//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "refract_model_vs11.inc" #include "refract_world_vs11.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define MAXBLUR 1 DEFINE_FALLBACK_SHADER( Refract, Refract_DX80 ) BEGIN_VS_SHADER( Refract_DX80, "Help for Refract_DX80" ) BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) SHADER_PARAM( DUDVMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_dudv", "dudv bump map" ) SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( DUDVFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $dudvmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" ) SHADER_PARAM( BLURAMOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "0, 1, or 2 for how much blur you want" ) SHADER_PARAM( FADEOUTONSILHOUETTE, SHADER_PARAM_TYPE_BOOL, "1", "0 for no fade out on silhouette, 1 for fade out on sillhouette" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) SHADER_PARAM( REFRACTTINTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shield", "" ) SHADER_PARAM( REFRACTTINTTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" ) SHADER_PARAM( FALLBACK, SHADER_PARAM_TYPE_STRING, "", "Name of the fallback shader" ) SHADER_PARAM( FORCEREFRACT, SHADER_PARAM_TYPE_BOOL, "0", "Forces refraction on boards that have poor performance" ) SHADER_PARAM( NOWRITEZ, SHADER_PARAM_TYPE_INTEGER, "0", "0 == write z, 1 = no write z" ) SHADER_PARAM( MASKED, SHADER_PARAM_TYPE_BOOL, "0", "mask using dest alpha" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); if( !params[ENVMAPTINT]->IsDefined() ) { params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); } if( !params[ENVMAPCONTRAST]->IsDefined() ) { params[ENVMAPCONTRAST]->SetFloatValue( 0.0f ); } if( !params[ENVMAPSATURATION]->IsDefined() ) { params[ENVMAPSATURATION]->SetFloatValue( 1.0f ); } if( !params[ENVMAPFRAME]->IsDefined() ) { params[ENVMAPFRAME]->SetIntValue( 0 ); } if( !params[FRESNELREFLECTION]->IsDefined() ) { params[FRESNELREFLECTION]->SetFloatValue( 1.0f ); } if( !params[MASKED]->IsDefined() ) { params[MASKED]->SetIntValue( 0 ); } if( !params[BLURAMOUNT]->IsDefined() ) { params[BLURAMOUNT]->SetIntValue( 0 ); } if( !params[FADEOUTONSILHOUETTE]->IsDefined() ) { params[FADEOUTONSILHOUETTE]->SetIntValue( 0 ); } SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); } SHADER_FALLBACK { if ( IsPC() ) { const char *pFallback = (params && params[FALLBACK]->IsDefined()) ? params[FALLBACK]->GetStringValue() : ""; if (!pFallback[0]) { pFallback = "Refract_DX60"; } if( g_pHardwareConfig->GetDXSupportLevel() < 80 || !g_pHardwareConfig->HasProjectedBumpEnv() ) return pFallback; if ( g_pHardwareConfig->PreferReducedFillrate() && (params && (params[FORCEREFRACT]->GetIntValue() == 0)) ) return pFallback; } return 0; } SHADER_INIT { if (params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); } if (params[DUDVMAP]->IsDefined() ) { LoadTexture( DUDVMAP ); } if (params[NORMALMAP]->IsDefined() ) { LoadBumpMap( NORMALMAP ); } if( params[ENVMAP]->IsDefined() ) { LoadCubeMap( ENVMAP ); } if( params[REFRACTTINTTEXTURE]->IsDefined() ) { LoadTexture( REFRACTTINTTEXTURE ); } } inline int ComputePixelShaderIndex( bool bRefractTintTexture, bool bNormalMapAlpha ) { // "REFRACTTINTTEXTURE" "0..1" // "NORMALMAPALPHA" "0..1" int pshIndex = 0; if( bRefractTintTexture ) pshIndex |= 0x1; if( bNormalMapAlpha ) pshIndex |= 0x2; return pshIndex; } SHADER_DRAW { bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); bool bHasEnvmap = params[ENVMAP]->IsTexture(); int blurAmount = params[BLURAMOUNT]->GetIntValue(); bool bRefractTintTexture = params[REFRACTTINTTEXTURE]->IsTexture(); if( blurAmount < 0 ) { blurAmount = 0; } else if( blurAmount > MAXBLUR ) { blurAmount = MAXBLUR; } bool bMasked = (params[MASKED]->GetIntValue() != 0); SHADOW_STATE { if ( params[NOWRITEZ]->GetIntValue() != 0 ) { pShaderShadow->EnableDepthWrites( false ); } // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); // If envmap is not specified, the alpha channel is the translucency // (If envmap *is* specified, alpha channel is the reflection amount) bool bNormalMapAlpha = false; if ( params[NORMALMAP]->IsTexture() && !bHasEnvmap ) { SetDefaultBlendingShadowState( NORMALMAP, false ); if ( !bMasked && TextureIsTranslucent( NORMALMAP, false ) ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); bNormalMapAlpha = true; } } // dudv map pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // renderable texture for refraction pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( bRefractTintTexture ) { // refract tint texture pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); } int fmt = VERTEX_POSITION | VERTEX_NORMAL; int userDataSize = 0; if( bIsModel ) { userDataSize = 4; } else { fmt |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; } pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, userDataSize ); if( bIsModel ) { refract_model_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "Refract_model_vs11", vshIndex.GetIndex() ); } else { refract_world_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "Refract_world_vs11", vshIndex.GetIndex() ); } int pshIndex; pshIndex = ComputePixelShaderIndex( bRefractTintTexture, bNormalMapAlpha ); pShaderShadow->SetPixelShader( "Refract_ps11", pshIndex ); if( bMasked ) { EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); } DefaultFog(); } DYNAMIC_STATE { pShaderAPI->SetDefaultState(); // The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders. pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE1, 0, true ); if ( params[DUDVFRAME]->GetIntValue() == 0 ) { BindTexture( SHADER_SAMPLER0, DUDVMAP, BUMPFRAME ); } else { BindTexture( SHADER_SAMPLER0, DUDVMAP, DUDVFRAME ); } if ( params[BASETEXTURE]->IsTexture() ) { BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); } if( bRefractTintTexture ) { BindTexture( SHADER_SAMPLER2, REFRACTTINTTEXTURE, REFRACTTINTTEXTUREFRAME ); } if ( params[NORMALMAP]->IsTexture() ) { BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME ); } float fRefractionAmount = params[REFRACTAMOUNT]->GetFloatValue(); pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fRefractionAmount, 0.0f, 0.0f, fRefractionAmount ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); // used to invert y // xboxfixme - move this into defined constants float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 ); SetPixelShaderConstant( 0, REFRACTTINT ); if( bIsModel ) { refract_model_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } else { refract_world_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } } Draw(); if( bHasEnvmap ) { bool bNoWriteZ = (params[NOWRITEZ]->GetIntValue() != 0); const bool bBlendSpecular = true; if( bIsModel ) { DrawModelBumpedSpecularLighting( NORMALMAP, BUMPFRAME, ENVMAP, ENVMAPFRAME, ENVMAPTINT, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, BUMPTRANSFORM, bBlendSpecular, bNoWriteZ ); } else { DrawWorldBumpedSpecularLighting( NORMALMAP, ENVMAP, BUMPFRAME, ENVMAPFRAME, ENVMAPTINT, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, BUMPTRANSFORM, FRESNELREFLECTION, bBlendSpecular, bNoWriteZ ); } } } END_SHADER