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Diffstat (limited to 'mp/src/materialsystem/stdshaders/refract_dx9_helper.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/refract_dx9_helper.cpp342
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();
+}
+