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299 lines
10 KiB
299 lines
10 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "refract_dx9_helper.h"
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#include "convar.h"
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#include "Refract_vs20.inc"
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#include "Refract_ps20.inc"
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#include "Refract_ps20b.inc"
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#include "cpp_shader_constant_register_map.h"
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#define MAXBLUR 1
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// FIXME: doesn't support fresnel!
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void InitParamsRefract_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Refract_DX9_Vars_t &info )
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
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if( !params[info.m_nEnvmapTint]->IsDefined() )
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{
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params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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if( !params[info.m_nEnvmapContrast]->IsDefined() )
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{
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params[info.m_nEnvmapContrast]->SetFloatValue( 0.0f );
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}
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if( !params[info.m_nEnvmapSaturation]->IsDefined() )
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{
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params[info.m_nEnvmapSaturation]->SetFloatValue( 1.0f );
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}
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if( !params[info.m_nEnvmapFrame]->IsDefined() )
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{
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params[info.m_nEnvmapFrame]->SetIntValue( 0 );
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}
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if( !params[info.m_nFresnelReflection]->IsDefined() )
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{
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params[info.m_nFresnelReflection]->SetFloatValue( 1.0f );
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}
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if( !params[info.m_nMasked]->IsDefined() )
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{
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params[info.m_nMasked]->SetIntValue( 0 );
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}
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if( !params[info.m_nBlurAmount]->IsDefined() )
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{
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params[info.m_nBlurAmount]->SetIntValue( 0 );
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}
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if( !params[info.m_nFadeOutOnSilhouette]->IsDefined() )
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{
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params[info.m_nFadeOutOnSilhouette]->SetIntValue( 0 );
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}
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if( !params[info.m_nForceAlphaWrite]->IsDefined() )
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{
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params[info.m_nForceAlphaWrite]->SetIntValue( 0 );
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}
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
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}
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void InitRefract_DX9( CBaseVSShader *pShader, IMaterialVar** params, Refract_DX9_Vars_t &info )
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{
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if (params[info.m_nBaseTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
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}
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if (params[info.m_nNormalMap]->IsDefined() )
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{
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pShader->LoadBumpMap( info.m_nNormalMap );
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}
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if (params[info.m_nNormalMap2]->IsDefined() )
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{
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pShader->LoadBumpMap( info.m_nNormalMap2 );
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}
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if( params[info.m_nEnvmap]->IsDefined() )
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{
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pShader->LoadCubeMap( info.m_nEnvmap, TEXTUREFLAGS_SRGB );
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}
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if( params[info.m_nRefractTintTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nRefractTintTexture, TEXTUREFLAGS_SRGB );
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}
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}
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void DrawRefract_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, Refract_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
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{
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bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
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bool bHasEnvmap = params[info.m_nEnvmap]->IsTexture();
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bool bRefractTintTexture = params[info.m_nRefractTintTexture]->IsTexture();
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bool bFadeOutOnSilhouette = params[info.m_nFadeOutOnSilhouette]->GetIntValue() != 0;
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int blurAmount = params[info.m_nBlurAmount]->GetIntValue();
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bool bMasked = (params[info.m_nMasked]->GetIntValue() != 0);
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bool bSecondaryNormal = ( ( info.m_nNormalMap2 != -1 ) && ( params[info.m_nNormalMap2]->IsTexture() ) );
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bool bColorModulate = ( ( info.m_nVertexColorModulate != -1 ) && ( params[info.m_nVertexColorModulate]->GetIntValue() ) );
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bool bWriteZ = params[info.m_nNoWriteZ]->GetIntValue() == 0;
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if( blurAmount < 0 )
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{
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blurAmount = 0;
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}
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else if( blurAmount > MAXBLUR )
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{
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blurAmount = MAXBLUR;
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}
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BlendType_t nBlendType = pShader->EvaluateBlendRequirements( BASETEXTURE, true );
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bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use
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bFullyOpaque &= !bMasked;
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bool bTranslucentNormal = pShader->TextureIsTranslucent( info.m_nNormalMap, false );
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bFullyOpaque &= (! bTranslucentNormal );
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SHADOW_STATE
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{
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pShader->SetInitialShadowState( );
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pShaderShadow->EnableDepthWrites( bWriteZ );
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// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
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// If envmap is not specified, the alpha channel is the translucency
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// (If envmap *is* specified, alpha channel is the reflection amount)
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if ( params[info.m_nNormalMap]->IsTexture() && !bHasEnvmap )
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{
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pShader->SetDefaultBlendingShadowState( info.m_nNormalMap, false );
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}
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// source render target that contains the image that we are warping.
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
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// normal map
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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if ( bSecondaryNormal )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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}
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if( bHasEnvmap )
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{
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// envmap
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
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}
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if( bRefractTintTexture )
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{
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// refract tint texture
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true );
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}
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pShaderShadow->EnableSRGBWrite( true );
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
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int userDataSize = 0;
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int nTexCoordCount = 1;
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if( bIsModel )
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{
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userDataSize = 4;
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}
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else
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{
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flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
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}
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if ( bColorModulate )
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{
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flags |= VERTEX_COLOR;
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}
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// This shader supports compressed vertices, so OR in that flag:
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flags |= VERTEX_FORMAT_COMPRESSED;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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DECLARE_STATIC_VERTEX_SHADER( refract_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
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SET_STATIC_VERTEX_SHADER_COMBO( COLORMODULATE, bColorModulate );
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SET_STATIC_VERTEX_SHADER( refract_vs20 );
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// We have to do this in the shader on R500 or Leopard
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bool bShaderSRGBConvert = IsOSX() && ( g_pHardwareConfig->FakeSRGBWrite() || !g_pHardwareConfig->CanDoSRGBReadFromRTs() );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // always send OpenGL down the ps2b path
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{
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DECLARE_STATIC_PIXEL_SHADER( refract_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( BLUR, blurAmount );
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SET_STATIC_PIXEL_SHADER_COMBO( FADEOUTONSILHOUETTE, bFadeOutOnSilhouette );
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
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SET_STATIC_PIXEL_SHADER_COMBO( REFRACTTINTTEXTURE, bRefractTintTexture );
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SET_STATIC_PIXEL_SHADER_COMBO( MASKED, bMasked );
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SET_STATIC_PIXEL_SHADER_COMBO( COLORMODULATE, bColorModulate );
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SET_STATIC_PIXEL_SHADER_COMBO( SECONDARY_NORMAL, bSecondaryNormal );
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
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SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSRGBConvert );
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SET_STATIC_PIXEL_SHADER( refract_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( refract_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( BLUR, blurAmount );
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SET_STATIC_PIXEL_SHADER_COMBO( FADEOUTONSILHOUETTE, bFadeOutOnSilhouette );
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
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SET_STATIC_PIXEL_SHADER_COMBO( REFRACTTINTTEXTURE, bRefractTintTexture );
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SET_STATIC_PIXEL_SHADER_COMBO( MASKED, bMasked );
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SET_STATIC_PIXEL_SHADER_COMBO( COLORMODULATE, bColorModulate );
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SET_STATIC_PIXEL_SHADER_COMBO( SECONDARY_NORMAL, bSecondaryNormal );
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
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SET_STATIC_PIXEL_SHADER( refract_ps20 );
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}
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pShader->DefaultFog();
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if( bMasked )
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{
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pShader->EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
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}
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bool bAlphaWrites = bFullyOpaque || ( params[ info.m_nForceAlphaWrite ]->GetIntValue() != 0 );
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pShaderShadow->EnableAlphaWrites( bAlphaWrites );
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}
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DYNAMIC_STATE
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{
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pShaderAPI->SetDefaultState();
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if ( params[info.m_nBaseTexture]->IsTexture() )
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{
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pShader->BindTexture( SHADER_SAMPLER2, info.m_nBaseTexture, info.m_nFrame );
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}
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else
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
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}
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pShader->BindTexture( SHADER_SAMPLER3, info.m_nNormalMap, info.m_nBumpFrame );
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if ( bSecondaryNormal )
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{
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nNormalMap2, info.m_nBumpFrame2 );
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}
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if( bHasEnvmap )
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{
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pShader->BindTexture( SHADER_SAMPLER4, info.m_nEnvmap, info.m_nEnvmapFrame );
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}
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if( bRefractTintTexture )
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{
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pShader->BindTexture( SHADER_SAMPLER5, info.m_nRefractTintTexture, info.m_nRefractTintTextureFrame );
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}
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DECLARE_DYNAMIC_VERTEX_SHADER( refract_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( refract_vs20 );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // always send Posix down the ps2b path
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( refract_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteZ && bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( refract_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( refract_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( refract_ps20 );
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}
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform ); // 1 & 2
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nBumpTransform2 ); // 3 & 4
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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float vEyePos_SpecExponent[4];
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
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vEyePos_SpecExponent[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
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pShader->SetPixelShaderConstantGammaToLinear( 0, info.m_nEnvmapTint );
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pShader->SetPixelShaderConstantGammaToLinear( 1, info.m_nRefractTint );
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pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast );
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pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation );
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float c5[4] = { params[info.m_nRefractAmount]->GetFloatValue(),
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params[info.m_nRefractAmount]->GetFloatValue(), 0.0f, 0.0f };
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// Time % 1000
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c5[3] = pShaderAPI->CurrentTime();
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c5[3] -= (float)( (int)( c5[3] / 1000.0f ) ) * 1000.0f;
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pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
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float cVs3[4] = { c5[3], 0.0f, 0.0f, 0.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, cVs3, 1 );
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}
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pShader->Draw();
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}
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