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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/water_dx80.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/water_dx80.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/water_dx80.cpp | 419 |
1 files changed, 419 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/water_dx80.cpp b/mp/src/materialsystem/stdshaders/water_dx80.cpp new file mode 100644 index 00000000..2f31bb5b --- /dev/null +++ b/mp/src/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 + |