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298 lines
10 KiB
298 lines
10 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_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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