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550 lines
21 KiB
550 lines
21 KiB
//========= 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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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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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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#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 ); |
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} |
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else |
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#endif |
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{ |
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eyes_Static_Index vshIndex; |
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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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} |
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DYNAMIC_STATE |
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{ |
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pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nFrame ); |
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nIris, info.m_nIrisFrame ); |
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pShader->BindTexture( SHADER_SAMPLER2, info.m_nGlint ); |
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pShader->SetAmbientCubeDynamicStateVertexShader(); |
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pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nEyeOrigin ); |
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pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nEyeUp ); |
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pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nIrisU ); |
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pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nIrisV ); |
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pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nGlintU ); |
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pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, info.m_nGlintV ); |
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#ifdef STDSHADER_DX9_DLL_EXPORT |
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if( bDX9 ) |
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{ |
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LightState_t lightState; |
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pShaderAPI->GetDX9LightState( &lightState ); |
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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_DYNAMIC_VERTEX_SHADER( eyes_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( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); |
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SET_DYNAMIC_VERTEX_SHADER( eyes_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_7, VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, SHADER_VERTEXTEXTURE_SAMPLER0 ); |
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|
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DECLARE_DYNAMIC_VERTEX_SHADER( eyes_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( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 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_vs30 ); |
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} |
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#endif |
|
|
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// Get luminance of ambient cube and saturate it |
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float fGlintDamping = max(0.0f, min( pShaderAPI->GetAmbientLightCubeLuminance(), 1.0f ) ); |
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const float fDimGlint = 0.01f; |
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|
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// Remap so that glint damping smooth steps to zero for low luminances |
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if ( fGlintDamping > fDimGlint ) |
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fGlintDamping = 1.0f; |
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else |
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fGlintDamping *= SimpleSplineRemapVal( fGlintDamping, 0.0f, fDimGlint, 0.0f, 1.0f ); |
|
|
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// Special constant for DX9 eyes: { Dilation, ambient, x, x }; |
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float vPSConst[4] = {params[info.m_nDilation]->GetFloatValue(), fGlintDamping, 0.0f, 0.0f}; |
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pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 ); |
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|
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); |
|
|
|
float vEyePos_SpecExponent[4]; |
|
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); |
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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() ); |
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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 ); |
|
} |
|
|
|
|
|
|