Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

318 lines
9.7 KiB
C++

//========= 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