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592 lines
20 KiB
592 lines
20 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 "mathlib/vmatrix.h" |
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#include "common_hlsl_cpp_consts.h" // hack hack hack! |
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#include "convar.h" |
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#include "WaterCheap_vs20.inc" |
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#include "WaterCheap_ps20.inc" |
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#include "WaterCheap_ps20b.inc" |
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#include "Water_vs20.inc" |
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#include "Water_ps20.inc" |
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#include "water_ps20b.inc" |
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#ifndef _X360 |
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static ConVar r_waterforceexpensive( "r_waterforceexpensive", "0", FCVAR_ARCHIVE ); |
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#endif |
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DEFINE_FALLBACK_SHADER( Water, Water_DX9_HDR ) |
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BEGIN_VS_SHADER( Water_DX90, |
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"Help for Water" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( REFRACTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_WaterRefraction", "" ) |
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SHADER_PARAM( REFLECTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_WaterReflection", "" ) |
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" ) |
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SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) |
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SHADER_PARAM( REFLECTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.8", "" ) |
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SHADER_PARAM( REFLECTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "reflection tint" ) |
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SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "dev/water_normal", "normal map" ) |
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) |
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) |
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SHADER_PARAM( SCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "" ) |
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SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "", "" ) |
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SHADER_PARAM( WATERDEPTH, SHADER_PARAM_TYPE_FLOAT, "", "" ) |
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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." ) |
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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." ) |
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "env_cubemap", "envmap" ) |
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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SHADER_PARAM( FOGCOLOR, SHADER_PARAM_TYPE_COLOR, "", "" ) |
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SHADER_PARAM( FORCECHEAP, SHADER_PARAM_TYPE_BOOL, "", "" ) |
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SHADER_PARAM( FORCEEXPENSIVE, SHADER_PARAM_TYPE_BOOL, "", "" ) |
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SHADER_PARAM( REFLECTENTITIES, SHADER_PARAM_TYPE_BOOL, "", "" ) |
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SHADER_PARAM( FOGSTART, SHADER_PARAM_TYPE_FLOAT, "", "" ) |
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SHADER_PARAM( FOGEND, SHADER_PARAM_TYPE_FLOAT, "", "" ) |
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SHADER_PARAM( ABOVEWATER, SHADER_PARAM_TYPE_BOOL, "", "" ) |
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SHADER_PARAM( REFLECTBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1.0", "" ) |
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SHADER_PARAM( NOFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "" ) |
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SHADER_PARAM( NOLOWENDLIGHTMAP, SHADER_PARAM_TYPE_BOOL, "0", "" ) |
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SHADER_PARAM( SCROLL1, SHADER_PARAM_TYPE_COLOR, "", "" ) |
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SHADER_PARAM( SCROLL2, SHADER_PARAM_TYPE_COLOR, "", "" ) |
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SHADER_PARAM( BLURREFRACT, SHADER_PARAM_TYPE_BOOL, "0", "Cause the refraction to be blurry on ps2b hardware" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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if( !params[ABOVEWATER]->IsDefined() ) |
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{ |
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Warning( "***need to set $abovewater for material %s\n", pMaterialName ); |
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params[ABOVEWATER]->SetIntValue( 1 ); |
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} |
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); |
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if( !params[CHEAPWATERSTARTDISTANCE]->IsDefined() ) |
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{ |
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params[CHEAPWATERSTARTDISTANCE]->SetFloatValue( 500.0f ); |
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} |
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if( !params[CHEAPWATERENDDISTANCE]->IsDefined() ) |
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{ |
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params[CHEAPWATERENDDISTANCE]->SetFloatValue( 1000.0f ); |
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} |
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if( !params[SCALE]->IsDefined() ) |
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{ |
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params[SCALE]->SetVecValue( 1.0f, 1.0f ); |
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} |
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if( !params[SCROLL1]->IsDefined() ) |
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{ |
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params[SCROLL1]->SetVecValue( 0.0f, 0.0f, 0.0f ); |
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} |
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if( !params[SCROLL2]->IsDefined() ) |
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{ |
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params[SCROLL2]->SetVecValue( 0.0f, 0.0f, 0.0f ); |
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} |
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if( !params[FOGCOLOR]->IsDefined() ) |
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{ |
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params[FOGCOLOR]->SetVecValue( 1.0f, 0.0f, 0.0f ); |
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Warning( "material %s needs to have a $fogcolor.\n", pMaterialName ); |
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} |
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if( !params[REFLECTENTITIES]->IsDefined() ) |
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{ |
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params[REFLECTENTITIES]->SetIntValue( 0 ); |
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} |
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if( !params[REFLECTBLENDFACTOR]->IsDefined() ) |
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{ |
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params[REFLECTBLENDFACTOR]->SetFloatValue( 1.0f ); |
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} |
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// By default, we're force expensive on dx9. NO WE DON'T!!!! |
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if( !params[FORCEEXPENSIVE]->IsDefined() ) |
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{ |
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#ifdef _X360 |
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params[FORCEEXPENSIVE]->SetIntValue( 0 ); |
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#else |
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params[FORCEEXPENSIVE]->SetIntValue( 1 ); |
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#endif |
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} |
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if( params[FORCEEXPENSIVE]->GetIntValue() && params[FORCECHEAP]->GetIntValue() ) |
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{ |
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params[FORCEEXPENSIVE]->SetIntValue( 0 ); |
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} |
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// Fallbacks for water need lightmaps usually |
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if ( !params[NOLOWENDLIGHTMAP]->GetIntValue() ) |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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} |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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if( g_pConfig->UseBumpmapping() && params[NORMALMAP]->IsDefined() ) |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ); |
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} |
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} |
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SHADER_FALLBACK |
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{ |
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if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
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{ |
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return "Water_DX81"; |
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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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Assert( params[WATERDEPTH]->IsDefined() ); |
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if( params[REFRACTTEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( REFRACTTEXTURE, TEXTUREFLAGS_SRGB ); |
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} |
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if( params[REFLECTTEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( REFLECTTEXTURE, TEXTUREFLAGS_SRGB ); |
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} |
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if ( params[ENVMAP]->IsDefined() ) |
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{ |
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LoadCubeMap( ENVMAP, TEXTUREFLAGS_SRGB ); |
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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[BASETEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); |
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} |
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} |
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inline void GetVecParam( int constantVar, float *val ) |
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{ |
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if( constantVar == -1 ) |
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return; |
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IMaterialVar* pVar = s_ppParams[constantVar]; |
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Assert( pVar ); |
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if (pVar->GetType() == MATERIAL_VAR_TYPE_VECTOR) |
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pVar->GetVecValue( val, 4 ); |
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else |
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val[0] = val[1] = val[2] = val[3] = pVar->GetFloatValue(); |
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} |
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inline void DrawReflectionRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow, |
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IShaderDynamicAPI* pShaderAPI, bool bReflection, bool bRefraction ) |
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{ |
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SHADOW_STATE |
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{ |
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SetInitialShadowState( ); |
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if( bRefraction ) |
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{ |
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// refract sampler |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
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} |
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if( bReflection ) |
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{ |
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// reflect sampler |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); |
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if( params[BASETEXTURE]->IsTexture() ) |
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{ |
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// BASETEXTURE |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); |
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// LIGHTMAP |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); |
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} |
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} |
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// normal map |
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); |
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// Normalizing cube map |
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); |
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int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T; |
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// texcoord0 : base texcoord |
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// texcoord1 : lightmap texcoord |
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// texcoord2 : lightmap texcoord offset |
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int numTexCoords = 1; |
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if( params[BASETEXTURE]->IsTexture() ) |
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{ |
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numTexCoords = 3; |
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} |
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pShaderShadow->VertexShaderVertexFormat( fmt, numTexCoords, 0, 0 ); |
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Vector4D Scroll1; |
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params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 ); |
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DECLARE_STATIC_VERTEX_SHADER( water_vs20 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0); |
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SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() ); |
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SET_STATIC_VERTEX_SHADER( water_vs20 ); |
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// "REFLECT" "0..1" |
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// "REFRACT" "0..1" |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( water_ps20b ); |
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SET_STATIC_PIXEL_SHADER_COMBO( REFLECT, bReflection ); |
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SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, bRefraction ); |
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SET_STATIC_PIXEL_SHADER_COMBO( ABOVEWATER, params[ABOVEWATER]->GetIntValue() ); |
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SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0); |
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SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() ); |
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SET_STATIC_PIXEL_SHADER_COMBO( BLURRY_REFRACT, params[BLURREFRACT]->GetIntValue() ); |
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE ); |
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SET_STATIC_PIXEL_SHADER( water_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( water_ps20 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( REFLECT, bReflection ); |
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SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, bRefraction ); |
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SET_STATIC_PIXEL_SHADER_COMBO( ABOVEWATER, params[ABOVEWATER]->GetIntValue() ); |
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SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0); |
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SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() ); |
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE ); |
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SET_STATIC_PIXEL_SHADER( water_ps20 ); |
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} |
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FogToFogColor(); |
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// we are writing linear values from this shader. |
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pShaderShadow->EnableSRGBWrite( true ); |
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pShaderShadow->EnableAlphaWrites( true ); |
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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( bRefraction ) |
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{ |
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// HDRFIXME: add comment about binding.. Specify the number of MRTs in the enable |
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BindTexture( SHADER_SAMPLER0, REFRACTTEXTURE, -1 ); |
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} |
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if( bReflection ) |
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{ |
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BindTexture( SHADER_SAMPLER2, REFLECTTEXTURE, -1 ); |
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} |
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BindTexture( SHADER_SAMPLER4, NORMALMAP, BUMPFRAME ); |
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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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pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LIGHTMAP ); |
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} |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); |
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// Refraction tint |
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if( bRefraction ) |
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{ |
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SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT ); |
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} |
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// Reflection tint |
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if( bReflection ) |
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{ |
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER ) |
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{ |
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// Need to multiply by 4 in linear space since we premultiplied into |
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// the render target by .25 to get overbright data in the reflection render target. |
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float gammaReflectTint[3]; |
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params[REFLECTTINT]->GetVecValue( gammaReflectTint, 3 ); |
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float linearReflectTint[4]; |
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linearReflectTint[0] = GammaToLinear( gammaReflectTint[0] ) * 4.0f; |
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linearReflectTint[1] = GammaToLinear( gammaReflectTint[1] ) * 4.0f; |
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linearReflectTint[2] = GammaToLinear( gammaReflectTint[2] ) * 4.0f; |
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linearReflectTint[3] = 1.0f; |
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pShaderAPI->SetPixelShaderConstant( 4, linearReflectTint, 1 ); |
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} |
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else |
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{ |
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SetPixelShaderConstantGammaToLinear( 4, REFLECTTINT ); |
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} |
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} |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); |
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float curtime=pShaderAPI->CurrentTime(); |
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float vc0[4]; |
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float v0[4]; |
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params[SCROLL1]->GetVecValue(v0,4); |
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vc0[0]=curtime*v0[0]; |
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vc0[1]=curtime*v0[1]; |
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params[SCROLL2]->GetVecValue(v0,4); |
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vc0[2]=curtime*v0[0]; |
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vc0[3]=curtime*v0[1]; |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vc0, 1 ); |
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float c0[4] = { 1.0f / 3.0f, 1.0f / 3.0f, 1.0f / 3.0f, 0.0f }; |
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pShaderAPI->SetPixelShaderConstant( 0, c0, 1 ); |
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float c2[4] = { 0.5f, 0.5f, 0.5f, 0.5f }; |
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pShaderAPI->SetPixelShaderConstant( 2, c2, 1 ); |
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// fresnel constants |
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float c3[4] = { 1.0f, 0.0f, 0.0f, 0.0f }; |
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pShaderAPI->SetPixelShaderConstant( 3, c3, 1 ); |
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float c5[4] = { params[REFLECTAMOUNT]->GetFloatValue(), params[REFLECTAMOUNT]->GetFloatValue(), |
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params[REFRACTAMOUNT]->GetFloatValue(), params[REFRACTAMOUNT]->GetFloatValue() }; |
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pShaderAPI->SetPixelShaderConstant( 5, c5, 1 ); |
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SetPixelShaderConstantGammaToLinear( 6, FOGCOLOR ); |
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float c7[4] = |
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{ |
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params[FOGSTART]->GetFloatValue(), |
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params[FOGEND]->GetFloatValue() - params[FOGSTART]->GetFloatValue(), |
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1.0f, |
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0.0f |
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}; |
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if (g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER ) |
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{ |
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// water overbright factor |
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c7[2] = 4.0; |
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} |
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pShaderAPI->SetPixelShaderConstant( 7, c7, 1 ); |
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pShaderAPI->SetPixelShaderFogParams( 8 ); |
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DECLARE_DYNAMIC_VERTEX_SHADER( water_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER( water_vs20 ); |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( water_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, pShaderAPI->ShouldWriteDepthToDestAlpha() ); |
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SET_DYNAMIC_PIXEL_SHADER( water_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( water_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER( water_ps20 ); |
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} |
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} |
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Draw(); |
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} |
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inline void DrawCheapWater( IMaterialVar **params, IShaderShadow* pShaderShadow, |
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IShaderDynamicAPI* pShaderAPI, bool bBlend, bool bRefraction ) |
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{ |
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SHADOW_STATE |
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{ |
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SetInitialShadowState( ); |
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// In edit mode, use nocull |
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if ( UsingEditor( params ) ) |
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{ |
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s_pShaderShadow->EnableCulling( false ); |
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} |
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if( bBlend ) |
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{ |
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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} |
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// envmap |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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// normal map |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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if( bRefraction && bBlend ) |
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{ |
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// refraction map (used for alpha) |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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} |
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// Normalizing cube map |
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); |
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int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T; |
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); |
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DECLARE_STATIC_VERTEX_SHADER( watercheap_vs20 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( BLEND, bBlend && bRefraction ); |
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SET_STATIC_VERTEX_SHADER( watercheap_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( watercheap_ps20b ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FRESNEL, params[NOFRESNEL]->GetIntValue() == 0 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( BLEND, bBlend ); |
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SET_STATIC_PIXEL_SHADER_COMBO( REFRACTALPHA, bRefraction ); |
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SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() ); |
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Vector4D Scroll1; |
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params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0); |
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE ); |
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SET_STATIC_PIXEL_SHADER( watercheap_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( watercheap_ps20 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FRESNEL, params[NOFRESNEL]->GetIntValue() == 0 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( BLEND, bBlend ); |
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SET_STATIC_PIXEL_SHADER_COMBO( REFRACTALPHA, bRefraction ); |
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SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() ); |
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Vector4D Scroll1; |
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params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0); |
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE ); |
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SET_STATIC_PIXEL_SHADER( watercheap_ps20 ); |
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} |
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// HDRFIXME: test cheap water! |
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if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) |
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{ |
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// we are writing linear values from this shader. |
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pShaderShadow->EnableSRGBWrite( true ); |
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} |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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pShaderAPI->SetDefaultState(); |
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|
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BindTexture( SHADER_SAMPLER0, ENVMAP, ENVMAPFRAME ); |
|
BindTexture( SHADER_SAMPLER1, NORMALMAP, BUMPFRAME ); |
|
if( bRefraction && bBlend ) |
|
{ |
|
BindTexture( SHADER_SAMPLER2, REFRACTTEXTURE, -1 ); |
|
} |
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); |
|
|
|
SetPixelShaderConstant( 0, FOGCOLOR ); |
|
|
|
float cheapWaterStartDistance = params[CHEAPWATERSTARTDISTANCE]->GetFloatValue(); |
|
float cheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue(); |
|
float cheapWaterParams[4] = |
|
{ |
|
(float)(cheapWaterStartDistance * VSHADER_VECT_SCALE), |
|
(float)(cheapWaterEndDistance * VSHADER_VECT_SCALE), |
|
(float)(PSHADER_VECT_SCALE / ( cheapWaterEndDistance - cheapWaterStartDistance )), |
|
cheapWaterStartDistance / ( cheapWaterEndDistance - cheapWaterStartDistance ), |
|
}; |
|
pShaderAPI->SetPixelShaderConstant( 1, cheapWaterParams ); |
|
|
|
if( g_pConfig->bShowSpecular ) |
|
{ |
|
SetPixelShaderConstant( 2, REFLECTTINT, REFLECTBLENDFACTOR ); |
|
} |
|
else |
|
{ |
|
float zero[4] = { 0.0f, 0.0f, 0.0f, params[REFLECTBLENDFACTOR]->GetFloatValue() }; |
|
pShaderAPI->SetPixelShaderConstant( 2, zero ); |
|
} |
|
|
|
pShaderAPI->SetPixelShaderFogParams( 3 ); |
|
|
|
if( params[SCROLL1]->IsDefined()) |
|
{ |
|
float curtime=pShaderAPI->CurrentTime(); |
|
float vc0[4]; |
|
float v0[4]; |
|
params[SCROLL1]->GetVecValue(v0,4); |
|
vc0[0]=curtime*v0[0]; |
|
vc0[1]=curtime*v0[1]; |
|
params[SCROLL2]->GetVecValue(v0,4); |
|
vc0[2]=curtime*v0[0]; |
|
vc0[3]=curtime*v0[1]; |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vc0, 1 ); |
|
} |
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( watercheap_vs20 ); |
|
SET_DYNAMIC_VERTEX_SHADER( watercheap_vs20 ); |
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( watercheap_ps20b ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
|
SET_DYNAMIC_PIXEL_SHADER( watercheap_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( watercheap_ps20 ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
|
SET_DYNAMIC_PIXEL_SHADER( watercheap_ps20 ); |
|
} |
|
} |
|
Draw(); |
|
} |
|
|
|
SHADER_DRAW |
|
{ |
|
// TODO: fit the cheap water stuff into the water shader so that we don't have to do |
|
// 2 passes. |
|
#ifdef _X360 |
|
bool bForceExpensive = false; |
|
#else |
|
bool bForceExpensive = r_waterforceexpensive.GetBool(); |
|
#endif |
|
bool bForceCheap = (params[FORCECHEAP]->GetIntValue() != 0) || UsingEditor( params ); |
|
if ( bForceCheap ) |
|
{ |
|
bForceExpensive = false; |
|
} |
|
else |
|
{ |
|
bForceExpensive = bForceExpensive || (params[FORCEEXPENSIVE]->GetIntValue() != 0); |
|
} |
|
Assert( !( bForceCheap && bForceExpensive ) ); |
|
|
|
bool bRefraction = params[REFRACTTEXTURE]->IsTexture(); |
|
#ifdef _X360 |
|
bool bReflection = params[REFLECTTEXTURE]->IsTexture(); |
|
#else |
|
bool bReflection = bForceExpensive && params[REFLECTTEXTURE]->IsTexture(); |
|
#endif |
|
bool bDrewSomething = false; |
|
if ( !bForceCheap && ( bReflection || bRefraction ) ) |
|
{ |
|
bDrewSomething = true; |
|
DrawReflectionRefraction( params, pShaderShadow, pShaderAPI, bReflection, bRefraction ); |
|
} |
|
|
|
// 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 |
|
#ifdef _X360 |
|
if( params[ENVMAP]->IsTexture() && !IS_FLAG_SET( MATERIAL_VAR_DECAL ) && !bForceExpensive ) |
|
#else |
|
if( !bReflection && params[ENVMAP]->IsTexture() && !IS_FLAG_SET( MATERIAL_VAR_DECAL ) ) |
|
#endif |
|
{ |
|
bDrewSomething = true; |
|
DrawCheapWater( params, pShaderShadow, pShaderAPI, !bForceCheap, bRefraction ); |
|
} |
|
|
|
if( !bDrewSomething ) |
|
{ |
|
// We are likely here because of the tools. . . draw something so that |
|
// we won't go into wireframe-land. |
|
Draw(); |
|
} |
|
} |
|
END_SHADER |
|
|
|
//----------------------------------------------------------------------------- |
|
// This allows us to use a block labelled 'Water_DX9_HDR' in the water materials |
|
//----------------------------------------------------------------------------- |
|
BEGIN_INHERITED_SHADER( Water_DX9_HDR, Water_DX90, |
|
"Help for Water_DX9_HDR" ) |
|
|
|
SHADER_FALLBACK |
|
{ |
|
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) |
|
{ |
|
return "WATER_DX90"; |
|
} |
|
return 0; |
|
} |
|
END_INHERITED_SHADER |
|
|
|
|