//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "mathlib/vmatrix.h" #include "water_ps14.inc" #include "watercheap_vs14.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( Water, Water_DX81 ) BEGIN_VS_SHADER( Water_DX81, "Help for Water_DX81" ) 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( 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[FORCEEXPENSIVE]->GetIntValue() && params[FORCECHEAP]->GetIntValue() ) { params[FORCEEXPENSIVE]->SetIntValue( 0 ); } if( !params[REFLECTBLENDFACTOR]->IsDefined() ) { params[REFLECTBLENDFACTOR]->SetFloatValue( 1.0f ); } if( !params[FORCEEXPENSIVE]->GetIntValue() && !params[ENVMAP]->IsDefined() ) { params[ENVMAP]->SetStringValue( "engine/defaultcubemap" ); } } SHADER_FALLBACK { if( g_pHardwareConfig->GetDXSupportLevel() < 81 ) { return "Water_DX80"; } return 0; } SHADER_INIT { Assert( params[WATERDEPTH]->IsDefined() ); if( params[REFRACTTEXTURE]->IsDefined() ) { LoadTexture( REFRACTTEXTURE ); } if( params[REFLECTTEXTURE]->IsDefined() ) { LoadTexture( REFLECTTEXTURE ); } if (params[ENVMAP]->IsDefined() ) { LoadTexture( ENVMAP ); } if (params[NORMALMAP]->IsDefined() ) { LoadBumpMap( NORMALMAP ); } } inline int GetReflectionRefractionPixelShaderIndex( bool bReflection, bool bRefraction ) { // "REFLECT" "0..1" // "REFRACT" "0..1" int pshIndex = ( bReflection ? 1 : 0 ) | ( bRefraction ? 2 : 0 ); return pshIndex; } inline void DrawReflectionRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, bool bReflection, bool bRefraction ) { SHADOW_STATE { SetInitialShadowState( ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( bRefraction ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); } pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); if( bReflection ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); } int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); water_ps14_Static_Index vshIndex; pShaderShadow->SetVertexShader( "Water_ps14", vshIndex.GetIndex() ); int pshIndex = GetReflectionRefractionPixelShaderIndex( bReflection, bRefraction ); pShaderShadow->SetPixelShader ( "Water_ps14", pshIndex ); FogToFogColor(); } DYNAMIC_STATE { pShaderAPI->SetDefaultState(); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_NORMALIZATION_CUBEMAP ); if( bRefraction ) { BindTexture( SHADER_SAMPLER2, REFRACTTEXTURE, -1 ); } BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME ); if( bReflection ) { BindTexture( SHADER_SAMPLER4, REFLECTTEXTURE, -1 ); } SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, REFLECTAMOUNT ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, REFRACTAMOUNT ); float c0[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 0, c0, 1 ); SetPixelShaderConstant( 1, REFRACTTINT ); SetPixelShaderConstant( 4, REFLECTTINT ); float c2[4] = { 0.5f, 0.5f, 0.5f, 0.5f }; pShaderAPI->SetPixelShaderConstant( 2, c2, 1 ); // ERASE ME! float c3[4] = { 5.0f, 0.0f, 0.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 3, c3, 1 ); // reflection/refraction scale float reflectionRefractionScale[4] = { params[REFLECTAMOUNT]->GetFloatValue(), params[REFRACTAMOUNT]->GetFloatValue(), 0.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 5, reflectionRefractionScale, 1 ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, reflectionRefractionScale, 1 ); water_ps14_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } enum DrawCheapType_t { DRAW_CHEAP_OPAQUE = 0, DRAW_CHEAP_FRESNEL_OPAQUE, DRAW_CHEAP_LOD_ONLY, DRAW_CHEAP_FRESNEL_AND_LOD, }; inline void DrawCheapWater( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, DrawCheapType_t type ) { 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 ); pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); if ( (type != DRAW_CHEAP_OPAQUE) && (type != DRAW_CHEAP_FRESNEL_OPAQUE) ) { 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 ); watercheap_vs14_Static_Index vshIndex; pShaderShadow->SetVertexShader( "WaterCheap_vs14", vshIndex.GetIndex() ); static const char *s_pPixelShader[] = { "WaterCheapOpaque_ps14", "WaterCheapFresnelOpaque_ps14", "WaterCheap_ps14", "WaterCheapFresnel_ps14", }; pShaderShadow->SetPixelShader( s_pPixelShader[type] ); FogToFogColor(); } DYNAMIC_STATE { pShaderAPI->SetDefaultState(); BindTexture( SHADER_SAMPLER0, NORMALMAP, BUMPFRAME ); BindTexture( SHADER_SAMPLER3, ENVMAP, ENVMAPFRAME ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALIZATION_CUBEMAP ); float pCheapWaterConstants[4] = { 0, 0, 0, 0 }; if ( (type != DRAW_CHEAP_OPAQUE) && (type != DRAW_CHEAP_FRESNEL_OPAQUE) ) { float flCheapWaterStartDistance = params[CHEAPWATERSTARTDISTANCE]->GetFloatValue(); float flCheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue(); pCheapWaterConstants[0] = flCheapWaterStartDistance; pCheapWaterConstants[1] = 1.0f / ( flCheapWaterEndDistance - flCheapWaterStartDistance ); } pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, pCheapWaterConstants ); SetPixelShaderConstant( 0, FOGCOLOR ); SetPixelShaderConstant( 1, REFLECTTINT, REFLECTBLENDFACTOR ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM ); watercheap_vs14_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. // Also, it will fade to cheap water at a particular distance, // based on CheapWaterStartDistance and CheapWaterEndDistance // * In the ForceCheap case, no fading is required // * In the default case, it will fade based on these parameters in a single pass // * In the expensive case, it will have to perform the fade in a separate pass. bool bForceCheap = params[FORCECHEAP]->GetIntValue() != 0 || UsingEditor( params ); bool bForceExpensive = params[FORCEEXPENSIVE]->GetIntValue() != 0; bool bRefraction = params[REFRACTTEXTURE]->IsTexture(); bool bReflection = bForceExpensive && params[REFLECTTEXTURE]->IsTexture(); DrawCheapType_t type = params[NOFRESNEL]->GetIntValue() ? DRAW_CHEAP_OPAQUE : DRAW_CHEAP_FRESNEL_OPAQUE; if( !bForceCheap && (bRefraction || bReflection) ) { DrawReflectionRefraction( params, pShaderShadow, pShaderAPI, bReflection, bRefraction ); if ( !bReflection ) { type = params[NOFRESNEL]->GetIntValue() ? DRAW_CHEAP_LOD_ONLY : DRAW_CHEAP_FRESNEL_AND_LOD; } else { type = DRAW_CHEAP_LOD_ONLY; } } // 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( params[ENVMAP]->IsTexture() && !IS_FLAG_SET( MATERIAL_VAR_DECAL ) && !bReflection ) { DrawCheapWater( params, pShaderShadow, pShaderAPI, type ); } } END_SHADER