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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "BaseVSShader.h"
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#include "tier1/convar.h"
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#include "mathlib/vmatrix.h"
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#include "eyes_dx8_dx9_helper.h"
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#include "cpp_shader_constant_register_map.h"
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#include "Eyes.inc"
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#include "eyes_flashlight_vs11.inc"
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#include "eyes_flashlight_ps11.inc"
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#ifdef STDSHADER_DX9_DLL_EXPORT
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#include "eyes_vs20.inc"
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#include "eyes_ps20.inc"
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#include "eyes_ps20b.inc"
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#include "eyes_flashlight_vs20.inc"
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#include "eyes_flashlight_ps20.inc"
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#include "eyes_flashlight_ps20b.inc"
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#ifndef _X360
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#include "eyes_vs30.inc"
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#include "eyes_ps30.inc"
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#include "eyes_flashlight_vs30.inc"
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#include "eyes_flashlight_ps30.inc"
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#endif
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#endif
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ConVar r_flashlight_version2( "r_flashlight_version2", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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void InitParamsEyes_DX8_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName,
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Eyes_DX8_DX9_Vars_t &info )
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{
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if ( g_pHardwareConfig->SupportsBorderColor() )
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
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}
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else
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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}
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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Assert( info.m_nIntro != -1 );
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if( info.m_nIntro != -1 && !params[info.m_nIntro]->IsDefined() )
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{
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params[info.m_nIntro]->SetIntValue( 0 );
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}
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}
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void InitEyes_DX8_DX9( CBaseVSShader *pShader, IMaterialVar** params, Eyes_DX8_DX9_Vars_t &info )
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{
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pShader->LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB );
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pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
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pShader->LoadTexture( info.m_nIris, TEXTUREFLAGS_SRGB );
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pShader->LoadTexture( info.m_nGlint );
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// Be sure dilation is zeroed if undefined
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if( !params[info.m_nDilation]->IsDefined() )
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{
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params[info.m_nDilation]->SetFloatValue( 0.0f );
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}
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}
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static void SetDepthFlashlightParams( CBaseVSShader *pShader, IShaderDynamicAPI *pShaderAPI, const VMatrix& worldToTexture, const FlashlightState_t& flashlightState )
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{
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float atten[4], pos[4], tweaks[4];
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atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
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atten[1] = flashlightState.m_fLinearAtten;
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atten[2] = flashlightState.m_fQuadraticAtten;
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atten[3] = flashlightState.m_FarZ;
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
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pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
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pos[1] = flashlightState.m_vecLightOrigin[1];
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pos[2] = flashlightState.m_vecLightOrigin[2];
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
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// Tweaks associated with a given flashlight
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tweaks[0] = ShadowFilterFromState( flashlightState );
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tweaks[1] = ShadowAttenFromState( flashlightState );
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pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
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pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 );
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// Dimensions of screen, used for screen-space noise map sampling
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float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
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int nWidth, nHeight;
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pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
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vScreenScale[0] = (float) nWidth / 32.0f;
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vScreenScale[1] = (float) nHeight / 32.0f;
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
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if ( IsX360() )
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{
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pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 );
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}
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}
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static void DrawFlashlight( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
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{
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if( pShaderShadow )
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{
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pShaderShadow->EnableDepthWrites( false );
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pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Write over the eyes that were already there
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Spot
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Base
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Normalizing cubemap
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Iris
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// Set stream format (note that this shader supports compression)
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int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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// Be sure not to write to dest alpha
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pShaderShadow->EnableAlphaWrites( false );
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#ifdef STDSHADER_DX9_DLL_EXPORT
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if ( bDX9 )
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{
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int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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DECLARE_STATIC_VERTEX_SHADER( eyes_flashlight_vs20 );
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SET_STATIC_VERTEX_SHADER( eyes_flashlight_vs20 );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( eyes_flashlight_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
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SET_STATIC_PIXEL_SHADER( eyes_flashlight_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( eyes_flashlight_ps20 );
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SET_STATIC_PIXEL_SHADER( eyes_flashlight_ps20 );
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}
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}
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#ifndef _X360
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else
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{
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// The vertex shader uses the vertex id stream
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SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
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DECLARE_STATIC_VERTEX_SHADER( eyes_flashlight_vs30 );
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SET_STATIC_VERTEX_SHADER( eyes_flashlight_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( eyes_flashlight_ps30 );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
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SET_STATIC_PIXEL_SHADER( eyes_flashlight_ps30 );
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}
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#endif
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// On DX9, get the gamma read and write correct
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Spot
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Base
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Iris
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pShaderShadow->EnableSRGBWrite( true );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map
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pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Shadow noise rotation map
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}
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}
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else
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#endif
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{
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// DX8 uses old asm shaders
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eyes_flashlight_vs11_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "eyes_flashlight_vs11", vshIndex.GetIndex() );
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eyes_flashlight_ps11_Static_Index pshIndex;
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pShaderShadow->SetPixelShader( "eyes_flashlight_ps11", pshIndex.GetIndex() );
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}
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pShader->FogToBlack();
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}
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else
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{
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// Specify that we have XYZ texcoords that need to be divided by W before the pixel shader.
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// NOTE Tried to divide XY by Z, but doesn't work.
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// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
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if ( !bDX9 )
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{
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pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 0, true );
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}
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VMatrix worldToTexture;
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ITexture *pFlashlightDepthTexture;
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FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
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pShader->BindTexture( SHADER_SAMPLER0, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTexture, info.m_nFrame );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP );
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pShader->BindTexture( SHADER_SAMPLER3, info.m_nIris, info.m_nIrisFrame );
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#ifdef STDSHADER_DX9_DLL_EXPORT
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if ( bDX9 )
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{
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( eyes_flashlight_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( eyes_flashlight_vs20 );
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}
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#ifndef _X360
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else
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{
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pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );
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DECLARE_DYNAMIC_VERTEX_SHADER( eyes_flashlight_vs30 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( eyes_flashlight_vs30 );
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}
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#endif
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// float vPSConst[4] = {params[info.m_nDilation]->GetFloatValue(), 0.0f, 0.0f, 0.0f};
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// pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 );
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VMatrix worldToTexture;
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ITexture *pFlashlightDepthTexture;
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FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
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SetFlashLightColorFromState( flashlightState, pShaderAPI );
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if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
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{
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pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
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}
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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float vEyePos_SpecExponent[4];
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
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vEyePos_SpecExponent[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) );
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SET_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20b );
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SetDepthFlashlightParams( pShader, pShaderAPI, worldToTexture, flashlightState );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20 );
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}
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}
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#ifndef _X360
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps30 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) );
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SET_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps30 );
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SetDepthFlashlightParams( pShader, pShaderAPI, worldToTexture, flashlightState );
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}
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#endif
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}
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else // older asm shaders for DX8
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#endif
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{
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eyes_flashlight_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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eyes_flashlight_ps11_Dynamic_Index pshIndex;
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pShaderAPI->SetPixelShaderIndex( pshIndex.GetIndex() );
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}
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// This uses from VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 to VERTEX_SHADER_SHADER_SPECIFIC_CONST_5
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pShader->SetFlashlightVertexShaderConstants( false, -1, false, -1, false );
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pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, info.m_nEyeOrigin );
|
|
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|
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, info.m_nEyeUp );
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|
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, info.m_nIrisU );
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|
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, info.m_nIrisV );
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|
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|
}
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|
pShader->Draw();
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|
}
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|
static void DrawUsingVertexShader( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params,
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IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
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Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Iris
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Glint
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// Set stream format (note that this shader supports compression)
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int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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pShaderShadow->EnableAlphaWrites( true ); //we end up hijacking destination alpha for opaques most of the time.
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#ifdef STDSHADER_DX9_DLL_EXPORT
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if ( bDX9 )
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{
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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|
#endif
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{
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
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DECLARE_STATIC_VERTEX_SHADER( eyes_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
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SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[info.m_nIntro]->GetIntValue() ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
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|
SET_STATIC_VERTEX_SHADER( eyes_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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|
{
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|
DECLARE_STATIC_PIXEL_SHADER( eyes_ps20b );
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|
SET_STATIC_PIXEL_SHADER( eyes_ps20b );
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|
}
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|
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|
else
|
|
|
|
{
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|
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|
DECLARE_STATIC_PIXEL_SHADER( eyes_ps20 );
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|
SET_STATIC_PIXEL_SHADER( eyes_ps20 );
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|
}
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|
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|
}
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|
#ifndef _X360
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|
else
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{
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|
// The vertex shader uses the vertex id stream
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|
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
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DECLARE_STATIC_VERTEX_SHADER( eyes_vs30 );
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|
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
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|
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[info.m_nIntro]->GetIntValue() ? 1 : 0 );
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|
SET_STATIC_VERTEX_SHADER( eyes_vs30 );
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|
DECLARE_STATIC_PIXEL_SHADER( eyes_ps30 );
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|
SET_STATIC_PIXEL_SHADER( eyes_ps30 );
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|
}
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|
#endif
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|
|
// On DX9, get the gamma read and write correct
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|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Base
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|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // White
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|
|
pShaderShadow->EnableSRGBWrite( true );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
#endif
|
|
|
|
{
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|
|
|
eyes_Static_Index vshIndex;
|
|
|
|
vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
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|
|
pShaderShadow->SetVertexShader( "Eyes", vshIndex.GetIndex() );
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|
pShaderShadow->SetPixelShader( "Eyes_Overbright2" );
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|
|
|
}
|
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|
|
|
|
|
|
pShader->FogToFogColor();
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|
|
|
}
|
|
|
|
DYNAMIC_STATE
|
|
|
|
{
|
|
|
|
pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nFrame );
|
|
|
|
pShader->BindTexture( SHADER_SAMPLER1, info.m_nIris, info.m_nIrisFrame );
|
|
|
|
pShader->BindTexture( SHADER_SAMPLER2, info.m_nGlint );
|
|
|
|
pShader->SetAmbientCubeDynamicStateVertexShader();
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|
|
|
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nEyeOrigin );
|
|
|
|
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nEyeUp );
|
|
|
|
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nIrisU );
|
|
|
|
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nIrisV );
|
|
|
|
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nGlintU );
|
|
|
|
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, info.m_nGlintV );
|
|
|
|
|
|
|
|
#ifdef STDSHADER_DX9_DLL_EXPORT
|
|
|
|
if( bDX9 )
|
|
|
|
{
|
|
|
|
LightState_t lightState;
|
|
|
|
pShaderAPI->GetDX9LightState( &lightState );
|
|
|
|
|
|
|
|
#ifndef _X360
|
|
|
|
if ( !g_pHardwareConfig->HasFastVertexTextures() )
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
|
|
|
|
|
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( eyes_vs20 );
|
|
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
|
|
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
|
|
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 );
|
|
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
|
|
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
|
|
|
|
SET_DYNAMIC_VERTEX_SHADER( eyes_vs20 );
|
|
|
|
}
|
|
|
|
#ifndef _X360
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, SHADER_VERTEXTEXTURE_SAMPLER0 );
|
|
|
|
|
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( eyes_vs30 );
|
|
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
|
|
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
|
|
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 );
|
|
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
|
|
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
|
|
|
|
SET_DYNAMIC_VERTEX_SHADER( eyes_vs30 );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// Get luminance of ambient cube and saturate it
|
|
|
|
float fGlintDamping = max(0.0f, min( pShaderAPI->GetAmbientLightCubeLuminance(), 1.0f ) );
|
|
|
|
const float fDimGlint = 0.01f;
|
|
|
|
|
|
|
|
// Remap so that glint damping smooth steps to zero for low luminances
|
|
|
|
if ( fGlintDamping > fDimGlint )
|
|
|
|
fGlintDamping = 1.0f;
|
|
|
|
else
|
|
|
|
fGlintDamping *= SimpleSplineRemapVal( fGlintDamping, 0.0f, fDimGlint, 0.0f, 1.0f );
|
|
|
|
|
|
|
|
// Special constant for DX9 eyes: { Dilation, ambient, x, x };
|
|
|
|
float vPSConst[4] = {params[info.m_nDilation]->GetFloatValue(), fGlintDamping, 0.0f, 0.0f};
|
|
|
|
pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 );
|
|
|
|
|
|
|
|
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
|
|
|
|
|
|
|
|
float vEyePos_SpecExponent[4];
|
|
|
|
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
|
|
|
|
vEyePos_SpecExponent[3] = 0.0f;
|
|
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
|
|
|
|
|
|
|
|
#ifndef _X360
|
|
|
|
if ( !g_pHardwareConfig->HasFastVertexTextures() )
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
|
|
{
|
|
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( eyes_ps20b );
|
|
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
|
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
|
|
|
|
SET_DYNAMIC_PIXEL_SHADER( eyes_ps20b );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( eyes_ps20 );
|
|
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
|
|
|
SET_DYNAMIC_PIXEL_SHADER( eyes_ps20 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#ifndef _X360
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( eyes_ps30 );
|
|
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
|
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
|
|
|
|
SET_DYNAMIC_PIXEL_SHADER( eyes_ps30 );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
Assert( info.m_nIntro != -1 );
|
|
|
|
if( params[info.m_nIntro]->GetIntValue() )
|
|
|
|
{
|
|
|
|
float curTime = params[info.m_nWarpParam]->GetFloatValue();
|
|
|
|
float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
|
|
|
|
Assert( params[info.m_nEntityOrigin]->IsDefined() );
|
|
|
|
params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 );
|
|
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, timeVec, 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
eyes_Dynamic_Index vshIndex;
|
|
|
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
|
|
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
|
|
|
|
vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() );
|
|
|
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pShader->Draw();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void DrawEyes_DX8_DX9_Internal( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
|
|
|
|
IShaderShadow* pShaderShadow, bool bHasFlashlight, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
|
|
|
|
{
|
|
|
|
if( !bHasFlashlight )
|
|
|
|
{
|
|
|
|
DrawUsingVertexShader( bDX9, pShader, params, pShaderAPI, pShaderShadow, info, vertexCompression );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DrawFlashlight( bDX9, pShader, params, pShaderAPI, pShaderShadow, info, vertexCompression );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
extern ConVar r_flashlight_version2;
|
|
|
|
void DrawEyes_DX8_DX9( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
|
|
|
|
IShaderShadow* pShaderShadow, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
|
|
|
|
{
|
|
|
|
SHADOW_STATE
|
|
|
|
{
|
|
|
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
|
|
|
|
}
|
|
|
|
bool bHasFlashlight = pShader->UsingFlashlight( params );
|
|
|
|
if( bHasFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) )
|
|
|
|
{
|
|
|
|
DrawEyes_DX8_DX9_Internal( bDX9, pShader, params, pShaderAPI, pShaderShadow, false, info, vertexCompression );
|
|
|
|
if ( pShaderShadow )
|
|
|
|
{
|
|
|
|
pShader->SetInitialShadowState( );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
DrawEyes_DX8_DX9_Internal( bDX9, pShader, params, pShaderAPI, pShaderShadow, bHasFlashlight, info, vertexCompression );
|
|
|
|
}
|
|
|
|
|
|
|
|
|