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84 lines
2.7 KiB
84 lines
2.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: eye renderer |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "BaseVSShader.h" |
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#include "eyes_dx8_dx9_helper.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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DEFINE_FALLBACK_SHADER( eyes, Eyes_dx9 ) |
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BEGIN_VS_SHADER( Eyes_dx9, "Help for Eyes" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( IRIS, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "iris texture" ) |
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SHADER_PARAM( IRISFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame for the iris texture" ) |
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SHADER_PARAM( GLINT, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "glint texture" ) |
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SHADER_PARAM( EYEORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "origin for the eyes" ) |
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SHADER_PARAM( EYEUP, SHADER_PARAM_TYPE_VEC3, "[0 0 1]", "up vector for the eyes" ) |
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SHADER_PARAM( IRISU, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0 ]", "U projection vector for the iris" ) |
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SHADER_PARAM( IRISV, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "V projection vector for the iris" ) |
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SHADER_PARAM( GLINTU, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0]", "U projection vector for the glint" ) |
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SHADER_PARAM( GLINTV, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "V projection vector for the glint" ) |
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SHADER_PARAM( DILATION, SHADER_PARAM_TYPE_FLOAT, "0", "Pupil dilation (0 is none, 1 is maximal)" ) |
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SHADER_PARAM( INTRO, SHADER_PARAM_TYPE_BOOL, "0", "is eyes in the ep1 intro" ) |
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SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" ) |
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SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" ) |
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END_SHADER_PARAMS |
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void SetupVars( Eyes_DX8_DX9_Vars_t &info ) |
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{ |
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info.m_nBaseTexture = BASETEXTURE; |
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info.m_nFrame = FRAME; |
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info.m_nIris = IRIS; |
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info.m_nIrisFrame = IRISFRAME; |
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info.m_nGlint = GLINT; |
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info.m_nEyeOrigin = EYEORIGIN; |
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info.m_nEyeUp = EYEUP; |
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info.m_nIrisU = IRISU; |
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info.m_nIrisV = IRISV; |
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info.m_nGlintU = GLINTU; |
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info.m_nGlintV = GLINTV; |
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info.m_nDilation = DILATION; |
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info.m_nIntro = INTRO; |
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info.m_nEntityOrigin = ENTITYORIGIN; |
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info.m_nWarpParam = WARPPARAM; |
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} |
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SHADER_INIT_PARAMS() |
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{ |
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Eyes_DX8_DX9_Vars_t info; |
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SetupVars( info ); |
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InitParamsEyes_DX8_DX9( this, params, pMaterialName, info ); |
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} |
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SHADER_FALLBACK |
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{ |
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
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return "Eyes_dx8"; |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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Eyes_DX8_DX9_Vars_t info; |
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SetupVars( info ); |
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InitEyes_DX8_DX9( this, params, info ); |
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} |
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SHADER_DRAW |
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{ |
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Eyes_DX8_DX9_Vars_t info; |
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SetupVars( info ); |
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DrawEyes_DX8_DX9( true, this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); |
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} |
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END_SHADER |
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