mirror of
https://github.com/nillerusr/source-engine.git
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85 lines
2.7 KiB
C++
85 lines
2.7 KiB
C++
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//========= 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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