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317 lines
9.7 KiB
317 lines
9.7 KiB
//========= 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_model_vs11.inc" |
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#include "refract_world_vs11.inc" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define MAXBLUR 1 |
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DEFINE_FALLBACK_SHADER( Refract, Refract_DX80 ) |
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BEGIN_VS_SHADER( Refract_DX80, |
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"Help for Refract_DX80" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) |
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SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) |
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) |
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SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) |
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SHADER_PARAM( DUDVMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_dudv", "dudv bump map" ) |
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SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" ) |
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) |
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SHADER_PARAM( DUDVFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $dudvmap" ) |
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) |
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SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" ) |
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SHADER_PARAM( BLURAMOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "0, 1, or 2 for how much blur you want" ) |
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SHADER_PARAM( FADEOUTONSILHOUETTE, SHADER_PARAM_TYPE_BOOL, "1", "0 for no fade out on silhouette, 1 for fade out on sillhouette" ) |
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) |
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" ) |
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) |
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SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) |
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SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) |
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SHADER_PARAM( REFRACTTINTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shield", "" ) |
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SHADER_PARAM( REFRACTTINTTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" ) |
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SHADER_PARAM( FALLBACK, SHADER_PARAM_TYPE_STRING, "", "Name of the fallback shader" ) |
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SHADER_PARAM( FORCEREFRACT, SHADER_PARAM_TYPE_BOOL, "0", "Forces refraction on boards that have poor performance" ) |
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SHADER_PARAM( NOWRITEZ, SHADER_PARAM_TYPE_INTEGER, "0", "0 == write z, 1 = no write z" ) |
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SHADER_PARAM( MASKED, SHADER_PARAM_TYPE_BOOL, "0", "mask using dest alpha" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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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[ENVMAPTINT]->IsDefined() ) |
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{ |
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
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} |
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if( !params[ENVMAPCONTRAST]->IsDefined() ) |
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{ |
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params[ENVMAPCONTRAST]->SetFloatValue( 0.0f ); |
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} |
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if( !params[ENVMAPSATURATION]->IsDefined() ) |
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{ |
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params[ENVMAPSATURATION]->SetFloatValue( 1.0f ); |
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} |
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if( !params[ENVMAPFRAME]->IsDefined() ) |
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{ |
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params[ENVMAPFRAME]->SetIntValue( 0 ); |
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} |
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if( !params[FRESNELREFLECTION]->IsDefined() ) |
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{ |
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params[FRESNELREFLECTION]->SetFloatValue( 1.0f ); |
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} |
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if( !params[MASKED]->IsDefined() ) |
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{ |
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params[MASKED]->SetIntValue( 0 ); |
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} |
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if( !params[BLURAMOUNT]->IsDefined() ) |
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{ |
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params[BLURAMOUNT]->SetIntValue( 0 ); |
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} |
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if( !params[FADEOUTONSILHOUETTE]->IsDefined() ) |
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{ |
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params[FADEOUTONSILHOUETTE]->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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SHADER_FALLBACK |
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{ |
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if ( IsPC() ) |
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{ |
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const char *pFallback = (params && params[FALLBACK]->IsDefined()) ? params[FALLBACK]->GetStringValue() : ""; |
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if (!pFallback[0]) |
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{ |
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pFallback = "Refract_DX60"; |
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} |
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if( g_pHardwareConfig->GetDXSupportLevel() < 80 || !g_pHardwareConfig->HasProjectedBumpEnv() ) |
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return pFallback; |
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if ( g_pHardwareConfig->PreferReducedFillrate() && (params && (params[FORCEREFRACT]->GetIntValue() == 0)) ) |
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return pFallback; |
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} |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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if (params[BASETEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( BASETEXTURE ); |
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} |
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if (params[DUDVMAP]->IsDefined() ) |
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{ |
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LoadTexture( DUDVMAP ); |
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} |
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if (params[NORMALMAP]->IsDefined() ) |
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{ |
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LoadBumpMap( NORMALMAP ); |
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} |
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if( params[ENVMAP]->IsDefined() ) |
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{ |
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LoadCubeMap( ENVMAP ); |
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} |
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if( params[REFRACTTINTTEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( REFRACTTINTTEXTURE ); |
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} |
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} |
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inline int ComputePixelShaderIndex( bool bRefractTintTexture, bool bNormalMapAlpha ) |
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{ |
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// "REFRACTTINTTEXTURE" "0..1" |
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// "NORMALMAPALPHA" "0..1" |
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int pshIndex = 0; |
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if( bRefractTintTexture ) pshIndex |= 0x1; |
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if( bNormalMapAlpha ) pshIndex |= 0x2; |
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return pshIndex; |
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} |
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SHADER_DRAW |
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{ |
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bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); |
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bool bHasEnvmap = params[ENVMAP]->IsTexture(); |
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int blurAmount = params[BLURAMOUNT]->GetIntValue(); |
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bool bRefractTintTexture = params[REFRACTTINTTEXTURE]->IsTexture(); |
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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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bool bMasked = (params[MASKED]->GetIntValue() != 0); |
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SHADOW_STATE |
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{ |
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if ( params[NOWRITEZ]->GetIntValue() != 0 ) |
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{ |
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pShaderShadow->EnableDepthWrites( false ); |
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} |
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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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bool bNormalMapAlpha = false; |
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if ( params[NORMALMAP]->IsTexture() && !bHasEnvmap ) |
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{ |
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SetDefaultBlendingShadowState( NORMALMAP, false ); |
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if ( !bMasked && TextureIsTranslucent( NORMALMAP, false ) ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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bNormalMapAlpha = true; |
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} |
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} |
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// dudv map |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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// renderable texture for refraction |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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if( bRefractTintTexture ) |
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{ |
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// refract tint texture |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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} |
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int fmt = VERTEX_POSITION | VERTEX_NORMAL; |
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int userDataSize = 0; |
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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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fmt |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; |
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} |
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, userDataSize ); |
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if( bIsModel ) |
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{ |
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refract_model_vs11_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "Refract_model_vs11", vshIndex.GetIndex() ); |
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} |
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else |
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{ |
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refract_world_vs11_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "Refract_world_vs11", vshIndex.GetIndex() ); |
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} |
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int pshIndex; |
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pshIndex = ComputePixelShaderIndex( bRefractTintTexture, bNormalMapAlpha ); |
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pShaderShadow->SetPixelShader( "Refract_ps11", pshIndex ); |
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if( bMasked ) |
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{ |
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EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); |
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} |
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DefaultFog(); |
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} |
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DYNAMIC_STATE |
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{ |
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pShaderAPI->SetDefaultState(); |
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// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders. |
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pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE1, 0, true ); |
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if ( params[DUDVFRAME]->GetIntValue() == 0 ) |
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{ |
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BindTexture( SHADER_SAMPLER0, DUDVMAP, BUMPFRAME ); |
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} |
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else |
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{ |
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BindTexture( SHADER_SAMPLER0, DUDVMAP, DUDVFRAME ); |
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} |
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if ( params[BASETEXTURE]->IsTexture() ) |
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{ |
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BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); |
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} |
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else |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); |
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} |
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if( bRefractTintTexture ) |
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{ |
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BindTexture( SHADER_SAMPLER2, REFRACTTINTTEXTURE, REFRACTTINTTEXTUREFRAME ); |
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} |
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if ( params[NORMALMAP]->IsTexture() ) |
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{ |
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BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME ); |
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} |
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float fRefractionAmount = params[REFRACTAMOUNT]->GetFloatValue(); |
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pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fRefractionAmount, 0.0f, 0.0f, fRefractionAmount ); |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); |
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// used to invert y |
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// xboxfixme - move this into defined constants |
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float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f }; |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 ); |
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SetPixelShaderConstant( 0, REFRACTTINT ); |
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if( bIsModel ) |
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{ |
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refract_model_vs11_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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} |
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else |
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{ |
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refract_world_vs11_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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} |
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} |
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Draw(); |
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if( bHasEnvmap ) |
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{ |
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bool bNoWriteZ = (params[NOWRITEZ]->GetIntValue() != 0); |
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const bool bBlendSpecular = true; |
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if( bIsModel ) |
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{ |
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DrawModelBumpedSpecularLighting( NORMALMAP, BUMPFRAME, |
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ENVMAP, ENVMAPFRAME, |
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ENVMAPTINT, ALPHA, |
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ENVMAPCONTRAST, ENVMAPSATURATION, |
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BUMPTRANSFORM, |
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bBlendSpecular, bNoWriteZ ); |
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} |
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else |
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{ |
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DrawWorldBumpedSpecularLighting( NORMALMAP, ENVMAP, |
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BUMPFRAME, ENVMAPFRAME, |
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ENVMAPTINT, ALPHA, |
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ENVMAPCONTRAST, ENVMAPSATURATION, |
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BUMPTRANSFORM, FRESNELREFLECTION, |
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bBlendSpecular, bNoWriteZ ); |
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} |
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} |
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} |
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END_SHADER |
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