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authorJoe Ludwig <[email protected]>2013-12-23 14:58:45 -0800
committerJoe Ludwig <[email protected]>2013-12-23 15:00:03 -0800
commit7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch)
treead65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/water_dx81.cpp
parentMerge pull request #182 from ardneran/master (diff)
downloadsource-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_dx81.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/water_dx81.cpp311
1 files changed, 311 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/water_dx81.cpp b/mp/src/materialsystem/stdshaders/water_dx81.cpp
new file mode 100644
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+++ b/mp/src/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
+