + } + if( !params[info.m_nFresnelReflection]->IsDefined() ) + { + params[info.m_nFresnelReflection]->SetFloatValue( 1.0f ); + } + if( !params[info.m_nMasked]->IsDefined() ) + { + params[info.m_nMasked]->SetIntValue( 0 ); + } + if( !params[info.m_nBlurAmount]->IsDefined() ) + { + params[info.m_nBlurAmount]->SetIntValue( 0 ); + } + if( !params[info.m_nFadeOutOnSilhouette]->IsDefined() ) + { + params[info.m_nFadeOutOnSilhouette]->SetIntValue( 0 ); + } + if( !params[info.m_nForceAlphaWrite]->IsDefined() ) + { + params[info.m_nForceAlphaWrite]->SetIntValue( 0 ); + } + SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); +} + +void InitRefract_DX9( CBaseVSShader *pShader, IMaterialVar** params, Refract_DX9_Vars_t &info ) +{ + if (params[info.m_nBaseTexture]->IsDefined() ) + { + pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB ); + } + if (params[info.m_nNormalMap]->IsDefined() ) + { + pShader->LoadBumpMap( info.m_nNormalMap ); + } + if (params[info.m_nNormalMap2]->IsDefined() ) + { + pShader->LoadBumpMap( info.m_nNormalMap2 ); + } + if( params[info.m_nEnvmap]->IsDefined() ) + { + pShader->LoadCubeMap( info.m_nEnvmap, TEXTUREFLAGS_SRGB ); + } + if( params[info.m_nRefractTintTexture]->IsDefined() ) + { + pShader->LoadTexture( info.m_nRefractTintTexture, TEXTUREFLAGS_SRGB ); + } +} + +void DrawRefract_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, + IShaderShadow* pShaderShadow, Refract_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) +{ + bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); + bool bHasEnvmap = params[info.m_nEnvmap]->IsTexture(); + bool bRefractTintTexture = params[info.m_nRefractTintTexture]->IsTexture(); + bool bFadeOutOnSilhouette = params[info.m_nFadeOutOnSilhouette]->GetIntValue() != 0; + int blurAmount = params[info.m_nBlurAmount]->GetIntValue(); + bool bMasked = (params[info.m_nMasked]->GetIntValue() != 0); + bool bSecondaryNormal = ( ( info.m_nNormalMap2 != -1 ) && ( params[info.m_nNormalMap2]->IsTexture() ) ); + bool bColorModulate = ( ( info.m_nVertexColorModulate != -1 ) && ( params[info.m_nVertexColorModulate]->GetIntValue() ) ); + bool bWriteZ = params[info.m_nNoWriteZ]->GetIntValue() == 0; + + if( blurAmount < 0 ) + { + blurAmount = 0; + } + else if( blurAmount > MAXBLUR ) + { + blurAmount = MAXBLUR; + } + + BlendType_t nBlendType = pShader->EvaluateBlendRequirements( BASETEXTURE, true ); + bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use + bFullyOpaque &= !bMasked; + + bool bTranslucentNormal = pShader->TextureIsTranslucent( info.m_nNormalMap, false ); + bFullyOpaque &= (! bTranslucentNormal ); + + NormalDecodeMode_t nNormalDecodeMode = NORMAL_DECODE_NONE; + if ( g_pHardwareConfig->SupportsNormalMapCompression() ) + { + ITexture *pBumpTex = params[info.m_nNormalMap]->GetTextureValue(); + if ( pBumpTex ) + { + nNormalDecodeMode = pBumpTex->GetNormalDecodeMode(); + + if ( bSecondaryNormal ) // Check encoding of secondary normal if there is one + { + ITexture *pBumpTex2 = params[info.m_nNormalMap2]->GetTextureValue(); + if ( pBumpTex2 && ( pBumpTex2->GetNormalDecodeMode() != nNormalDecodeMode ) ) + { + DevMsg("Refract: Primary and Secondary normal map compression formats don't match. This is unsupported!\n"); + Assert(0); + } + } + } + } + + SHADOW_STATE + { + pShader->SetInitialShadowState( ); + + pShaderShadow->EnableDepthWrites( bWriteZ ); + + // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState + pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); + + // If envmap is not specified, the alpha channel is the translucency + // (If envmap *is* specified, alpha channel is the reflection amount) + if ( params[info.m_nNormalMap]->IsTexture() && !bHasEnvmap ) + { + pShader->SetDefaultBlendingShadowState( info.m_nNormalMap, false ); + } + + // source render target that contains the image that we are warping. + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); + + // normal map + pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); + if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Normal map alpha, in the compressed normal case + } + + if ( bSecondaryNormal ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + + if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Secondary normal map alpha, in the compressed normal case + } + } + + if( bHasEnvmap ) + { + // envmap + pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); + } + if( bRefractTintTexture ) + { + // refract tint texture + pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); + } + + pShaderShadow->EnableSRGBWrite( true ); + + unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; + int userDataSize = 0; + int nTexCoordCount = 1; + if( bIsModel ) + { + userDataSize = 4; + } + else + { + flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; + } + + if ( bColorModulate ) + { + flags |= VERTEX_COLOR; + } + + // This shader supports compressed vertices, so OR in that flag: + flags |= VERTEX_FORMAT_COMPRESSED; + + pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); + + DECLARE_STATIC_VERTEX_SHADER( refract_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); + SET_STATIC_VERTEX_SHADER_COMBO( COLORMODULATE, bColorModulate ); + SET_STATIC_VERTEX_SHADER( refract_vs20 ); + + // We have to do this in the shader on R500 or Leopard + bool bShaderSRGBConvert = IsOSX() && ( g_pHardwareConfig->FakeSRGBWrite() || !g_pHardwareConfig->CanDoSRGBReadFromRTs() ); + if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // always send OpenGL down the ps2b path + { + DECLARE_STATIC_PIXEL_SHADER( refract_ps20b ); + SET_STATIC_PIXEL_SHADER_COMBO( BLUR, blurAmount ); + SET_STATIC_PIXEL_SHADER_COMBO( FADEOUTONSILHOUETTE, bFadeOutOnSilhouette ); + SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); + SET_STATIC_PIXEL_SHADER_COMBO( REFRACTTINTTEXTURE, bRefractTintTexture ); + SET_STATIC_PIXEL_SHADER_COMBO( MASKED, bMasked ); + SET_STATIC_PIXEL_SHADER_COMBO( COLORMODULATE, bColorModulate ); + SET_STATIC_PIXEL_SHADER_COMBO( SECONDARY_NORMAL, bSecondaryNormal ); + SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode ); + SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSRGBConvert ); + SET_STATIC_PIXEL_SHADER( refract_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( refract_ps20 ); + SET_STATIC_PIXEL_SHADER_COMBO( BLUR, blurAmount ); + SET_STATIC_PIXEL_SHADER_COMBO( FADEOUTONSILHOUETTE, bFadeOutOnSilhouette ); + SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); + SET_STATIC_PIXEL_SHADER_COMBO( REFRACTTINTTEXTURE, bRefractTintTexture ); + SET_STATIC_PIXEL_SHADER_COMBO( MASKED, bMasked ); + SET_STATIC_PIXEL_SHADER_COMBO( COLORMODULATE, bColorModulate ); + SET_STATIC_PIXEL_SHADER_COMBO( SECONDARY_NORMAL, bSecondaryNormal ); + SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode ); + SET_STATIC_PIXEL_SHADER( refract_ps20 ); + } + pShader->DefaultFog(); + if( bMasked ) + { + pShader->EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); + } + + bool bAlphaWrites = bFullyOpaque || ( params[ info.m_nForceAlphaWrite ]->GetIntValue() != 0 ); + pShaderShadow->EnableAlphaWrites( bAlphaWrites ); + } + DYNAMIC_STATE + { + pShaderAPI->SetDefaultState(); + + if ( params[info.m_nBaseTexture]->IsTexture() ) + { + pShader->BindTexture( SHADER_SAMPLER2, info.m_nBaseTexture, info.m_nFrame ); + } + else + { + pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); + } + + if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) + { + pShader->BindTexture( SHADER_SAMPLER3, SHADER_SAMPLER6, info.m_nNormalMap, info.m_nBumpFrame ); + } + else + { + pShader->BindTexture( SHADER_SAMPLER3, info.m_nNormalMap, info.m_nBumpFrame ); + } + + if ( bSecondaryNormal ) + { + if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) + { + pShader->BindTexture( SHADER_SAMPLER1, SHADER_SAMPLER7, info.m_nNormalMap2, info.m_nBumpFrame2 ); + } + else + { + pShader->BindTexture( SHADER_SAMPLER1, info.m_nNormalMap2, info.m_nBumpFrame2 ); + } + } + + if( bHasEnvmap ) + { + pShader->BindTexture( SHADER_SAMPLER4, info.m_nEnvmap, info.m_nEnvmapFrame ); + } + + if( bRefractTintTexture ) + { + pShader->BindTexture( SHADER_SAMPLER5, info.m_nRefractTintTexture, info.m_nRefractTintTextureFrame ); + } + + DECLARE_DYNAMIC_VERTEX_SHADER( refract_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); + SET_DYNAMIC_VERTEX_SHADER( refract_vs20 ); + + if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // always send Posix down the ps2b path + { + DECLARE_DYNAMIC_PIXEL_SHADER( refract_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteZ && bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); + SET_DYNAMIC_PIXEL_SHADER( refract_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( refract_ps20 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( refract_ps20 ); + } + + pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform ); // 1 & 2 + pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nBumpTransform2 ); // 3 & 4 + + pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); + + float vEyePos_SpecExponent[4]; + pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); + vEyePos_SpecExponent[3] = 0.0f; + pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); + + pShader->SetPixelShaderConstantGammaToLinear( 0, info.m_nEnvmapTint ); + pShader->SetPixelShaderConstantGammaToLinear( 1, info.m_nRefractTint ); + pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast ); + pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation ); + float c5[4] = { params[info.m_nRefractAmount]->GetFloatValue(), + params[info.m_nRefractAmount]->GetFloatValue(), 0.0f, 0.0f }; + + // Time % 1000 + c5[3] = pShaderAPI->CurrentTime(); + c5[3] -= (float)( (int)( c5[3] / 1000.0f ) ) * 1000.0f; + pShaderAPI->SetPixelShaderConstant( 5, c5, 1 ); + + float cVs3[4] = { c5[3], 0.0f, 0.0f, 0.0f }; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, cVs3, 1 ); + } + pShader->Draw(); +} + |