You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
461 lines
19 KiB
461 lines
19 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
|
|
#include "BaseVSShader.h" |
|
#include "mathlib/vmatrix.h" |
|
#include "eye_refract_helper.h" |
|
|
|
#include "cpp_shader_constant_register_map.h" |
|
|
|
#include "eyes_flashlight_vs11.inc" |
|
#include "eyes_flashlight_ps11.inc" |
|
|
|
#include "eye_refract_vs20.inc" |
|
#include "eye_refract_ps20.inc" |
|
#include "eye_refract_ps20b.inc" |
|
|
|
#ifndef _X360 |
|
#include "eye_refract_vs30.inc" |
|
#include "eye_refract_ps30.inc" |
|
#endif |
|
|
|
#include "convar.h" |
|
|
|
static ConVar r_lightwarpidentity( "r_lightwarpidentity","0", FCVAR_CHEAT ); |
|
|
|
void InitParams_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Eye_Refract_Vars_t &info ) |
|
{ |
|
// FLASHLIGHTFIXME |
|
|
|
if ( g_pHardwareConfig->SupportsBorderColor() ) |
|
{ |
|
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" ); |
|
} |
|
else |
|
{ |
|
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); |
|
} |
|
|
|
|
|
// Set material flags |
|
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); |
|
|
|
// Set material parameter default values |
|
if ( ( info.m_nIntro >= 0 ) && ( !params[info.m_nIntro]->IsDefined() ) ) |
|
{ |
|
params[info.m_nIntro]->SetIntValue( kDefaultIntro ); |
|
} |
|
|
|
if ( ( info.m_nDilation >= 0 ) && ( !params[info.m_nDilation]->IsDefined() ) ) |
|
{ |
|
params[info.m_nDilation]->SetFloatValue( kDefaultDilation ); |
|
} |
|
|
|
if ( ( info.m_nGlossiness >= 0 ) && ( !params[info.m_nGlossiness]->IsDefined() ) ) |
|
{ |
|
params[info.m_nGlossiness]->SetFloatValue( kDefaultGlossiness ); |
|
} |
|
|
|
if ( ( info.m_nSphereTexKillCombo >= 0 ) && ( !params[info.m_nSphereTexKillCombo]->IsDefined() ) ) |
|
{ |
|
params[info.m_nSphereTexKillCombo]->SetIntValue( kDefaultSphereTexKillCombo ); |
|
} |
|
|
|
if ( ( info.m_nRaytraceSphere >= 0 ) && ( !params[info.m_nRaytraceSphere]->IsDefined() ) ) |
|
{ |
|
params[info.m_nRaytraceSphere]->SetIntValue( kDefaultRaytraceSphere ); |
|
} |
|
|
|
if ( ( info.m_nAmbientOcclColor >= 0 ) && ( !params[info.m_nAmbientOcclColor]->IsDefined() ) ) |
|
{ |
|
params[info.m_nAmbientOcclColor]->SetVecValue( kDefaultAmbientOcclColor, 4 ); |
|
} |
|
|
|
if ( ( info.m_nEyeballRadius >= 0 ) && ( !params[info.m_nEyeballRadius]->IsDefined() ) ) |
|
{ |
|
params[info.m_nEyeballRadius]->SetFloatValue( kDefaultEyeballRadius ); |
|
} |
|
|
|
if ( ( info.m_nParallaxStrength >= 0 ) && ( !params[info.m_nParallaxStrength]->IsDefined() ) ) |
|
{ |
|
params[info.m_nParallaxStrength]->SetFloatValue( kDefaultParallaxStrength ); |
|
} |
|
|
|
if ( ( info.m_nCorneaBumpStrength >= 0 ) && ( !params[info.m_nCorneaBumpStrength]->IsDefined() ) ) |
|
{ |
|
params[info.m_nCorneaBumpStrength]->SetFloatValue( kDefaultCorneaBumpStrength ); |
|
} |
|
} |
|
|
|
void Init_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, Eye_Refract_Vars_t &info ) |
|
{ |
|
pShader->LoadTexture( info.m_nCorneaTexture ); // SHADER_SAMPLER0 (this is a normal, hence not sRGB) |
|
pShader->LoadTexture( info.m_nIris, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER1 |
|
pShader->LoadCubeMap( info.m_nEnvmap, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER2 |
|
pShader->LoadTexture( info.m_nAmbientOcclTexture, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER3 |
|
|
|
if ( IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture ) ) |
|
{ |
|
pShader->LoadTexture( info.m_nDiffuseWarpTexture ); // SHADER_SAMPLER4 |
|
} |
|
|
|
pShader->LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER5 |
|
} |
|
|
|
void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, |
|
IShaderShadow* pShaderShadow, bool bDrawFlashlightAdditivePass, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression ) |
|
{ |
|
bool bDiffuseWarp = IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture ); |
|
bool bIntro = IS_PARAM_DEFINED( info.m_nIntro ) ? ( params[info.m_nIntro]->GetIntValue() ? true : false ) : false; |
|
|
|
SHADOW_STATE |
|
{ |
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); |
|
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Cornea normal |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Iris |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Cube reflection |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Ambient occlusion |
|
|
|
// Set stream format (note that this shader supports compression) |
|
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; |
|
int nTexCoordCount = 1; |
|
int userDataSize = 0; |
|
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); |
|
|
|
if ( bDiffuseWarp ) |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Light warp |
|
} |
|
|
|
int nShadowFilterMode = 0; |
|
if ( bDrawFlashlightAdditivePass == true ) |
|
{ |
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats |
|
} |
|
|
|
pShaderShadow->EnableDepthWrites( false ); |
|
pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Write over the eyes that were already there |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Flashlight cookie |
|
} |
|
|
|
#ifndef _X360 |
|
if ( !g_pHardwareConfig->HasFastVertexTextures() ) |
|
#endif |
|
{ |
|
DECLARE_STATIC_VERTEX_SHADER( eye_refract_vs20 ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); |
|
SET_STATIC_VERTEX_SHADER( eye_refract_vs20 ); |
|
|
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false ); |
|
bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false ); |
|
|
|
DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20b ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); |
|
SET_STATIC_PIXEL_SHADER( eye_refract_ps20b ); |
|
|
|
if ( bDrawFlashlightAdditivePass == true ) |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Shadow depth map |
|
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER6 ); |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Noise map |
|
} |
|
} |
|
else |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); |
|
SET_STATIC_PIXEL_SHADER( eye_refract_ps20 ); |
|
} |
|
} |
|
#ifndef _X360 |
|
else |
|
{ |
|
// The vertex shader uses the vertex id stream |
|
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); |
|
|
|
DECLARE_STATIC_VERTEX_SHADER( eye_refract_vs30 ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); |
|
SET_STATIC_VERTEX_SHADER( eye_refract_vs30 ); |
|
|
|
bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false ); |
|
bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false ); |
|
|
|
DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps30 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); |
|
SET_STATIC_PIXEL_SHADER( eye_refract_ps30 ); |
|
|
|
if ( bDrawFlashlightAdditivePass == true ) |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Shadow depth map |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Noise map |
|
} |
|
} |
|
#endif |
|
|
|
// On DX9, get the gamma read and write correct |
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Iris |
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Cube map reflection |
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Ambient occlusion |
|
pShaderShadow->EnableSRGBWrite( true ); |
|
|
|
if ( bDrawFlashlightAdditivePass == true ) |
|
{ |
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); // Flashlight cookie |
|
} |
|
|
|
// Fog |
|
if ( bDrawFlashlightAdditivePass == true ) |
|
{ |
|
pShader->FogToBlack(); |
|
} |
|
else |
|
{ |
|
pShader->FogToFogColor(); |
|
} |
|
} |
|
DYNAMIC_STATE |
|
{ |
|
VMatrix worldToTexture; |
|
ITexture *pFlashlightDepthTexture = NULL; |
|
FlashlightState_t flashlightState; |
|
bool bFlashlightShadows = false; |
|
if ( bDrawFlashlightAdditivePass == true ) |
|
{ |
|
flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); |
|
bFlashlightShadows = flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ); |
|
} |
|
|
|
pShader->BindTexture( SHADER_SAMPLER0, info.m_nCorneaTexture ); // Cornea normal |
|
pShader->BindTexture( SHADER_SAMPLER1, info.m_nIris, info.m_nIrisFrame ); |
|
pShader->BindTexture( SHADER_SAMPLER2, info.m_nEnvmap ); |
|
pShader->BindTexture( SHADER_SAMPLER3, info.m_nAmbientOcclTexture ); |
|
|
|
if ( bDiffuseWarp ) |
|
{ |
|
if ( r_lightwarpidentity.GetBool() ) |
|
{ |
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_IDENTITY_LIGHTWARP ); |
|
} |
|
else |
|
{ |
|
pShader->BindTexture( SHADER_SAMPLER4, info.m_nDiffuseWarpTexture ); |
|
} |
|
} |
|
|
|
if ( bDrawFlashlightAdditivePass == true ) |
|
pShader->BindTexture( SHADER_SAMPLER5, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); |
|
|
|
pShader->SetAmbientCubeDynamicStateVertexShader(); |
|
|
|
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nEyeOrigin ); |
|
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nIrisU ); |
|
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nIrisV ); |
|
|
|
if ( bDrawFlashlightAdditivePass == true ) |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 ); |
|
|
|
LightState_t lightState = { 0, false, false }; |
|
if ( bDrawFlashlightAdditivePass == false ) |
|
{ |
|
pShaderAPI->GetDX9LightState( &lightState ); |
|
} |
|
|
|
#ifndef _X360 |
|
if ( !g_pHardwareConfig->HasFastVertexTextures() ) |
|
#endif |
|
{ |
|
DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_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( NUM_LIGHTS, lightState.m_nNumLights ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
|
SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 ); |
|
} |
|
#ifndef _X360 |
|
else |
|
{ |
|
pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 ); |
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_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( NUM_LIGHTS, lightState.m_nNumLights ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
|
SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 ); |
|
} |
|
#endif |
|
|
|
// Get luminance of ambient cube and saturate it |
|
float fAverageAmbient = max(0.0f, min( pShaderAPI->GetAmbientLightCubeLuminance(), 1.0f ) ); |
|
|
|
// Special constant for DX9 eyes: { Dilation, Glossiness, x, x }; |
|
float vPSConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
|
vPSConst[0] = IS_PARAM_DEFINED( info.m_nDilation ) ? params[info.m_nDilation]->GetFloatValue() : kDefaultDilation; |
|
vPSConst[1] = IS_PARAM_DEFINED( info.m_nGlossiness ) ? params[info.m_nGlossiness]->GetFloatValue() : kDefaultGlossiness; |
|
vPSConst[2] = fAverageAmbient; |
|
vPSConst[3] = IS_PARAM_DEFINED( info.m_nCorneaBumpStrength ) ? params[info.m_nCorneaBumpStrength]->GetFloatValue() : kDefaultCorneaBumpStrength; |
|
pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 ); |
|
|
|
pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEyeOrigin ) ? params[info.m_nEyeOrigin]->GetVecValue() : kDefaultEyeOrigin, 1 ); |
|
pShaderAPI->SetPixelShaderConstant( 2, IS_PARAM_DEFINED( info.m_nIrisU ) ? params[info.m_nIrisU]->GetVecValue() : kDefaultIrisU, 1 ); |
|
pShaderAPI->SetPixelShaderConstant( 3, IS_PARAM_DEFINED( info.m_nIrisV ) ? params[info.m_nIrisV]->GetVecValue() : kDefaultIrisV, 1 ); |
|
|
|
float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
|
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos ); |
|
pShaderAPI->SetPixelShaderConstant( 4, vEyePos, 1 ); |
|
pShaderAPI->SetPixelShaderConstant( 5, IS_PARAM_DEFINED( info.m_nAmbientOcclColor ) ? params[info.m_nAmbientOcclColor]->GetVecValue() : kDefaultAmbientOcclColor, 1 ); |
|
|
|
float vPackedConst6[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; |
|
//vPackedConst6[0] Unused |
|
vPackedConst6[1] = IS_PARAM_DEFINED( info.m_nEyeballRadius ) ? params[info.m_nEyeballRadius]->GetFloatValue() : kDefaultEyeballRadius; |
|
//vPackedConst6[2] = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? params[info.m_nRaytraceSphere]->GetFloatValue() : kDefaultRaytraceSphere; |
|
vPackedConst6[3] = IS_PARAM_DEFINED( info.m_nParallaxStrength ) ? params[info.m_nParallaxStrength]->GetFloatValue() : kDefaultParallaxStrength; |
|
pShaderAPI->SetPixelShaderConstant( 6, vPackedConst6, 1 ); |
|
|
|
float fPixelFogType = pShaderAPI->GetPixelFogCombo() == 1 ? 1 : 0; |
|
|
|
// Controls for lerp-style paths through shader code |
|
float vShaderControls[4] = { fPixelFogType, 0, 0, 0 }; |
|
pShaderAPI->SetPixelShaderConstant( 10, vShaderControls, 1 ); |
|
|
|
if ( bDrawFlashlightAdditivePass == true ) |
|
{ |
|
SetFlashLightColorFromState( flashlightState, pShaderAPI ); |
|
|
|
if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) |
|
{ |
|
pShader->BindTexture( SHADER_SAMPLER6, pFlashlightDepthTexture, 0 ); |
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_SHADOW_NOISE_2D ); |
|
} |
|
} |
|
|
|
// Flashlight tax |
|
#ifndef _X360 |
|
if ( !g_pHardwareConfig->HasFastVertexTextures() ) |
|
#endif |
|
{ |
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps20b ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); |
|
SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps20b ); |
|
} |
|
else // ps.2.0 |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps20 ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); |
|
SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps20 ); |
|
} |
|
} |
|
#ifndef _X360 |
|
else |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); |
|
SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 ); |
|
} |
|
#endif |
|
|
|
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); |
|
|
|
if ( bDrawFlashlightAdditivePass == true ) |
|
{ |
|
float atten[4], pos[4], tweaks[4]; |
|
atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors |
|
atten[1] = flashlightState.m_fLinearAtten; |
|
atten[2] = flashlightState.m_fQuadraticAtten; |
|
atten[3] = flashlightState.m_FarZ; |
|
pShaderAPI->SetPixelShaderConstant( 7, atten, 1 ); |
|
|
|
pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin |
|
pos[1] = flashlightState.m_vecLightOrigin[1]; |
|
pos[2] = flashlightState.m_vecLightOrigin[2]; |
|
pShaderAPI->SetPixelShaderConstant( 8, pos, 1 ); |
|
|
|
//pShaderAPI->SetPixelShaderConstant( 9, worldToTexture.Base(), 4 ); |
|
//10 |
|
//11 |
|
//12 |
|
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture[0], 1 ); |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, worldToTexture[1], 1 ); |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, worldToTexture[2], 1 ); |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, worldToTexture[3], 1 ); |
|
|
|
// Tweaks associated with a given flashlight |
|
tweaks[0] = flashlightState.m_flShadowFilterSize / flashlightState.m_flShadowMapResolution; |
|
tweaks[1] = ShadowAttenFromState( flashlightState ); |
|
pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] ); |
|
pShaderAPI->SetPixelShaderConstant( 9, tweaks, 1 ); |
|
|
|
// Dimensions of screen, used for screen-space noise map sampling |
|
float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0}; |
|
int nWidth, nHeight; |
|
pShaderAPI->GetBackBufferDimensions( nWidth, nHeight ); |
|
vScreenScale[0] = (float) nWidth / 32.0f; |
|
vScreenScale[1] = (float) nHeight / 32.0f; |
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 ); |
|
} |
|
else // Lighting constants when not drawing flashlight |
|
{ |
|
pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); |
|
} |
|
|
|
// Intro tax |
|
if ( bIntro ) |
|
{ |
|
float curTime = params[info.m_nWarpParam]->GetFloatValue(); |
|
float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime }; |
|
if ( IS_PARAM_DEFINED( info.m_nEntityOrigin ) ) |
|
{ |
|
params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 ); |
|
} |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, timeVec, 1 ); |
|
} |
|
} |
|
pShader->Draw(); |
|
} |
|
|
|
|
|
extern ConVar r_flashlight_version2; |
|
void Draw_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, |
|
IShaderShadow* pShaderShadow, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression ) |
|
{ |
|
bool bHasFlashlight = pShader->UsingFlashlight( params ); |
|
if( bHasFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) ) |
|
{ |
|
Draw_Eyes_Refract_Internal( pShader, params, pShaderAPI, pShaderShadow, false, info, vertexCompression ); |
|
if ( pShaderShadow ) |
|
{ |
|
pShader->SetInitialShadowState( ); |
|
} |
|
} |
|
Draw_Eyes_Refract_Internal( pShader, params, pShaderAPI, pShaderShadow, bHasFlashlight, info, vertexCompression ); |
|
}
|
|
|