Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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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