//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "mathlib/vmatrix.h" #include "common_hlsl_cpp_consts.h" // hack hack hack! #include "lightmappedreflective_vs20.inc" #include "lightmappedreflective_ps20.inc" #include "lightmappedreflective_ps20b.inc" DEFINE_FALLBACK_SHADER( LightmappedReflective, LightmappedReflective_DX90 ) BEGIN_VS_SHADER( LightmappedReflective_DX90, "Help for Lightmapped Reflective" ) BEGIN_SHADER_PARAMS SHADER_PARAM( REFRACTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_WaterRefraction", "" ) SHADER_PARAM( REFLECTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_WaterReflection", "" ) SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" ) SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) SHADER_PARAM( REFLECTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.8", "" ) SHADER_PARAM( REFLECTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "reflection tint" ) SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "dev/water_normal", "normal map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( FRESNELPOWER, SHADER_PARAM_TYPE_FLOAT, "5", "" ) SHADER_PARAM( MAXREFLECTIVITY, SHADER_PARAM_TYPE_FLOAT, "1", "" ) SHADER_PARAM( MINREFLECTIVITY, SHADER_PARAM_TYPE_FLOAT, "0", "" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { if ( !params[FRESNELPOWER]->IsDefined() ) { params[FRESNELPOWER]->SetFloatValue( 5.0f ); } if ( !params[MAXREFLECTIVITY]->IsDefined() ) { params[MAXREFLECTIVITY]->SetFloatValue( 1.0f ); } SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); if ( params[BASETEXTURE]->IsDefined() ) { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); if( g_pConfig->UseBumpmapping() && params[NORMALMAP]->IsDefined() ) { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ); } } } SHADER_FALLBACK { // FIXME: Create dx8 level fallback if we use this feature out of the SFM return 0; } SHADER_INIT { if( params[REFRACTTEXTURE]->IsDefined() ) { LoadTexture( REFRACTTEXTURE, g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER || IsOSX() ? TEXTUREFLAGS_SRGB : 0 ); } if( params[REFLECTTEXTURE]->IsDefined() ) { LoadTexture( REFLECTTEXTURE, g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER || IsOSX() ? TEXTUREFLAGS_SRGB : 0 ); } if ( params[NORMALMAP]->IsDefined() ) { LoadBumpMap( NORMALMAP ); } if( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); if( params[ENVMAPMASK]->IsDefined() ) { LoadTexture( ENVMAPMASK ); } } else { params[ENVMAPMASK]->SetUndefined(); } } inline void DrawReflectionRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, bool bReflection, bool bRefraction ) { BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true ); bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use SHADOW_STATE { SetInitialShadowState( ); if( bRefraction ) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refract pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER || IsOSX() ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Base pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); } if( bReflection ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Reflect pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER || IsOSX() ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Lightmap pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ); } if( params[BASETEXTURE]->IsTexture() ) { // BASETEXTURE pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // LIGHTMAP pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ); if ( params[ENVMAPMASK]->IsTexture() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); } } // normal map pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T; // texcoord0 : base texcoord // texcoord1 : lightmap texcoord // texcoord2 : lightmap texcoord offset int numTexCoords = 1; if( params[BASETEXTURE]->IsTexture() ) { numTexCoords = 3; } pShaderShadow->VertexShaderVertexFormat( fmt, numTexCoords, 0, 0 ); if ( IS_FLAG_SET(MATERIAL_VAR_TRANSLUCENT ) ) { EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } DECLARE_STATIC_VERTEX_SHADER( lightmappedreflective_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() ); SET_STATIC_VERTEX_SHADER( lightmappedreflective_vs20 ); // "REFLECT" "0..1" // "REFRACT" "0..1" if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( lightmappedreflective_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( REFLECT, bReflection ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, bRefraction ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, params[ENVMAPMASK]->IsTexture() && params[BASETEXTURE]->IsTexture() ); SET_STATIC_PIXEL_SHADER( lightmappedreflective_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( lightmappedreflective_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( REFLECT, bReflection ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, bRefraction ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, params[ENVMAPMASK]->IsTexture() && params[BASETEXTURE]->IsTexture() ); SET_STATIC_PIXEL_SHADER( lightmappedreflective_ps20 ); } FogToFogColor(); if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) { // we are writing linear values from this shader. pShaderShadow->EnableSRGBWrite( true ); } pShaderShadow->EnableAlphaWrites( bFullyOpaque ); } DYNAMIC_STATE { if( bRefraction ) { // HDRFIXME: add comment about binding.. Specify the number of MRTs in the enable BindTexture( SHADER_SAMPLER0, REFRACTTEXTURE, -1 ); } if( bReflection ) { BindTexture( SHADER_SAMPLER2, REFLECTTEXTURE, -1 ); } BindTexture( SHADER_SAMPLER4, NORMALMAP, BUMPFRAME ); if( params[BASETEXTURE]->IsTexture() ) { BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LIGHTMAP ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, BASETEXTURETRANSFORM ); if ( params[ENVMAPMASK]->IsTexture() ) { BindTexture( SHADER_SAMPLER6, ENVMAPMASK, ENVMAPMASKFRAME ); } } // Refraction tint if( bRefraction ) { SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT ); } // Reflection tint if( bReflection ) { SetPixelShaderConstantGammaToLinear( 4, REFLECTTINT ); } SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); float c0[4] = { 1.0f / 3.0f, 1.0f / 3.0f, 1.0f / 3.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 0, c0, 1 ); float c2[4] = { 0.5f, 0.5f, 0.5f, 0.5f }; pShaderAPI->SetPixelShaderConstant( 2, c2, 1 ); // fresnel constants float flFresnelFactor = params[MAXREFLECTIVITY]->GetFloatValue() - params[MINREFLECTIVITY]->GetFloatValue(); float c3[4] = { flFresnelFactor, params[FRESNELPOWER]->GetFloatValue(), params[MINREFLECTIVITY]->GetFloatValue(), 0.0f }; pShaderAPI->SetPixelShaderConstant( 3, c3, 1 ); float c5[4] = { params[REFLECTAMOUNT]->GetFloatValue(), params[REFLECTAMOUNT]->GetFloatValue(), params[REFRACTAMOUNT]->GetFloatValue(), params[REFRACTAMOUNT]->GetFloatValue() }; pShaderAPI->SetPixelShaderConstant( 5, c5, 1 ); pShaderAPI->SetPixelShaderFogParams( 8 ); DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedreflective_vs20 ); SET_DYNAMIC_VERTEX_SHADER( lightmappedreflective_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20 ); } } Draw(); } SHADER_DRAW { bool bRefraction = params[REFRACTTEXTURE]->IsTexture(); bool bReflection = params[REFLECTTEXTURE]->IsTexture(); bool bDrewSomething = false; if ( bReflection || bRefraction ) { bDrewSomething = true; DrawReflectionRefraction( params, pShaderShadow, pShaderAPI, bReflection, 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