hl2_src-leak-2017/src/materialsystem/stdshaders/water.cpp

593 lines
20 KiB
C++

//========= 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 "convar.h"
#include "WaterCheap_vs20.inc"
#include "WaterCheap_ps20.inc"
#include "WaterCheap_ps20b.inc"
#include "Water_vs20.inc"
#include "Water_ps20.inc"
#include "water_ps20b.inc"
#ifndef _X360
static ConVar r_waterforceexpensive( "r_waterforceexpensive", "0", FCVAR_ARCHIVE );
#endif
DEFINE_FALLBACK_SHADER( Water, Water_DX9_HDR )
BEGIN_VS_SHADER( Water_DX90,
"Help for Water" )
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( 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, "0", "" )
SHADER_PARAM( FOGCOLOR, SHADER_PARAM_TYPE_COLOR, "", "" )
SHADER_PARAM( FORCECHEAP, SHADER_PARAM_TYPE_BOOL, "", "" )
SHADER_PARAM( FORCEEXPENSIVE, SHADER_PARAM_TYPE_BOOL, "", "" )
SHADER_PARAM( REFLECTENTITIES, SHADER_PARAM_TYPE_BOOL, "", "" )
SHADER_PARAM( FOGSTART, SHADER_PARAM_TYPE_FLOAT, "", "" )
SHADER_PARAM( FOGEND, SHADER_PARAM_TYPE_FLOAT, "", "" )
SHADER_PARAM( ABOVEWATER, SHADER_PARAM_TYPE_BOOL, "", "" )
SHADER_PARAM( REFLECTBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
SHADER_PARAM( NOFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "" )
SHADER_PARAM( NOLOWENDLIGHTMAP, SHADER_PARAM_TYPE_BOOL, "0", "" )
SHADER_PARAM( SCROLL1, SHADER_PARAM_TYPE_COLOR, "", "" )
SHADER_PARAM( SCROLL2, SHADER_PARAM_TYPE_COLOR, "", "" )
SHADER_PARAM( BLURREFRACT, SHADER_PARAM_TYPE_BOOL, "0", "Cause the refraction to be blurry on ps2b hardware" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
if( !params[ABOVEWATER]->IsDefined() )
{
Warning( "***need to set $abovewater for material %s\n", pMaterialName );
params[ABOVEWATER]->SetIntValue( 1 );
}
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[SCROLL1]->IsDefined() )
{
params[SCROLL1]->SetVecValue( 0.0f, 0.0f, 0.0f );
}
if( !params[SCROLL2]->IsDefined() )
{
params[SCROLL2]->SetVecValue( 0.0f, 0.0f, 0.0f );
}
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[REFLECTBLENDFACTOR]->IsDefined() )
{
params[REFLECTBLENDFACTOR]->SetFloatValue( 1.0f );
}
// By default, we're force expensive on dx9. NO WE DON'T!!!!
if( !params[FORCEEXPENSIVE]->IsDefined() )
{
#ifdef _X360
params[FORCEEXPENSIVE]->SetIntValue( 0 );
#else
params[FORCEEXPENSIVE]->SetIntValue( 1 );
#endif
}
if( params[FORCEEXPENSIVE]->GetIntValue() && params[FORCECHEAP]->GetIntValue() )
{
params[FORCEEXPENSIVE]->SetIntValue( 0 );
}
// Fallbacks for water need lightmaps usually
if ( !params[NOLOWENDLIGHTMAP]->GetIntValue() )
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
if( g_pConfig->UseBumpmapping() && params[NORMALMAP]->IsDefined() )
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
}
}
SHADER_FALLBACK
{
if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
return "Water_DX81";
}
return 0;
}
SHADER_INIT
{
Assert( params[WATERDEPTH]->IsDefined() );
if( params[REFRACTTEXTURE]->IsDefined() )
{
LoadTexture( REFRACTTEXTURE, TEXTUREFLAGS_SRGB );
}
if( params[REFLECTTEXTURE]->IsDefined() )
{
LoadTexture( REFLECTTEXTURE, TEXTUREFLAGS_SRGB );
}
if ( params[ENVMAP]->IsDefined() )
{
LoadCubeMap( ENVMAP, TEXTUREFLAGS_SRGB );
}
if ( params[NORMALMAP]->IsDefined() )
{
LoadBumpMap( NORMALMAP );
}
if( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
}
}
inline void GetVecParam( int constantVar, float *val )
{
if( constantVar == -1 )
return;
IMaterialVar* pVar = s_ppParams[constantVar];
Assert( pVar );
if (pVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pVar->GetVecValue( val, 4 );
else
val[0] = val[1] = val[2] = val[3] = pVar->GetFloatValue();
}
inline void DrawReflectionRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow,
IShaderDynamicAPI* pShaderAPI, bool bReflection, bool bRefraction )
{
SHADOW_STATE
{
SetInitialShadowState( );
if( bRefraction )
{
// refract sampler
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
}
if( bReflection )
{
// reflect sampler
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
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, true );
}
}
// normal map
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
// Normalizing cube map
pShaderShadow->EnableTexture( SHADER_SAMPLER5, 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 );
Vector4D Scroll1;
params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 );
DECLARE_STATIC_VERTEX_SHADER( water_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
SET_STATIC_VERTEX_SHADER( water_vs20 );
// "REFLECT" "0..1"
// "REFRACT" "0..1"
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( water_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( REFLECT, bReflection );
SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, bRefraction );
SET_STATIC_PIXEL_SHADER_COMBO( ABOVEWATER, params[ABOVEWATER]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
SET_STATIC_PIXEL_SHADER_COMBO( BLURRY_REFRACT, params[BLURREFRACT]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
SET_STATIC_PIXEL_SHADER( water_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( water_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( REFLECT, bReflection );
SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, bRefraction );
SET_STATIC_PIXEL_SHADER_COMBO( ABOVEWATER, params[ABOVEWATER]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
SET_STATIC_PIXEL_SHADER( water_ps20 );
}
FogToFogColor();
// we are writing linear values from this shader.
pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->EnableAlphaWrites( true );
}
DYNAMIC_STATE
{
pShaderAPI->SetDefaultState();
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 );
}
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
// Refraction tint
if( bRefraction )
{
SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT );
}
// Reflection tint
if( bReflection )
{
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
{
// Need to multiply by 4 in linear space since we premultiplied into
// the render target by .25 to get overbright data in the reflection render target.
float gammaReflectTint[3];
params[REFLECTTINT]->GetVecValue( gammaReflectTint, 3 );
float linearReflectTint[4];
linearReflectTint[0] = GammaToLinear( gammaReflectTint[0] ) * 4.0f;
linearReflectTint[1] = GammaToLinear( gammaReflectTint[1] ) * 4.0f;
linearReflectTint[2] = GammaToLinear( gammaReflectTint[2] ) * 4.0f;
linearReflectTint[3] = 1.0f;
pShaderAPI->SetPixelShaderConstant( 4, linearReflectTint, 1 );
}
else
{
SetPixelShaderConstantGammaToLinear( 4, REFLECTTINT );
}
}
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
float curtime=pShaderAPI->CurrentTime();
float vc0[4];
float v0[4];
params[SCROLL1]->GetVecValue(v0,4);
vc0[0]=curtime*v0[0];
vc0[1]=curtime*v0[1];
params[SCROLL2]->GetVecValue(v0,4);
vc0[2]=curtime*v0[0];
vc0[3]=curtime*v0[1];
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vc0, 1 );
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 c3[4] = { 1.0f, 0.0f, 0.0f, 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 );
SetPixelShaderConstantGammaToLinear( 6, FOGCOLOR );
float c7[4] =
{
params[FOGSTART]->GetFloatValue(),
params[FOGEND]->GetFloatValue() - params[FOGSTART]->GetFloatValue(),
1.0f,
0.0f
};
if (g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
{
// water overbright factor
c7[2] = 4.0;
}
pShaderAPI->SetPixelShaderConstant( 7, c7, 1 );
pShaderAPI->SetPixelShaderFogParams( 8 );
DECLARE_DYNAMIC_VERTEX_SHADER( water_vs20 );
SET_DYNAMIC_VERTEX_SHADER( water_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( water_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( water_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( water_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( water_ps20 );
}
}
Draw();
}
inline void DrawCheapWater( IMaterialVar **params, IShaderShadow* pShaderShadow,
IShaderDynamicAPI* pShaderAPI, bool bBlend, bool bRefraction )
{
SHADOW_STATE
{
SetInitialShadowState( );
// In edit mode, use nocull
if ( UsingEditor( params ) )
{
s_pShaderShadow->EnableCulling( false );
}
if( bBlend )
{
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
// envmap
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// normal map
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
if( bRefraction && bBlend )
{
// refraction map (used for alpha)
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
}
// Normalizing cube map
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( watercheap_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( BLEND, bBlend && bRefraction );
SET_STATIC_VERTEX_SHADER( watercheap_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( watercheap_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( FRESNEL, params[NOFRESNEL]->GetIntValue() == 0 );
SET_STATIC_PIXEL_SHADER_COMBO( BLEND, bBlend );
SET_STATIC_PIXEL_SHADER_COMBO( REFRACTALPHA, bRefraction );
SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() );
Vector4D Scroll1;
params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 );
SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
SET_STATIC_PIXEL_SHADER( watercheap_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( watercheap_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( FRESNEL, params[NOFRESNEL]->GetIntValue() == 0 );
SET_STATIC_PIXEL_SHADER_COMBO( BLEND, bBlend );
SET_STATIC_PIXEL_SHADER_COMBO( REFRACTALPHA, bRefraction );
SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() );
Vector4D Scroll1;
params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 );
SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
SET_STATIC_PIXEL_SHADER( watercheap_ps20 );
}
// HDRFIXME: test cheap water!
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
{
// we are writing linear values from this shader.
pShaderShadow->EnableSRGBWrite( true );
}
FogToFogColor();
}
DYNAMIC_STATE
{
pShaderAPI->SetDefaultState();
BindTexture( SHADER_SAMPLER0, ENVMAP, ENVMAPFRAME );
BindTexture( SHADER_SAMPLER1, NORMALMAP, BUMPFRAME );
if( bRefraction && bBlend )
{
BindTexture( SHADER_SAMPLER2, REFRACTTEXTURE, -1 );
}
pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
SetPixelShaderConstant( 0, FOGCOLOR );
float cheapWaterStartDistance = params[CHEAPWATERSTARTDISTANCE]->GetFloatValue();
float cheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue();
float cheapWaterParams[4] =
{
(float)(cheapWaterStartDistance * VSHADER_VECT_SCALE),
(float)(cheapWaterEndDistance * VSHADER_VECT_SCALE),
(float)(PSHADER_VECT_SCALE / ( cheapWaterEndDistance - cheapWaterStartDistance )),
cheapWaterStartDistance / ( cheapWaterEndDistance - cheapWaterStartDistance ),
};
pShaderAPI->SetPixelShaderConstant( 1, cheapWaterParams );
if( g_pConfig->bShowSpecular )
{
SetPixelShaderConstant( 2, REFLECTTINT, REFLECTBLENDFACTOR );
}
else
{
float zero[4] = { 0.0f, 0.0f, 0.0f, params[REFLECTBLENDFACTOR]->GetFloatValue() };
pShaderAPI->SetPixelShaderConstant( 2, zero );
}
pShaderAPI->SetPixelShaderFogParams( 3 );
if( params[SCROLL1]->IsDefined())
{
float curtime=pShaderAPI->CurrentTime();
float vc0[4];
float v0[4];
params[SCROLL1]->GetVecValue(v0,4);
vc0[0]=curtime*v0[0];
vc0[1]=curtime*v0[1];
params[SCROLL2]->GetVecValue(v0,4);
vc0[2]=curtime*v0[0];
vc0[3]=curtime*v0[1];
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vc0, 1 );
}
DECLARE_DYNAMIC_VERTEX_SHADER( watercheap_vs20 );
SET_DYNAMIC_VERTEX_SHADER( watercheap_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( watercheap_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( watercheap_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( watercheap_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( watercheap_ps20 );
}
}
Draw();
}
SHADER_DRAW
{
// TODO: fit the cheap water stuff into the water shader so that we don't have to do
// 2 passes.
#ifdef _X360
bool bForceExpensive = false;
#else
bool bForceExpensive = r_waterforceexpensive.GetBool();
#endif
bool bForceCheap = (params[FORCECHEAP]->GetIntValue() != 0) || UsingEditor( params );
if ( bForceCheap )
{
bForceExpensive = false;
}
else
{
bForceExpensive = bForceExpensive || (params[FORCEEXPENSIVE]->GetIntValue() != 0);
}
Assert( !( bForceCheap && bForceExpensive ) );
bool bRefraction = params[REFRACTTEXTURE]->IsTexture();
#ifdef _X360
bool bReflection = params[REFLECTTEXTURE]->IsTexture();
#else
bool bReflection = bForceExpensive && params[REFLECTTEXTURE]->IsTexture();
#endif
bool bDrewSomething = false;
if ( !bForceCheap && ( bReflection || bRefraction ) )
{
bDrewSomething = true;
DrawReflectionRefraction( params, pShaderShadow, pShaderAPI, bReflection, bRefraction );
}
// 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
#ifdef _X360
if( params[ENVMAP]->IsTexture() && !IS_FLAG_SET( MATERIAL_VAR_DECAL ) && !bForceExpensive )
#else
if( !bReflection && params[ENVMAP]->IsTexture() && !IS_FLAG_SET( MATERIAL_VAR_DECAL ) )
#endif
{
bDrewSomething = true;
DrawCheapWater( params, pShaderShadow, pShaderAPI, !bForceCheap, 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
//-----------------------------------------------------------------------------
// This allows us to use a block labelled 'Water_DX9_HDR' in the water materials
//-----------------------------------------------------------------------------
BEGIN_INHERITED_SHADER( Water_DX9_HDR, Water_DX90,
"Help for Water_DX9_HDR" )
SHADER_FALLBACK
{
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
{
return "WATER_DX90";
}
return 0;
}
END_INHERITED_SHADER