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Update from SDK 2013
This commit is contained in:

committed by
Nicholas Hastings

parent
e0e01948b8
commit
ebd971b421
463
materialsystem/stdshaders/eye_refract_helper.cpp
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463
materialsystem/stdshaders/eye_refract_helper.cpp
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@ -0,0 +1,463 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "BaseVSShader.h"
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#include "mathlib/vmatrix.h"
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#include "eye_refract_helper.h"
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#include "cpp_shader_constant_register_map.h"
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#include "eyes_flashlight_vs11.inc"
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#include "eyes_flashlight_ps11.inc"
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#include "eye_refract_vs20.inc"
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#include "eye_refract_ps20.inc"
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#include "eye_refract_ps20b.inc"
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#ifndef _X360
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#include "eye_refract_vs30.inc"
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#include "eye_refract_ps30.inc"
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#endif
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#include "convar.h"
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static ConVar r_lightwarpidentity( "r_lightwarpidentity","0", FCVAR_CHEAT );
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void InitParams_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Eye_Refract_Vars_t &info )
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{
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// FLASHLIGHTFIXME
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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 material flags
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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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// Set material parameter default values
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if ( ( info.m_nIntro >= 0 ) && ( !params[info.m_nIntro]->IsDefined() ) )
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{
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params[info.m_nIntro]->SetIntValue( kDefaultIntro );
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}
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if ( ( info.m_nDilation >= 0 ) && ( !params[info.m_nDilation]->IsDefined() ) )
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{
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params[info.m_nDilation]->SetFloatValue( kDefaultDilation );
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}
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if ( ( info.m_nGlossiness >= 0 ) && ( !params[info.m_nGlossiness]->IsDefined() ) )
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{
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params[info.m_nGlossiness]->SetFloatValue( kDefaultGlossiness );
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}
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if ( ( info.m_nSphereTexKillCombo >= 0 ) && ( !params[info.m_nSphereTexKillCombo]->IsDefined() ) )
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{
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params[info.m_nSphereTexKillCombo]->SetIntValue( kDefaultSphereTexKillCombo );
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}
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if ( ( info.m_nRaytraceSphere >= 0 ) && ( !params[info.m_nRaytraceSphere]->IsDefined() ) )
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{
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params[info.m_nRaytraceSphere]->SetIntValue( kDefaultRaytraceSphere );
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}
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if ( ( info.m_nAmbientOcclColor >= 0 ) && ( !params[info.m_nAmbientOcclColor]->IsDefined() ) )
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{
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params[info.m_nAmbientOcclColor]->SetVecValue( kDefaultAmbientOcclColor, 4 );
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}
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if ( ( info.m_nEyeballRadius >= 0 ) && ( !params[info.m_nEyeballRadius]->IsDefined() ) )
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{
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params[info.m_nEyeballRadius]->SetFloatValue( kDefaultEyeballRadius );
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}
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if ( ( info.m_nParallaxStrength >= 0 ) && ( !params[info.m_nParallaxStrength]->IsDefined() ) )
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{
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params[info.m_nParallaxStrength]->SetFloatValue( kDefaultParallaxStrength );
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}
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if ( ( info.m_nCorneaBumpStrength >= 0 ) && ( !params[info.m_nCorneaBumpStrength]->IsDefined() ) )
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{
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params[info.m_nCorneaBumpStrength]->SetFloatValue( kDefaultCorneaBumpStrength );
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}
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}
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void Init_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, Eye_Refract_Vars_t &info )
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{
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pShader->LoadTexture( info.m_nCorneaTexture ); // SHADER_SAMPLER0 (this is a normal, hence not sRGB)
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pShader->LoadTexture( info.m_nIris, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER1
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pShader->LoadCubeMap( info.m_nEnvmap, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER2
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pShader->LoadTexture( info.m_nAmbientOcclTexture, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER3
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if ( IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture ) )
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{
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pShader->LoadTexture( info.m_nDiffuseWarpTexture ); // SHADER_SAMPLER4
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}
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pShader->LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER5
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}
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void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, bool bDrawFlashlightAdditivePass, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression )
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{
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bool bDiffuseWarp = IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture );
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bool bIntro = IS_PARAM_DEFINED( info.m_nIntro ) ? ( params[info.m_nIntro]->GetIntValue() ? true : false ) : false;
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SHADOW_STATE
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Cornea normal
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Iris
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Cube reflection
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Ambient occlusion
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// Set stream format (note that this shader supports compression)
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unsigned 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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if ( bDiffuseWarp )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Light warp
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}
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int nShadowFilterMode = 0;
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if ( bDrawFlashlightAdditivePass == true )
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{
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
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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_SAMPLER5, true ); // Flashlight cookie
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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_STATIC_VERTEX_SHADER( eye_refract_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, bIntro ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER( eye_refract_vs20 );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false );
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bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false );
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DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
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SET_STATIC_PIXEL_SHADER( eye_refract_ps20b );
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if ( bDrawFlashlightAdditivePass == true )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Shadow depth map
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pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER6 );
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pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Noise map
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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( eye_refract_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER( eye_refract_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( eye_refract_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, bIntro ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER( eye_refract_vs30 );
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bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false );
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bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false );
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DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps30 );
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SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
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SET_STATIC_PIXEL_SHADER( eye_refract_ps30 );
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if ( bDrawFlashlightAdditivePass == true )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Shadow depth map
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pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Noise map
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}
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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_SAMPLER1, true ); // Iris
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Cube map reflection
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Ambient occlusion
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pShaderShadow->EnableSRGBWrite( true );
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if ( bDrawFlashlightAdditivePass == true )
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{
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); // Flashlight cookie
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}
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// Fog
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if ( bDrawFlashlightAdditivePass == true )
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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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pShader->FogToFogColor();
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}
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}
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DYNAMIC_STATE
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{
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VMatrix worldToTexture;
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ITexture *pFlashlightDepthTexture = NULL;
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FlashlightState_t flashlightState;
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bool bFlashlightShadows = false;
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if ( bDrawFlashlightAdditivePass == true )
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{
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flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
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bFlashlightShadows = flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
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}
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pShader->BindTexture( SHADER_SAMPLER0, info.m_nCorneaTexture ); // Cornea normal
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nIris, info.m_nIrisFrame );
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pShader->BindTexture( SHADER_SAMPLER2, info.m_nEnvmap );
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pShader->BindTexture( SHADER_SAMPLER3, info.m_nAmbientOcclTexture );
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if ( bDiffuseWarp )
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{
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if ( r_lightwarpidentity.GetBool() )
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_IDENTITY_LIGHTWARP );
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}
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else
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{
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pShader->BindTexture( SHADER_SAMPLER4, info.m_nDiffuseWarpTexture );
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}
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}
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if ( bDrawFlashlightAdditivePass == true )
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pShader->BindTexture( SHADER_SAMPLER5, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
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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_2, info.m_nIrisU );
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pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nIrisV );
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if ( bDrawFlashlightAdditivePass == true )
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 );
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LightState_t lightState = { 0, false, false };
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if ( bDrawFlashlightAdditivePass == false )
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{
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pShaderAPI->GetDX9LightState( &lightState );
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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( eye_refract_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( NUM_LIGHTS, lightState.m_nNumLights );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( eye_refract_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( eye_refract_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( NUM_LIGHTS, lightState.m_nNumLights );
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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( eye_refract_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 fAverageAmbient = max(0.0f, min( pShaderAPI->GetAmbientLightCubeLuminance(), 1.0f ) );
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// Special constant for DX9 eyes: { Dilation, Glossiness, x, x };
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float vPSConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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vPSConst[0] = IS_PARAM_DEFINED( info.m_nDilation ) ? params[info.m_nDilation]->GetFloatValue() : kDefaultDilation;
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vPSConst[1] = IS_PARAM_DEFINED( info.m_nGlossiness ) ? params[info.m_nGlossiness]->GetFloatValue() : kDefaultGlossiness;
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vPSConst[2] = fAverageAmbient;
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vPSConst[3] = IS_PARAM_DEFINED( info.m_nCorneaBumpStrength ) ? params[info.m_nCorneaBumpStrength]->GetFloatValue() : kDefaultCorneaBumpStrength;
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pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 );
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pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEyeOrigin ) ? params[info.m_nEyeOrigin]->GetVecValue() : kDefaultEyeOrigin, 1 );
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pShaderAPI->SetPixelShaderConstant( 2, IS_PARAM_DEFINED( info.m_nIrisU ) ? params[info.m_nIrisU]->GetVecValue() : kDefaultIrisU, 1 );
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pShaderAPI->SetPixelShaderConstant( 3, IS_PARAM_DEFINED( info.m_nIrisV ) ? params[info.m_nIrisV]->GetVecValue() : kDefaultIrisV, 1 );
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float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
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pShaderAPI->SetPixelShaderConstant( 4, vEyePos, 1 );
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pShaderAPI->SetPixelShaderConstant( 5, IS_PARAM_DEFINED( info.m_nAmbientOcclColor ) ? params[info.m_nAmbientOcclColor]->GetVecValue() : kDefaultAmbientOcclColor, 1 );
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float vPackedConst6[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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//vPackedConst6[0] Unused
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vPackedConst6[1] = IS_PARAM_DEFINED( info.m_nEyeballRadius ) ? params[info.m_nEyeballRadius]->GetFloatValue() : kDefaultEyeballRadius;
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//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_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo1( true ) );
|
||||
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_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo1( true ) );
|
||||
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 );
|
||||
}
|
Reference in New Issue
Block a user