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311 lines
11 KiB
311 lines
11 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 "water_ps14.inc" |
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#include "watercheap_vs14.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_FALLBACK_SHADER( Water, Water_DX81 ) |
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BEGIN_VS_SHADER( Water_DX81, |
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"Help for Water_DX81" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( REFRACTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) |
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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", "" ) |
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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, "", "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, "", "" ) |
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SHADER_PARAM( FOGCOLOR, SHADER_PARAM_TYPE_COLOR, "", "" ) |
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SHADER_PARAM( FORCECHEAP, SHADER_PARAM_TYPE_INTEGER, "", "" ) |
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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( REFLECTBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1.0", "" ) |
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SHADER_PARAM( NOFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "" ) |
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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_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[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[FORCEEXPENSIVE]->IsDefined() ) |
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{ |
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params[FORCEEXPENSIVE]->SetIntValue( 0 ); |
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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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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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if( !params[FORCEEXPENSIVE]->GetIntValue() && !params[ENVMAP]->IsDefined() ) |
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{ |
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params[ENVMAP]->SetStringValue( "engine/defaultcubemap" ); |
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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() < 81 ) |
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{ |
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return "Water_DX80"; |
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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 ); |
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} |
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if( params[REFLECTTEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( REFLECTTEXTURE ); |
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} |
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if (params[ENVMAP]->IsDefined() ) |
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{ |
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LoadTexture( ENVMAP ); |
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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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} |
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inline int GetReflectionRefractionPixelShaderIndex( bool bReflection, bool bRefraction ) |
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{ |
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// "REFLECT" "0..1" |
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// "REFRACT" "0..1" |
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int pshIndex = ( bReflection ? 1 : 0 ) | ( bRefraction ? 2 : 0 ); |
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return pshIndex; |
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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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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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if( bRefraction ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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} |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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if( bReflection ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); |
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} |
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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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water_ps14_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "Water_ps14", vshIndex.GetIndex() ); |
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int pshIndex = GetReflectionRefractionPixelShaderIndex( bReflection, bRefraction ); |
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pShaderShadow->SetPixelShader ( "Water_ps14", pshIndex ); |
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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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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_NORMALIZATION_CUBEMAP ); |
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if( bRefraction ) |
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{ |
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BindTexture( SHADER_SAMPLER2, REFRACTTEXTURE, -1 ); |
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} |
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BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME ); |
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if( bReflection ) |
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{ |
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BindTexture( SHADER_SAMPLER4, REFLECTTEXTURE, -1 ); |
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} |
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SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, REFLECTAMOUNT ); |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); |
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SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, REFRACTAMOUNT ); |
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float c0[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
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pShaderAPI->SetPixelShaderConstant( 0, c0, 1 ); |
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SetPixelShaderConstant( 1, REFRACTTINT ); |
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SetPixelShaderConstant( 4, REFLECTTINT ); |
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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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// ERASE ME! |
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float c3[4] = { 5.0f, 0.0f, 0.0f, 0.0f }; |
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pShaderAPI->SetPixelShaderConstant( 3, c3, 1 ); |
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// reflection/refraction scale |
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float reflectionRefractionScale[4] = { params[REFLECTAMOUNT]->GetFloatValue(), |
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params[REFRACTAMOUNT]->GetFloatValue(), 0.0f, 0.0f }; |
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pShaderAPI->SetPixelShaderConstant( 5, reflectionRefractionScale, 1 ); |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, reflectionRefractionScale, 1 ); |
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water_ps14_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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Draw(); |
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} |
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enum DrawCheapType_t |
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{ |
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DRAW_CHEAP_OPAQUE = 0, |
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DRAW_CHEAP_FRESNEL_OPAQUE, |
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DRAW_CHEAP_LOD_ONLY, |
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DRAW_CHEAP_FRESNEL_AND_LOD, |
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}; |
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inline void DrawCheapWater( IMaterialVar **params, IShaderShadow* pShaderShadow, |
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IShaderDynamicAPI* pShaderAPI, DrawCheapType_t type ) |
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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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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); |
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if ( (type != DRAW_CHEAP_OPAQUE) && (type != DRAW_CHEAP_FRESNEL_OPAQUE) ) |
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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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pShaderShadow->VertexShaderVertexFormat( |
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VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | |
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VERTEX_TANGENT_T, 1, 0, 0 ); |
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watercheap_vs14_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "WaterCheap_vs14", vshIndex.GetIndex() ); |
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static const char *s_pPixelShader[] = |
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{ |
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"WaterCheapOpaque_ps14", |
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"WaterCheapFresnelOpaque_ps14", |
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"WaterCheap_ps14", |
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"WaterCheapFresnel_ps14", |
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}; |
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pShaderShadow->SetPixelShader( s_pPixelShader[type] ); |
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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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BindTexture( SHADER_SAMPLER0, NORMALMAP, BUMPFRAME ); |
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BindTexture( SHADER_SAMPLER3, ENVMAP, ENVMAPFRAME ); |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALIZATION_CUBEMAP ); |
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float pCheapWaterConstants[4] = { 0, 0, 0, 0 }; |
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if ( (type != DRAW_CHEAP_OPAQUE) && (type != DRAW_CHEAP_FRESNEL_OPAQUE) ) |
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{ |
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float flCheapWaterStartDistance = params[CHEAPWATERSTARTDISTANCE]->GetFloatValue(); |
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float flCheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue(); |
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pCheapWaterConstants[0] = flCheapWaterStartDistance; |
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pCheapWaterConstants[1] = 1.0f / ( flCheapWaterEndDistance - flCheapWaterStartDistance ); |
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} |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, pCheapWaterConstants ); |
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SetPixelShaderConstant( 0, FOGCOLOR ); |
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SetPixelShaderConstant( 1, REFLECTTINT, REFLECTBLENDFACTOR ); |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM ); |
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watercheap_vs14_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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Draw(); |
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} |
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SHADER_DRAW |
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{ |
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// NOTE: Here's what all this means. |
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// 1) ForceCheap means use env_cubemap only |
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// 2) ForceExpensive means do real reflection instead of env_cubemap. |
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// By default, it will do refraction and use env_cubemap for the reflection. |
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// Also, it will fade to cheap water at a particular distance, |
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// based on CheapWaterStartDistance and CheapWaterEndDistance |
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// * In the ForceCheap case, no fading is required |
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// * In the default case, it will fade based on these parameters in a single pass |
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// * In the expensive case, it will have to perform the fade in a separate pass. |
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bool bForceCheap = params[FORCECHEAP]->GetIntValue() != 0 || UsingEditor( params ); |
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bool bForceExpensive = params[FORCEEXPENSIVE]->GetIntValue() != 0; |
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bool bRefraction = params[REFRACTTEXTURE]->IsTexture(); |
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bool bReflection = bForceExpensive && params[REFLECTTEXTURE]->IsTexture(); |
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DrawCheapType_t type = params[NOFRESNEL]->GetIntValue() ? DRAW_CHEAP_OPAQUE : DRAW_CHEAP_FRESNEL_OPAQUE; |
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if( !bForceCheap && (bRefraction || bReflection) ) |
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{ |
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DrawReflectionRefraction( params, pShaderShadow, pShaderAPI, bReflection, bRefraction ); |
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if ( !bReflection ) |
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{ |
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type = params[NOFRESNEL]->GetIntValue() ? DRAW_CHEAP_LOD_ONLY : DRAW_CHEAP_FRESNEL_AND_LOD; |
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} |
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else |
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{ |
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type = DRAW_CHEAP_LOD_ONLY; |
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} |
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} |
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// Use $decal to see if we are a decal or not. . if we are, then don't bother |
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// drawing the cheap version for now since we don't have access to env_cubemap |
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if( params[ENVMAP]->IsTexture() && !IS_FLAG_SET( MATERIAL_VAR_DECAL ) && !bReflection ) |
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{ |
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DrawCheapWater( params, pShaderShadow, pShaderAPI, type ); |
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} |
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} |
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END_SHADER |
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