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-rw-r--r--mp/src/materialsystem/stdshaders/refract_dx80.cpp317
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
+