//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "mathlib/vmatrix.h" #include "water_vs11.inc" #include "watercheappervertexfresnel_vs11.inc" #include "watercheap_vs11.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_VS_SHADER( Water_DX80, "Help for Water_DX80" ) BEGIN_SHADER_PARAMS SHADER_PARAM( REFRACTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) 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", "" ) SHADER_PARAM( REFLECTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "reflection tint" ) SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "", "dudv bump map" ) SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "", "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( SCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "" ) SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "", "" ) SHADER_PARAM( WATERDEPTH, SHADER_PARAM_TYPE_FLOAT, "", "" ) 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." ) 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." ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "env_cubemap", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( FOGCOLOR, SHADER_PARAM_TYPE_COLOR, "", "" ) SHADER_PARAM( FORCECHEAP, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( FORCEEXPENSIVE, SHADER_PARAM_TYPE_BOOL, "", "" ) SHADER_PARAM( REFLECTENTITIES, SHADER_PARAM_TYPE_BOOL, "", "" ) SHADER_PARAM( REFLECTBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1.0", "" ) SHADER_PARAM( NOFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); if( !params[CHEAPWATERSTARTDISTANCE]->IsDefined() ) { params[CHEAPWATERSTARTDISTANCE]->SetFloatValue( 500.0f ); } if( !params[CHEAPWATERENDDISTANCE]->IsDefined() ) { params[CHEAPWATERENDDISTANCE]->SetFloatValue( 1000.0f ); } if( !params[SCALE]->IsDefined() ) { params[SCALE]->SetVecValue( 1.0f, 1.0f ); } if( !params[FOGCOLOR]->IsDefined() ) { params[FOGCOLOR]->SetVecValue( 1.0f, 0.0f, 0.0f ); Warning( "material %s needs to have a $fogcolor.\n", pMaterialName ); } if( !params[REFLECTENTITIES]->IsDefined() ) { params[REFLECTENTITIES]->SetIntValue( 0 ); } if( !params[FORCEEXPENSIVE]->IsDefined() ) { params[FORCEEXPENSIVE]->SetIntValue( 0 ); } if( !params[REFLECTBLENDFACTOR]->IsDefined() ) { params[REFLECTBLENDFACTOR]->SetFloatValue( 1.0f ); } if( params[FORCEEXPENSIVE]->GetIntValue() && params[FORCECHEAP]->GetIntValue() ) { params[FORCEEXPENSIVE]->SetIntValue( 0 ); } } SHADER_FALLBACK { if ( IsPC() && ( g_pHardwareConfig->GetDXSupportLevel() < 80 || !g_pHardwareConfig->HasProjectedBumpEnv() ) ) { return "Water_DX60"; } return 0; } SHADER_INIT { Assert( params[WATERDEPTH]->IsDefined() ); if( params[REFRACTTEXTURE]->IsDefined() ) { LoadTexture( REFRACTTEXTURE ); } if( params[REFLECTTEXTURE]->IsDefined() ) { LoadTexture( REFLECTTEXTURE ); } if (params[BUMPMAP]->IsDefined() ) { LoadTexture( BUMPMAP ); } if (params[ENVMAP]->IsDefined() ) { LoadCubeMap( ENVMAP ); } if (params[NORMALMAP]->IsDefined() ) { LoadBumpMap( NORMALMAP ); } } inline void SetCheapWaterFactors( IMaterialVar **params, IShaderDynamicAPI* pShaderAPI, int nConstantReg ) { float flCheapWaterStartDistance = params[CHEAPWATERSTARTDISTANCE]->GetFloatValue(); float flCheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue(); float flCheapWaterConstants[4] = { flCheapWaterStartDistance, 1.0f / ( flCheapWaterEndDistance - flCheapWaterStartDistance ), 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( nConstantReg, flCheapWaterConstants ); } inline void DrawReflection( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, bool bBlendReflection ) { SHADOW_STATE { SetInitialShadowState( ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); if( bBlendReflection ) { EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } water_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "Water_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "WaterReflect_ps11", 0 ); FogToFogColor(); } 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 ); float fReflectionAmount = params[REFLECTAMOUNT]->GetFloatValue(); pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fReflectionAmount, 0.0f, 0.0f, fReflectionAmount ); BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME ); BindTexture( SHADER_SAMPLER1, REFLECTTEXTURE, -1 ); BindTexture( SHADER_SAMPLER2, NORMALMAP, BUMPFRAME ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALIZATION_CUBEMAP ); pShaderAPI->SetVertexShaderIndex( 0 ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); // used to invert y float c[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 ); SetPixelShaderConstant( 0, REFLECTTINT ); water_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } inline void DrawRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI ) { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); water_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "Water_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "WaterRefract_ps11", 0 ); FogToFogColor(); } DYNAMIC_STATE { // 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 ); float fRefractionAmount = params[REFRACTAMOUNT]->GetFloatValue(); pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fRefractionAmount, 0.0f, 0.0f, fRefractionAmount ); BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME ); BindTexture( SHADER_SAMPLER1, REFRACTTEXTURE ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); // used to invert y float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 ); SetPixelShaderConstant( 0, REFRACTTINT ); water_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } inline void DrawRefractionForFresnel( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI ) { SHADOW_STATE { pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); water_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "Water_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "WaterRefractFresnel_ps11", 0 ); FogToFogColor(); } DYNAMIC_STATE { // 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 ); float fRefractionAmount = params[REFRACTAMOUNT]->GetFloatValue(); pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fRefractionAmount, 0.0f, 0.0f, fRefractionAmount ); BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME ); BindTexture( SHADER_SAMPLER1, REFRACTTEXTURE ); BindTexture( SHADER_SAMPLER2, NORMALMAP, BUMPFRAME ); s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALIZATION_CUBEMAP ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); SetCheapWaterFactors( params, pShaderAPI, VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 ); // used to invert y float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 ); SetPixelShaderConstant( 0, REFRACTTINT ); water_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } inline void DrawCheapWater( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, bool bBlend, bool bBlendFresnel, bool bNoPerVertexFresnel ) { SHADOW_STATE { SetInitialShadowState( ); // In edit mode, use nocull if ( UsingEditor( params ) ) { s_pShaderShadow->EnableCulling( false ); } pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); if( bBlend ) { if ( bBlendFresnel ) { EnableAlphaBlending( SHADER_BLEND_DST_ALPHA, SHADER_BLEND_ONE_MINUS_DST_ALPHA ); } else { EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } } pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T, 1, 0, 0 ); if( bNoPerVertexFresnel ) { watercheap_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "WaterCheap_vs11", vshIndex.GetIndex() ); } else { watercheappervertexfresnel_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "WaterCheapPerVertexFresnel_vs11", vshIndex.GetIndex() ); } static const char *s_pPixelShaderName[] = { "WaterCheapOpaque_ps11", "WaterCheap_ps11", "WaterCheapNoFresnelOpaque_ps11", "WaterCheapNoFresnel_ps11", }; int nPshIndex = 0; if ( bBlend ) nPshIndex |= 0x1; if ( bNoPerVertexFresnel ) nPshIndex |= 0x2; pShaderShadow->SetPixelShader( s_pPixelShaderName[nPshIndex] ); FogToFogColor(); } DYNAMIC_STATE { pShaderAPI->SetDefaultState(); BindTexture( SHADER_SAMPLER0, NORMALMAP, BUMPFRAME ); BindTexture( SHADER_SAMPLER3, ENVMAP, ENVMAPFRAME ); if( bBlend && !bBlendFresnel ) { SetCheapWaterFactors( params, pShaderAPI, VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 ); } else { float flCheapWaterConstants[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, flCheapWaterConstants ); } SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM ); SetPixelShaderConstant( 0, FOGCOLOR ); SetPixelShaderConstant( 1, REFLECTTINT, REFLECTBLENDFACTOR ); if( bNoPerVertexFresnel ) { watercheap_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } else { watercheappervertexfresnel_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } } Draw(); } SHADER_DRAW { // NOTE: Here's what all this means. // 1) ForceCheap means use env_cubemap only // 2) ForceExpensive means do real reflection instead of env_cubemap. // By default, it will do refraction and use env_cubemap for the reflection. // If dest alpha is available, it will also use dest alpha for a fresnel term. // otherwise there will be no fresnel term as it looks bizzare. bool bBlendReflection = false; bool bForceCheap = params[FORCECHEAP]->GetIntValue() != 0 || UsingEditor( params ); bool bForceExpensive = !bForceCheap && (params[FORCEEXPENSIVE]->GetIntValue() != 0); bool bRefraction = params[REFRACTTEXTURE]->IsTexture(); bool bReflection = bForceExpensive && params[REFLECTTEXTURE]->IsTexture(); bool bReflectionUseFresnel = false; // Can't do fresnel when forcing cheap or if there's no refraction if( !bForceCheap ) { if( bRefraction ) { // NOTE: Expensive reflection does the fresnel correctly per-pixel if ( g_pHardwareConfig->HasDestAlphaBuffer() && !bReflection && !params[NOFRESNEL]->GetIntValue() ) { DrawRefractionForFresnel( params, pShaderShadow, pShaderAPI ); bReflectionUseFresnel = true; } else { DrawRefraction( params, pShaderShadow, pShaderAPI ); } bBlendReflection = true; } if( bReflection ) { DrawReflection( params, pShaderShadow, pShaderAPI, bBlendReflection ); } } // 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 if( !bReflection && params[ENVMAP]->IsTexture() && !IS_FLAG_SET( MATERIAL_VAR_DECAL ) ) { bool bNoPerVertexFresnel = ( params[NOFRESNEL]->GetIntValue() || bReflectionUseFresnel || bForceCheap || !bRefraction ); DrawCheapWater( params, pShaderShadow, pShaderAPI, bBlendReflection, bReflectionUseFresnel, bNoPerVertexFresnel ); } } END_SHADER