diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/refract_dx80.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/refract_dx80.cpp | 317 |
1 files changed, 317 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/refract_dx80.cpp b/mp/src/materialsystem/stdshaders/refract_dx80.cpp new file mode 100644 index 00000000..b6e6e5a0 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/refract_dx80.cpp @@ -0,0 +1,317 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + + +#include "BaseVSShader.h" + +#include "refract_model_vs11.inc" +#include "refract_world_vs11.inc" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define MAXBLUR 1 + +DEFINE_FALLBACK_SHADER( Refract, Refract_DX80 ) + +BEGIN_VS_SHADER( Refract_DX80, + "Help for Refract_DX80" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) + SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) + SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) + SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) + SHADER_PARAM( DUDVMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_dudv", "dudv bump map" ) + SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" ) + SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) + SHADER_PARAM( DUDVFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $dudvmap" ) + SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) + SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" ) + SHADER_PARAM( BLURAMOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "0, 1, or 2 for how much blur you want" ) + SHADER_PARAM( FADEOUTONSILHOUETTE, SHADER_PARAM_TYPE_BOOL, "1", "0 for no fade out on silhouette, 1 for fade out on sillhouette" ) + SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) + SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" ) + SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) + SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) + SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) + SHADER_PARAM( REFRACTTINTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shield", "" ) + SHADER_PARAM( REFRACTTINTTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) + SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" ) + SHADER_PARAM( FALLBACK, SHADER_PARAM_TYPE_STRING, "", "Name of the fallback shader" ) + SHADER_PARAM( FORCEREFRACT, SHADER_PARAM_TYPE_BOOL, "0", "Forces refraction on boards that have poor performance" ) + SHADER_PARAM( NOWRITEZ, SHADER_PARAM_TYPE_INTEGER, "0", "0 == write z, 1 = no write z" ) + SHADER_PARAM( MASKED, SHADER_PARAM_TYPE_BOOL, "0", "mask using dest alpha" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); + SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); + SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); + if( !params[ENVMAPTINT]->IsDefined() ) + { + params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); + } + if( !params[ENVMAPCONTRAST]->IsDefined() ) + { + params[ENVMAPCONTRAST]->SetFloatValue( 0.0f ); + } + if( !params[ENVMAPSATURATION]->IsDefined() ) + { + params[ENVMAPSATURATION]->SetFloatValue( 1.0f ); + } + if( !params[ENVMAPFRAME]->IsDefined() ) + { + params[ENVMAPFRAME]->SetIntValue( 0 ); + } + if( !params[FRESNELREFLECTION]->IsDefined() ) + { + params[FRESNELREFLECTION]->SetFloatValue( 1.0f ); + } + if( !params[MASKED]->IsDefined() ) + { + params[MASKED]->SetIntValue( 0 ); + } + if( !params[BLURAMOUNT]->IsDefined() ) + { + params[BLURAMOUNT]->SetIntValue( 0 ); + } + if( !params[FADEOUTONSILHOUETTE]->IsDefined() ) + { + params[FADEOUTONSILHOUETTE]->SetIntValue( 0 ); + } + SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); + } + + SHADER_FALLBACK + { + if ( IsPC() ) + { + const char *pFallback = (params && params[FALLBACK]->IsDefined()) ? params[FALLBACK]->GetStringValue() : ""; + if (!pFallback[0]) + { + pFallback = "Refract_DX60"; + } + + if( g_pHardwareConfig->GetDXSupportLevel() < 80 || !g_pHardwareConfig->HasProjectedBumpEnv() ) + return pFallback; + + if ( g_pHardwareConfig->PreferReducedFillrate() && (params && (params[FORCEREFRACT]->GetIntValue() == 0)) ) + return pFallback; + } + + return 0; + } + + SHADER_INIT + { + if (params[BASETEXTURE]->IsDefined() ) + { + LoadTexture( BASETEXTURE ); + } + if (params[DUDVMAP]->IsDefined() ) + { + LoadTexture( DUDVMAP ); + } + if (params[NORMALMAP]->IsDefined() ) + { + LoadBumpMap( NORMALMAP ); + } + if( params[ENVMAP]->IsDefined() ) + { + LoadCubeMap( ENVMAP ); + } + if( params[REFRACTTINTTEXTURE]->IsDefined() ) + { + LoadTexture( REFRACTTINTTEXTURE ); + } + } + + inline int ComputePixelShaderIndex( bool bRefractTintTexture, bool bNormalMapAlpha ) + { + // "REFRACTTINTTEXTURE" "0..1" + // "NORMALMAPALPHA" "0..1" + int pshIndex = 0; + if( bRefractTintTexture ) pshIndex |= 0x1; + if( bNormalMapAlpha ) pshIndex |= 0x2; + return pshIndex; + } + + SHADER_DRAW + { + bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); + bool bHasEnvmap = params[ENVMAP]->IsTexture(); + int blurAmount = params[BLURAMOUNT]->GetIntValue(); + bool bRefractTintTexture = params[REFRACTTINTTEXTURE]->IsTexture(); + if( blurAmount < 0 ) + { + blurAmount = 0; + } + else if( blurAmount > MAXBLUR ) + { + blurAmount = MAXBLUR; + } + bool bMasked = (params[MASKED]->GetIntValue() != 0); + + SHADOW_STATE + { + if ( params[NOWRITEZ]->GetIntValue() != 0 ) + { + pShaderShadow->EnableDepthWrites( false ); + } + + // 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) + bool bNormalMapAlpha = false; + if ( params[NORMALMAP]->IsTexture() && !bHasEnvmap ) + { + SetDefaultBlendingShadowState( NORMALMAP, false ); + if ( !bMasked && TextureIsTranslucent( NORMALMAP, false ) ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); + bNormalMapAlpha = true; + } + } + + // dudv map + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + + // renderable texture for refraction + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + + if( bRefractTintTexture ) + { + // refract tint texture + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + } + + int fmt = VERTEX_POSITION | VERTEX_NORMAL; + int userDataSize = 0; + if( bIsModel ) + { + userDataSize = 4; + } + else + { + fmt |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; + } + pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, userDataSize ); + + if( bIsModel ) + { + refract_model_vs11_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "Refract_model_vs11", vshIndex.GetIndex() ); + } + else + { + refract_world_vs11_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "Refract_world_vs11", vshIndex.GetIndex() ); + } + + int pshIndex; + pshIndex = ComputePixelShaderIndex( bRefractTintTexture, bNormalMapAlpha ); + pShaderShadow->SetPixelShader( "Refract_ps11", pshIndex ); + + if( bMasked ) + { + EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); + } + DefaultFog(); + } + 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 ); + + if ( params[DUDVFRAME]->GetIntValue() == 0 ) + { + BindTexture( SHADER_SAMPLER0, DUDVMAP, BUMPFRAME ); + } + else + { + BindTexture( SHADER_SAMPLER0, DUDVMAP, DUDVFRAME ); + } + + if ( params[BASETEXTURE]->IsTexture() ) + { + BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); + } + else + { + pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); + } + + if( bRefractTintTexture ) + { + BindTexture( SHADER_SAMPLER2, REFRACTTINTTEXTURE, REFRACTTINTTEXTUREFRAME ); + } + + if ( params[NORMALMAP]->IsTexture() ) + { + BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME ); + } + + float fRefractionAmount = params[REFRACTAMOUNT]->GetFloatValue(); + pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fRefractionAmount, 0.0f, 0.0f, fRefractionAmount ); + + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); + + // used to invert y + // xboxfixme - move this into defined constants + float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f }; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 ); + + SetPixelShaderConstant( 0, REFRACTTINT ); + if( bIsModel ) + { + refract_model_vs11_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + } + else + { + refract_world_vs11_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + } + } + + Draw(); + + if( bHasEnvmap ) + { + bool bNoWriteZ = (params[NOWRITEZ]->GetIntValue() != 0); + const bool bBlendSpecular = true; + if( bIsModel ) + { + DrawModelBumpedSpecularLighting( NORMALMAP, BUMPFRAME, + ENVMAP, ENVMAPFRAME, + ENVMAPTINT, ALPHA, + ENVMAPCONTRAST, ENVMAPSATURATION, + BUMPTRANSFORM, + bBlendSpecular, bNoWriteZ ); + } + else + { + DrawWorldBumpedSpecularLighting( NORMALMAP, ENVMAP, + BUMPFRAME, ENVMAPFRAME, + ENVMAPTINT, ALPHA, + ENVMAPCONTRAST, ENVMAPSATURATION, + BUMPTRANSFORM, FRESNELREFLECTION, + bBlendSpecular, bNoWriteZ ); + } + } + } +END_SHADER + |