//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "SDK_refract_vs20.inc"
#include "SDK_refract_ps20.inc"
#include "convar.h"
#define MAXBLUR 1
DEFINE_FALLBACK_SHADER( SDK_Refract, SDK_Refract_DX90 )
BEGIN_VS_SHADER( SDK_Refract_DX90,
"Help for SDK_Refract" )
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( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$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", "0.0 == no fresnel, 1.0 == full fresnel" )
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
// FIXME: doesn't support fresnel!
SHADER_INIT_PARAMS()
{
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 );
}
}
bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params ) const
{
return !params[BASETEXTURE]->IsDefined();
}
SHADER_FALLBACK
{
if( g_pHardwareConfig->GetDXSupportLevel() < 82 )
return "SDK_Refract_DX80";
return 0;
}
SHADER_INIT
{
if (params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE );
}
if (params[NORMALMAP]->IsDefined() )
{
LoadBumpMap( NORMALMAP );
}
if( params[ENVMAP]->IsDefined() )
{
LoadCubeMap( ENVMAP );
}
if( params[REFRACTTINTTEXTURE]->IsDefined() )
{
LoadTexture( REFRACTTINTTEXTURE );
}
}
SHADER_DRAW
{
bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
bool bHasEnvmap = params[ENVMAP]->IsTexture();
bool bRefractTintTexture = params[REFRACTTINTTEXTURE]->IsTexture();
bool bFadeOutOnSilhouette = params[FADEOUTONSILHOUETTE]->GetIntValue() != 0;
int blurAmount = params[BLURAMOUNT]->GetIntValue();
bool bMasked = (params[MASKED]->GetIntValue() != 0);
if( blurAmount < 0 )
{
blurAmount = 0;
}
else if( blurAmount > MAXBLUR )
{
blurAmount = MAXBLUR;
}
SHADOW_STATE
{
SetInitialShadowState( );
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)
if ( params[NORMALMAP]->IsTexture() && !bHasEnvmap )
{
SetDefaultBlendingShadowState( NORMALMAP, false );
}
// source render target that contains the image that we are warping.
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE2, true );
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
{
pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE2, true );
}
// normal map
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE3, true );
if( bHasEnvmap )
{
// envmap
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE4, true );
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
{
pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE4, true );
}
}
if( bRefractTintTexture )
{
// refract tint texture
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE5, true );
}
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
{
pShaderShadow->EnableSRGBWrite( true );
}
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
int numBoneWeights = 0;
int userDataSize = 0;
if( bIsModel )
{
numBoneWeights = 3;
userDataSize = 4;
fmt |= VERTEX_BONE_INDEX;
}
else
{
fmt |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
}
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, numBoneWeights, userDataSize );
DECLARE_STATIC_VERTEX_SHADER( sdk_refract_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
SET_STATIC_VERTEX_SHADER( sdk_refract_vs20 );
DECLARE_STATIC_PIXEL_SHADER( sdk_refract_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( BLUR, blurAmount );
SET_STATIC_PIXEL_SHADER_COMBO( FADEOUTONSILHOUETTE, bFadeOutOnSilhouette );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( REFRACTTINTTEXTURE, bRefractTintTexture );
SET_STATIC_PIXEL_SHADER_COMBO( MASKED, bMasked );
SET_STATIC_PIXEL_SHADER( sdk_refract_ps20 );
DefaultFog();
if( bMasked )
{
EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
}
}
DYNAMIC_STATE
{
pShaderAPI->SetDefaultState();
if ( params[BASETEXTURE]->IsTexture() )
{
BindTexture( SHADER_TEXTURE_STAGE2, BASETEXTURE, FRAME );
}
else
{
pShaderAPI->BindFBTexture( SHADER_TEXTURE_STAGE2 );
}
BindTexture( SHADER_TEXTURE_STAGE3, NORMALMAP, BUMPFRAME );
if( bHasEnvmap )
{
BindTexture( SHADER_TEXTURE_STAGE4, ENVMAP, ENVMAPFRAME );
}
if( bRefractTintTexture )
{
BindTexture( SHADER_TEXTURE_STAGE5, REFRACTTINTTEXTURE, REFRACTTINTTEXTUREFRAME );
}
int numBones = pShaderAPI->GetCurrentNumBones();
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_refract_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUMBONES, numBones );
SET_DYNAMIC_VERTEX_SHADER( sdk_refract_vs20 );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_refract_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FOGTYPE, pShaderAPI->GetSceneFogMode() );
SET_DYNAMIC_PIXEL_SHADER( sdk_refract_ps20 );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
{
SetPixelShaderConstant( 0, ENVMAPTINT );
SetPixelShaderConstant( 1, REFRACTTINT );
}
else
{
SetPixelShaderConstantGammaToLinear( 0, ENVMAPTINT );
SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT );
}
SetPixelShaderConstant( 2, ENVMAPCONTRAST );
SetPixelShaderConstant( 3, ENVMAPSATURATION );
float c5[4] = { params[REFRACTAMOUNT]->GetFloatValue(),
params[REFRACTAMOUNT]->GetFloatValue(), 0.0f, 0.0f };
pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
}
Draw();
}
END_SHADER