Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "BaseVSShader.h"
#include "tier1/convar.h"
#include "mathlib/vmatrix.h"
#include "eyes_dx8_dx9_helper.h"
#include "cpp_shader_constant_register_map.h"
#include "Eyes.inc"
#include "eyes_flashlight_vs11.inc"
#include "eyes_flashlight_ps11.inc"
#ifdef STDSHADER_DX9_DLL_EXPORT
#include "eyes_vs20.inc"
#include "eyes_ps20.inc"
#include "eyes_ps20b.inc"
#include "eyes_flashlight_vs20.inc"
#include "eyes_flashlight_ps20.inc"
#include "eyes_flashlight_ps20b.inc"
#ifndef _X360
#include "eyes_vs30.inc"
#include "eyes_ps30.inc"
#include "eyes_flashlight_vs30.inc"
#include "eyes_flashlight_ps30.inc"
#endif
#endif
ConVar r_flashlight_version2( "r_flashlight_version2", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
void InitParamsEyes_DX8_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName,
Eyes_DX8_DX9_Vars_t &info )
{
if ( g_pHardwareConfig->SupportsBorderColor() )
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
}
else
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
}
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
Assert( info.m_nIntro != -1 );
if( info.m_nIntro != -1 && !params[info.m_nIntro]->IsDefined() )
{
params[info.m_nIntro]->SetIntValue( 0 );
}
}
void InitEyes_DX8_DX9( CBaseVSShader *pShader, IMaterialVar** params, Eyes_DX8_DX9_Vars_t &info )
{
pShader->LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB );
pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
pShader->LoadTexture( info.m_nIris, TEXTUREFLAGS_SRGB );
pShader->LoadTexture( info.m_nGlint );
// Be sure dilation is zeroed if undefined
if( !params[info.m_nDilation]->IsDefined() )
{
params[info.m_nDilation]->SetFloatValue( 0.0f );
}
}
static void SetDepthFlashlightParams( CBaseVSShader *pShader, IShaderDynamicAPI *pShaderAPI, const VMatrix& worldToTexture, const FlashlightState_t& flashlightState )
{
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( PSREG_FLASHLIGHT_ATTENUATION, 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( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
// Tweaks associated with a given flashlight
tweaks[0] = ShadowFilterFromState( flashlightState );
tweaks[1] = ShadowAttenFromState( flashlightState );
pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, 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 );
if ( IsX360() )
{
pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 );
}
}
static void DrawFlashlight( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
{
if( pShaderShadow )
{
pShaderShadow->EnableDepthWrites( false );
pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Write over the eyes that were already there
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Spot
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Base
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Normalizing cubemap
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Iris
// Set stream format (note that this shader supports compression)
int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1;
int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
// Be sure not to write to dest alpha
pShaderShadow->EnableAlphaWrites( false );
#ifdef STDSHADER_DX9_DLL_EXPORT
if ( bDX9 )
{
int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_STATIC_VERTEX_SHADER( eyes_flashlight_vs20 );
SET_STATIC_VERTEX_SHADER( eyes_flashlight_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( eyes_flashlight_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER( eyes_flashlight_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( eyes_flashlight_ps20 );
SET_STATIC_PIXEL_SHADER( eyes_flashlight_ps20 );
}
}
#ifndef _X360
else
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( eyes_flashlight_vs30 );
SET_STATIC_VERTEX_SHADER( eyes_flashlight_vs30 );
DECLARE_STATIC_PIXEL_SHADER( eyes_flashlight_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER( eyes_flashlight_ps30 );
}
#endif
// On DX9, get the gamma read and write correct
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Spot
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Base
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Iris
pShaderShadow->EnableSRGBWrite( true );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Shadow noise rotation map
}
}
else
#endif
{
// DX8 uses old asm shaders
eyes_flashlight_vs11_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "eyes_flashlight_vs11", vshIndex.GetIndex() );
eyes_flashlight_ps11_Static_Index pshIndex;
pShaderShadow->SetPixelShader( "eyes_flashlight_ps11", pshIndex.GetIndex() );
}
pShader->FogToBlack();
}
else
{
// Specify that we have XYZ texcoords that need to be divided by W before the pixel shader.
// NOTE Tried to divide XY by Z, but doesn't work.
// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
if ( !bDX9 )
{
pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 0, true );
}
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
pShader->BindTexture( SHADER_SAMPLER0, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTexture, info.m_nFrame );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP );
pShader->BindTexture( SHADER_SAMPLER3, info.m_nIris, info.m_nIrisFrame );
#ifdef STDSHADER_DX9_DLL_EXPORT
if ( bDX9 )
{
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_DYNAMIC_VERTEX_SHADER( eyes_flashlight_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( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( eyes_flashlight_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( eyes_flashlight_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( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( eyes_flashlight_vs30 );
}
#endif
// float vPSConst[4] = {params[info.m_nDilation]->GetFloatValue(), 0.0f, 0.0f, 0.0f};
// pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 );
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
SetFlashLightColorFromState( flashlightState, pShaderAPI );
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
{
pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
}
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_flashlight_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) );
SET_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20b );
SetDepthFlashlightParams( pShader, pShaderAPI, worldToTexture, flashlightState );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20 );
}
}
#ifndef _X360
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) );
SET_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps30 );
SetDepthFlashlightParams( pShader, pShaderAPI, worldToTexture, flashlightState );
}
#endif
}
else // older asm shaders for DX8
#endif
{
eyes_flashlight_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
eyes_flashlight_ps11_Dynamic_Index pshIndex;
pShaderAPI->SetPixelShaderIndex( pshIndex.GetIndex() );
}
// This uses from VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 to VERTEX_SHADER_SHADER_SPECIFIC_CONST_5
pShader->SetFlashlightVertexShaderConstants( false, -1, false, -1, false );
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, info.m_nEyeOrigin );
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, info.m_nEyeUp );
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, info.m_nIrisU );
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, info.m_nIrisV );
}
pShader->Draw();
}
static void DrawUsingVertexShader( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params,
IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Iris
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Glint
// Set stream format (note that this shader supports compression)
int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1;
int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
pShaderShadow->EnableAlphaWrites( true ); //we end up hijacking destination alpha for opaques most of the time.
#ifdef STDSHADER_DX9_DLL_EXPORT
if ( bDX9 )
{
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( eyes_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[info.m_nIntro]->GetIntValue() ? 1 : 0 );
SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
SET_STATIC_VERTEX_SHADER( eyes_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( eyes_ps20b );
SET_STATIC_PIXEL_SHADER( eyes_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( eyes_ps20 );
SET_STATIC_PIXEL_SHADER( eyes_ps20 );
}
}
#ifndef _X360
else
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( eyes_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[info.m_nIntro]->GetIntValue() ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( eyes_vs30 );
DECLARE_STATIC_PIXEL_SHADER( eyes_ps30 );
SET_STATIC_PIXEL_SHADER( eyes_ps30 );
}
#endif
// On DX9, get the gamma read and write correct
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Base
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // White
pShaderShadow->EnableSRGBWrite( true );
}
else
#endif
{
eyes_Static_Index vshIndex;
vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
pShaderShadow->SetVertexShader( "Eyes", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "Eyes_Overbright2" );
}
pShader->FogToFogColor();
}
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();
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 );
}