ShaderFloor
From SimsWiki
EP6-BV
0xCD7FE87A
0x1C0532FA
0x3D102419
0xFF164DEA
# floor
#
# Shaders for indoor & outdoor tiles; i.e., "Floors".
#
#
seti gridLayer 13
seti floorLayer -4
setf floorMaterialScaleU 1.0 # defaults for Floor materials without these defined
setf floorMaterialScaleV 1.0 # defaults for Floor materials without these defined
setb floorHighlightOn false
setc floorHighlightIntensity (0.25, 0.25, 0.25, 1.0) # attenuation of the floor highlight texture
setf floorGridAlpha 0.775
seti previewLayer 0 # -28
# debug options for PS hardware only, only set one of these to true
setb debugShowFloorIncidence false # shows the incidence maps as color
setb debugShowFloorNormalMap false # shows the raw normal map (if it exists)
setb debugFloorLighting false # no base texture, only lighting results
setb debugShowLightMapTexcoords false # texcoords as color
setb floorCausticsPass false
seti floorRenderStyle 0
setb hasCutout false
include PixelShaderFloors.matShad
#beginshader Floor
#description Basic floor tile shader; texture + floor gradient + shadows
#extraparam float floorMaterialScaleU 1 0.125 64 ; no. tiles to map across U axis, use any positive number
#extraparam float floorMaterialScaleV 1 0.125 64 ; no. tiles to map across V axis, use any positive number
define Floor()
material
if ($stdMatLightingDebug)
create LightingDebugStandardMaterialOverrides()
endif
create FloorShaders()
end
enddef
#endshader
#beginshader FloorPool
#description Pool tile shader, with caustics.
#extraparam bool floorCausticsPass 1 ; set to true to add water caustics.
define FloorPool()
material
if ($stdMatLightingDebug)
create LightingDebugStandardMaterialOverrides()
endif
create FloorShaders()
end
enddef
#endshader
#
# Standard floor shaders
#
define FloorShaders()
if (viewerRenderType = $kRenderTypeShadowMap)
create ShadowMapVS_PS()
else
setb bumpMapFloors false
create DetermineHardwareSupport()
setb hasTexcoord2 (hasVertexFormat(texcoord,1))
# check for the page, the global bumpmap glag, and for the normal map in the material
if (varExists(page) and $bumpMapping and $stdMatNormalMapTextureEnabled and $hasTexcoord2)
setb bumpMapFloors true
endif
if ($useHWShader1Path or $useHWShader2Path)
create PixelShaderFloors($bumpMapFloors)
else
# fixed function paths NEVER get bump mapping due to fill rate and memory concerns.
create FixedFunctionFloorShader()
# ultimate fallback pass? no light map, one stage.
shader -layer $floorLayer
validateRenderShaderContext -vertexFormat position 0 required
validateRenderShaderContext -vertexFormat normal 0 required
validateRenderShaderContext -vertexFormat texcoord 0 required
validateRenderShaderContext -viewerRenderType viewerRenderType
pass -fixedFunction
create LightingStates()
create AttenuatedMatCoef(1)
fillmode $stdMatFillMode
if ($hasCutout)
depthTestFunction acceptIfEqual
else
depthTestFunction acceptIfLessOrEqual
endif
stage
texture $stdMatBaseTextureName ${stdMatBaseTextureParam}
textureAddressing tile tile
ffTextureMatrix -scalev (1/$floorMaterialScaleU, 1/$floorMaterialScaleV)
textureTransformType vector2
ffTextureCoordsSource 0
textureBlend multiplyScale2(texture diffuse) select(outRegister)
end
end
create HighlightPass()
end
endif
endif
enddef
#
# Standard floor shader,
#
define FixedFunctionFloorShader()
setb lightMapAvailable false
if (varExists(page))
setb lightMapAvailable true
endif
setb caustics false
if ($floorCausticsPass and $causticsEnabled)
setb caustics true
endif
shader -layer $floorLayer
validateRenderShaderContext -vertexFormat position 0 required
validateRenderShaderContext -vertexFormat texcoord 0 required
validateRenderShaderContext -viewerRenderType viewerRenderType
set stdMatSpecCoef (0, 0, 0)
set stdMatSpecPower 0
if ($caustics)
pass -fixedFunction -modifiedEachFrameHint
else
pass -fixedFunction
endif
ffDepthOffset 0
if ($hasCutout)
depthTestFunction acceptIfEqual
else
depthTestFunction acceptIfLessOrEqual
endif
# empirically, Floors seem to only take 3 inputs
# the base texture
# the light map
# the material color, which seems to act as a 'tune' value.
# Lightmaps are scaled by 0.5, so this must multiply by 2 to get to the correct brightness.
# No alpha blending is required, nor is alpha scaling required.
# # don't pre-scale -- that's in the texture.
fillmode $stdMatFillMode
if ($lightMapAvailable)
colorScalar ($stdMatDiffCoef) 1
stage
create SelectFloorLightMap()
# add the lightmap lighting to any direct lights.
# the light map has been prescaled by 0.5
textureBlend multiply(texture colorScalar) select(texture)
end
stage
texture $stdMatBaseTextureName ${stdMatBaseTextureParam}
textureAddressing tile tile
ffTextureMatrix -scalev (1/$floorMaterialScaleU, 1/$floorMaterialScaleV)
ffTextureCoordsSource 0
textureBlend multiplyScale2(texture outRegister) select(colorScalar)
end
else
# no lightmap case:
colorScalar ($stdMatDiffCoef) 1
stage
texture $stdMatBaseTextureName ${stdMatBaseTextureParam}
textureAddressing tile tile
ffTextureMatrix -scalev (1/$floorMaterialScaleU, 1/$floorMaterialScaleV)
ffTextureCoordsSource 0
textureBlend multiply(colorScalar texture) select(colorScalar)
end
endif
end
if ( $lightMapAvailable) # thumbnails don't have lightmaps, causing this to fail without them, so assume no work to be done without lightmaps.
if ($lmIntegratedShadows )
# Still experimental
pass -fixedFunction
create LightingStatesNoStdLights()
fillmode $stdMatFillMode
alphaBlend srcFactor(destColor) add dstFactor(zero)
alphaTest true 100
alphaTestFunction acceptIfGreater
colorScalar (0.61, 0.61, 0.61) # needs to be set by tsUserEtc
ffDepthOffset 1
stage
create SelectFloorLightMap()
textureBlend select(colorScalar) select(texture)
end
end
elseif ((not ($useHWShader2Path or $useHWShader1Path)))
# Mark the depth buffer where the shadow is so object shadows
# do not overlap.
pass -fixedFunction
create LightingStatesNoStdLights()
alphaBlend srcFactor(zero) add dstFactor(one)
fillmode $stdMatFillMode
ffDepthOffset 1
depthTest true -enableDepthWrite true
alphaTest true 100
alphaTestFunction acceptIfLess
stage
create SelectFloorLightMap()
textureBlend select(texture) select(texture)
end
end
endif
endif
create HighlightPass()
end
enddef
#beginshader FloorReflective
#description Basic floor tile shader with reflection; texture + floor gradient + shadows
#extraparam float floorMaterialScaleU 1 0.125 64 ; no. tiles to map for U axis, use any positive number
#extraparam float floorMaterialScaleV 1 0.125 64 ; no. tiles to map for V axis, use any positive number
#extraparam float reflectStrength 1 0 1 ; strength of reflection, in range 0 to 1
set ratioH 1 # default material parameter value
set ratioW 1 # default material parameter value
set useReflectionFloors 0 # default material parameter value
define FloorReflective()
material
shader
#reflective floors are currently dead. might ressurect them in an expansion pack
end
end
enddef
#
# gridMaterial -- composites the alpha grid texture over the normal floor texture
# NOTE: In order to guarantee this is drawn on top of the normal
# floor tile textures, the layer has to be higher than that for
# the normal floor textures.
define TileGridMaterial()
material
if (viewerRenderType = $kRenderTypeNormal)
shader -layer $gridLayer
# this is using modifiedEachFrameHint, because when the pool tool
# is used it does not invalidate the entire terrain or invalidate the frame.
pass -fixedFunction # -modifiedEachFrameHint
validateRenderShaderContext -viewerRenderType $kRenderTypeNormal # normal render
create LightingStatesNoStdLights()
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
# Add an alpha test to avoid processing fully transparent pixels
alphaTest true 0
alphaTestFunction acceptIfGreater
# Since the terrain has identical geometry, and is assumed to be rendered
# before the grid, there is no need to write to the z-buffer again. If
# the geometry of the grid diverges from the geometry of the terrain, we
# *may* want to reenable depth writes here.
depthTest true -enableDepthWrite false
ffDepthOffset 2
fillmode $stdMatFillMode
colorScalar (0,0,0) $floorGridAlpha
stage
texture $stdMatBaseTextureName ${stdMatBaseTextureParam}
ffTextureCoordsSource 0
textureBlend multiply(texture colorScalar) multiply(texture colorScalar)
end
end
end #shader
else
shader
end
endif
end #mat
enddef
#
# inverseGridMaterial -- composites the inverse of the alpha grid texture over the normal floor texture
# NOTE: In order to guarantee this is drawn on top of the normal
# floor tile textures, the layer has to be higher than that for
# the normal floor textures.
define InverseTileGridMaterial()
#trace "$currentMaterialName inverse tile grid material"
material
shader -layer $gridLayer
if (viewerRenderType = $kRenderTypeNormal)
create DetermineHardwareSupport()
if ($useHWShader1Path or $useHWShader2Path)
create PixelShaderInverseTileGridRendering()
else
# this pass draws the completely opaque region of the grid line
# hiding the incorrect sorting behavior of the second pass at high
# resolution mipmap levels
pass -fixedFunction
create LightingStatesNoStdLights()
alphaTest true 192
alphaTestFunction acceptIfGreater
fillmode $stdMatFillMode
stage
texture $stdMatBaseTextureName ${stdMatBaseTextureParam}
ffTextureCoordsSource 0
textureBlend select(texture:invert) select(texture)
end
end
# this pass draws the transition region along the edges of the grid lines
# this provides a blurry grid at lower mipmap levels (where the solid grid
# line disappears entirely)
pass -fixedFunction
create LightingStatesNoStdLights()
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
alphaTest true 192
alphaTestFunction acceptIfLess
depthTest true -enableDepthWrite false
fillmode $stdMatFillMode
stage
texture $stdMatBaseTextureName ${stdMatBaseTextureParam}
ffTextureCoordsSource 0
textureBlend select(texture:invert) select(texture)
end
end
endif
end
else
shader
end
endif
end
enddef
define TileLocalGridMaterial()
material
# 7/26/04 This material should only be reinstated if the cursor moves a part that causes
# visible damage to be updated with respect to where it is moved. Marking all the
# terrain tiles with this modifiedEachFrameHint is too slow. For now this material
# is disabled.
if (viewerRenderType = $kRenderTypeNormal)
attributes
attribute alphaScale float1
attribute alphaTrans float2
end
shader -layer $gridLayer
vertexFormatPred blendindices 0 false
vertexFormatPred targetindices 0 false
# Local grid is revelated across the multiple tiles and it does not track damage.
# Using modifiedEachFrameHint so that grid lines are not left behind.
pass -fixedFunction # -modifiedEachFrameHint
create LightingStatesNoStdLights()
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
# Add an alpha test to avoid processing fully transparent pixels
alphaTest true 0
alphaTestFunction acceptIfGreater
# Since the terrain has identical geometry, and is assumed to be rendered
# before the grid, there is no need to write to the z-buffer again. If
# the geometry of the grid diverges from the geometry of the terrain, we
# *may* want to reenable depth writes here.
depthTest true -enableDepthWrite false
fillmode $stdMatFillMode
ffDepthOffset 2 # above the shadow/overlay layer.
colorScalar (0,0,0) $floorGridAlpha
stage
texture "localgrid-alphafadeout" ${stdMatBaseTextureParam}
ffTextureCoordsSource 0
textureAddressing clamp clamp
textureTransformType vector2
ffTextureMatrix -scale @alphaScale -trans @alphaTrans
textureBlend select(outRegister) multiply(texture colorScalar)
end
stage
texture $stdMatBaseTextureName ${stdMatBaseTextureParam}
ffTextureCoordsSource 0
textureBlend multiply(texture colorScalar) multiply(texture outRegister)
end
end
end
else
shader
end
endif
end
enddef
define SelectFloorLightMap()
texture "floorLightMap_${page}"
ffTextureCoordsSource 1
enddef
define SelectFloorIncidenceMap()
texture "floorIncidenceMap_${page}"
ffTextureCoordsSource 1
enddef
# PS highlighting done in the shader instead of normal maps.
define HighlightPass()
if ($floorHighlightOn)
# pass for the additive part of the highlight texture
pass -fixedFunction
create LightingStates()
alphaBlend srcFactor(one) add dstFactor(one) # just add the highlight to whatever was there
# Add an alpha test to avoid processing fully transparent pixels
alphaTest true 0
alphaTestFunction acceptIfGreater
fillmode $stdMatFillMode
colorScalar ($floorHighlightIntensity) # adjust highlight texture brightness
stage
texture "floor_selection_colors"
ffTextureCoordsSource 0 # use the floor pattern texture coordinates
textureBlend multiplyAdd(texture colorScalar outRegister) select(texture)
end
end
# pass for the subtractive part of the highlight texture
pass -fixedFunction
create LightingStates()
alphaBlend srcFactor(one) sub dstFactor(one) # just add the highlight to whatever was there
# Add an alpha test to avoid processing fully transparent pixels
alphaTest true 0
alphaTestFunction acceptIfEqual
fillmode $stdMatFillMode
colorScalar ($floorHighlightIntensity) # adjust highlight texture brightness
stage
texture "floor_selection_colors"
ffTextureCoordsSource 0 # use the floor pattern texture coordinates
textureBlend multiplyAdd(texture colorScalar outRegister) select(texture)
end
end
endif
enddef
# Empty tile
materialDefinition tileshaderempty
setDefinition Null
end
materialDefinition tileShaderMayLevel_0
setDefinition SolidColorMaterial
addParam scLayer $previewLayer
addParam color (0,1,0)
end
materialDefinition tileShaderMayNotLevel_0
setDefinition SolidColorMaterial
addParam scLayer $previewLayer
addParam color (1,0,0)
end
materialDefinition tileShaderMayLevel_0_
setDefinition SolidColorMaterial
addParam scLayer $previewLayer
addParam depthOffset 2
addParam color (0,1,0)
end
materialDefinition tileShaderMayNotLevel_0_
setDefinition SolidColorMaterial
addParam scLayer $previewLayer
addParam depthOffset 2
addParam color (1,0,0)
end
# Terrain grid
materialDefinition floorGridBlack
setDefinition TileGridMaterial
addParam stdMatBaseTextureName floor-grid
end
# Local Terrain grid
materialDefinition floorLocalGridBlack
setDefinition TileGridMaterial # TileLocalGridMaterial
addParam stdMatBaseTextureName floor-grid
end
# Upper floor grid
materialDefinition floorGridWhite
setDefinition InverseTileGridMaterial
addParam stdMatBaseTextureName floor-grid
end
# Active-level Terrain grid
materialDefinition floorGridBlackActiveLevel
setDefinition TileGridMaterial # TileLocalGridMaterial
addParam stdMatBaseTextureName floor-grid-active
end
# Active-level Local Terrain grid
materialDefinition floorLocalGridBlackActiveLevel
setDefinition TileGridMaterial # TileLocalGridMaterial
addParam stdMatBaseTextureName floor-grid-active
end
# Active-level Upper Floor grid
materialDefinition floorGridWhiteActiveLevel
setDefinition InverseTileGridMaterial
addParam stdMatBaseTextureName floor-grid-active
end
materialDefinition floor_oak_seethrough
setDefinition FloorReflective
addParam stdMatLayer 2
addParam stdMatBaseTextureName floor-oak
addParam reflectStrength .3
end
materialDefinition floor_mountainFogTile
setDefinition FloorReflective
addParam stdMatLayer 2
addParam stdMatBaseTextureName floor-mountainFogTile
addParam reflectStrength .1
end
materialDefinition floor_brickPatio
setDefinition Floor
addParam stdMatBaseTextureName floor-brickPatio
addParam stdMatDiffCoef (0.63, 0.63, 0.56)
end
materialDefinition FloorThickness
setDefinition StandardMaterial
addParam stdMatSpecPower 0
addParam stdMatDiffCoef (0.5, 0.5, 0.5)
addParam stdMatBaseTextureName floor-edge
addParam stdMatBaseTextureEnabled true
end