//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//

// STATIC: "INTRO"				"0..1"
// STATIC: "HALFLAMBERT"		"0..1"
// STATIC: "FLASHLIGHT"			"0..1"
// STATIC: "LIGHTWARPTEXTURE"	"0..1"

// DYNAMIC: "COMPRESSED_VERTS"	"0..1"
// DYNAMIC: "SKINNING"			"0..1"
// DYNAMIC: "DOWATERFOG"		"0..1"
// DYNAMIC: "DYNAMIC_LIGHT"		"0..1"
// DYNAMIC: "STATIC_LIGHT"		"0..1"
// DYNAMIC: "NUM_LIGHTS"		"0..4"
// DYNAMIC: "MORPHING"			"0..1" [vs30]

#include "vortwarp_vs20_helper.h"

static const bool g_bSkinning		= SKINNING ? true : false;
static const int  g_iFogType		= DOWATERFOG;
static const bool g_bHalfLambert	= HALFLAMBERT ? true : false;

const float3 g_cEyeOrigin			:  register( SHADER_SPECIFIC_CONST_0 );
const float4 g_vIrisProjectionU		:  register( SHADER_SPECIFIC_CONST_2 );
const float4 g_vIrisProjectionV		:  register( SHADER_SPECIFIC_CONST_3 );
const float4 g_vFlashlightPosition	:  register( SHADER_SPECIFIC_CONST_4 );

#if INTRO
const float4 g_vConst4	:  register( SHADER_SPECIFIC_CONST_5 );
#define g_vModelOrigin g_vConst4.xyz
#define g_flTime       g_vConst4.w
#endif

const float4 g_vFlashlightMatrixRow1  :  register( SHADER_SPECIFIC_CONST_6 );
const float4 g_vFlashlightMatrixRow2  :  register( SHADER_SPECIFIC_CONST_7 );
const float4 g_vFlashlightMatrixRow3  :  register( SHADER_SPECIFIC_CONST_8 );
const float4 g_vFlashlightMatrixRow4  :  register( SHADER_SPECIFIC_CONST_9 );

#ifdef SHADER_MODEL_VS_3_0
// NOTE: cMorphTargetTextureDim.xy = target dimensions,
//		 cMorphTargetTextureDim.z = 4tuples/morph
const float3 cMorphTargetTextureDim		: register( SHADER_SPECIFIC_CONST_10 );
const float4 cMorphSubrect				: register( SHADER_SPECIFIC_CONST_11 );

sampler2D morphSampler					: register( D3DVERTEXTEXTURESAMPLER0, s0 );
#endif

struct VS_INPUT
{
	float4 vPos					: POSITION;		// Position
	float4 vBoneWeights			: BLENDWEIGHT;	// Skin weights
	float4 vBoneIndices			: BLENDINDICES;	// Skin indices
	float4 vTexCoord0			: TEXCOORD0;	// Base (sclera) texture coordinates

	// Position deltas
	float3 vPosFlex				: POSITION1;
	
#ifdef SHADER_MODEL_VS_3_0
	float vVertexID				: POSITION2;
#endif
};

struct VS_OUTPUT
{
    float4 projPos							: POSITION;		// Projection-space position
#if !defined( _X360 )
	float  fog								: FOG;			// Fixed-function fog factor
#endif
	float4 vAmbientOcclUv_fallbackCorneaUv	: TEXCOORD0;	// Base texture coordinate
	float4 cVertexLight						: TEXCOORD1;	// Vertex-lit color (Note: w is used for flashlight pass)
	float4 vTangentViewVector				: TEXCOORD2;	// Tangent view vector (Note: w is used for flashlight pass)
	float4 vWorldPosition_ProjPosZ			: TEXCOORD3;
	float3 vWorldNormal						: TEXCOORD4;	// World-space normal
	float3 vWorldTangent					: TEXCOORD5;	// World-space tangent
	float4 vLightFalloffCosine01			: TEXCOORD6;	// Light falloff and cosine terms for first two local lights
	float4 vLightFalloffCosine23			: TEXCOORD7;	// Light falloff and cosine terms for next two local lights

	float3 vWorldBinormal					: COLOR0;	// World-space normal
};

VS_OUTPUT main( const VS_INPUT v )
{
	VS_OUTPUT o;

	bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
	bool bStaticLight = STATIC_LIGHT ? true : false;
	int nNumLights = NUM_LIGHTS;

	float4 vPosition = v.vPos;

#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
	ApplyMorph( v.vPosFlex, vPosition.xyz );
#else
	ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), vPosition.xyz );
#endif

	// Transform the position
	float3 vWorldPosition;
	SkinPosition( g_bSkinning, vPosition, v.vBoneWeights, v.vBoneIndices, vWorldPosition );

	// Note: I'm relying on the iris projection vector math not changing or this will break
	float3 vEyeSocketUpVector = normalize( -g_vIrisProjectionV.xyz );
	float3 vEyeSocketLeftVector = normalize( -g_vIrisProjectionU.xyz );

#if INTRO
	float3 dummy = float3( 0.0f, 0.0f, 0.0f );
	WorldSpaceVertexProcess( g_flTime, g_vModelOrigin, vWorldPosition, dummy, dummy, dummy );
#endif

	o.vWorldPosition_ProjPosZ.xyz = vWorldPosition.xyz;

	// Transform into projection space
	//vWorldPosition -= ( vWorldPosition - g_cEyeOrigin ) * 0.9; //Debug to visualize eye origin
	float4 vProjPos = mul( float4( vWorldPosition, 1.0f ), cViewProj );
	o.projPos = vProjPos;
	vProjPos.z = dot( float4( vWorldPosition, 1.0f ), cViewProjZ );

	
	o.vWorldPosition_ProjPosZ.w = vProjPos.z;

#if !defined( _X360 )
	// Set fixed-function fog factor
	o.fog = CalcFog( vWorldPosition, vProjPos, g_iFogType );
#endif

	// Normal = (Pos - Eye origin)
	float3 vWorldNormal = normalize( vWorldPosition.xyz - g_cEyeOrigin.xyz );
	o.vWorldNormal.xyz = vWorldNormal.xyz;

	// Tangent & binormal
	/*
	float3 vWorldBinormal = normalize( cross( vWorldNormal.xyz, vEyeSocketLeftVector.xyz ) );
	o.vWorldBinormal.xyz = vWorldBinormal.xyz * 0.5f + 0.5f;

	float3 vWorldTangent = normalize( cross( vWorldBinormal.xyz, vWorldNormal.xyz ) );
	o.vWorldTangent.xyz = vWorldTangent.xyz;
	//*/

	//*
	float3 vWorldTangent = normalize( cross( vEyeSocketUpVector.xyz, vWorldNormal.xyz ) );
	o.vWorldTangent.xyz = vWorldTangent.xyz;

	float3 vWorldBinormal = normalize( cross( vWorldNormal.xyz, vWorldTangent.xyz ) );
	o.vWorldBinormal.xyz = vWorldBinormal.xyz * 0.5f + 0.5f;
	//*/

	float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz);
	o.vTangentViewVector.xyz = Vec3WorldToTangentNormalized (vWorldViewVector.xyz, vWorldNormal.xyz, vWorldTangent.xyz, vWorldBinormal.xyz);

	// AV - I think this will effectively make the eyeball less rounded left to right to help vertext lighting quality
	// AV - Note: This probably won't look good if put on an exposed eyeball
  	//float vNormalDotSideVec = -dot( vWorldNormal, g_vEyeballUp ) * 0.5f;
  	float vNormalDotSideVec = -dot( vWorldNormal, vEyeSocketLeftVector) * 0.5f;
	float3 vBentWorldNormal = normalize(vNormalDotSideVec * vEyeSocketLeftVector + vWorldNormal);

	// Compute vertex lighting
	o.cVertexLight.a = 0.0f; //Only used for flashlight pass
	o.cVertexLight.rgb = DoLightingUnrolled( vWorldPosition, vBentWorldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert, nNumLights );

	// Only interpolate ambient light for TF NPR lighting
	bool bDoDiffuseWarp = LIGHTWARPTEXTURE ? true : false;
	if ( bDoDiffuseWarp )
	{
		if( bDynamicLight )
		{
			o.cVertexLight.rgb = AmbientLight( vBentWorldNormal.xyz );
		}
		else
		{
			o.cVertexLight.rgb = float3( 0.0f, 0.0f, 0.0f );
		}
	}

// NOTE: it appears that o.vLightFalloffCosine01 and o.vLightFalloffCosine23 are filled in even if
// we don't have enough lights, meaning we pass garbage to the pixel shader which then throws it away

	// Light falloff for first two local lights
	o.vLightFalloffCosine01.x = VertexAttenInternal( vWorldPosition.xyz, 0 );
	o.vLightFalloffCosine01.y = VertexAttenInternal( vWorldPosition.xyz, 1 );
	o.vLightFalloffCosine01.z = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 0, g_bHalfLambert );
	o.vLightFalloffCosine01.w = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 1, g_bHalfLambert );

	// Light falloff for next two local lights
	o.vLightFalloffCosine23.x = VertexAttenInternal( vWorldPosition.xyz, 2 );
	o.vLightFalloffCosine23.y = VertexAttenInternal( vWorldPosition.xyz, 3 );
	o.vLightFalloffCosine23.z = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 2, g_bHalfLambert );
	o.vLightFalloffCosine23.w = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 3, g_bHalfLambert );

	// Texture coordinates set by artists for ambient occlusion
	o.vAmbientOcclUv_fallbackCorneaUv.xy = v.vTexCoord0.xy;

	// Cornea uv for ps.2.0 fallback
	float2 vCorneaUv; // Note: Cornea texture is a cropped version of the iris texture
	vCorneaUv.x = dot( g_vIrisProjectionU, float4( vWorldPosition, 1.0f ) );
	vCorneaUv.y = dot( g_vIrisProjectionV, float4( vWorldPosition, 1.0f ) );
	float2 vSphereUv = ( vCorneaUv.xy * 0.5f ) + 0.25f;
	o.vAmbientOcclUv_fallbackCorneaUv.wz = vCorneaUv.xy; // Note: wz unpacks faster than zw in ps.2.0!

	// Step on the vertex light interpolator for the flashlight tex coords
	bool bFlashlight = ( FLASHLIGHT != 0 ) ? true : false;
	o.vTangentViewVector.w = 0.0f;
	if ( bFlashlight )
	{
		o.cVertexLight.x = dot( g_vFlashlightMatrixRow1.xyzw, float4( vWorldPosition, 1.0f ) );
		o.cVertexLight.y = dot( g_vFlashlightMatrixRow2.xyzw, float4( vWorldPosition, 1.0f ) );
		o.cVertexLight.z = dot( g_vFlashlightMatrixRow3.xyzw, float4( vWorldPosition, 1.0f ) );
		o.cVertexLight.w = dot( g_vFlashlightMatrixRow4.xyzw, float4( vWorldPosition, 1.0f ) );

		o.vTangentViewVector.w = saturate( dot( vBentWorldNormal.xyz, normalize ( g_vFlashlightPosition.xyz - vWorldPosition.xyz ) ) ); // Flashlight N.L with modified normal

		// Half lambert version
		//o.cVertexLight.z = dot( vBentWorldNormal.xyz, normalize ( g_vFlashlightPosition.xyz - vWorldPosition.xyz ) ); // Flashlight N.L with modified normal
		//o.cVertexLight.z = ( o.cVertexLight.z * 0.5f ) + 0.5f;
		//o.cVertexLight.z *= o.cVertexLight.z;
	}

	return o;
}
