mirror of
https://github.com/nillerusr/source-engine.git
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254 lines
9.1 KiB
C++
254 lines
9.1 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "BaseVSShader.h"
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#include "eye_refract_helper.h"
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#include "cloak_blended_pass_helper.h"
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#include "emissive_scroll_blended_pass_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( EyeRefract, EyeRefract_dx9 )
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BEGIN_VS_SHADER( EyeRefract_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( CORNEATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "cornea texture" )
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SHADER_PARAM( AMBIENTOCCLTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "reflection texture" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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SHADER_PARAM( EYEORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "origin 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( DILATION, SHADER_PARAM_TYPE_FLOAT, "0", "Pupil dilation (0 is none, 1 is maximal)" )
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SHADER_PARAM( GLOSSINESS, SHADER_PARAM_TYPE_FLOAT, "1", "Glossiness of eye (1 is default, 0 is not glossy at all)" )
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SHADER_PARAM( SPHERETEXKILLCOMBO, SHADER_PARAM_TYPE_BOOL, "1", "texkill pixels not on sphere" )
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SHADER_PARAM( RAYTRACESPHERE, SHADER_PARAM_TYPE_BOOL, "1", "Raytrace sphere" )
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SHADER_PARAM( PARALLAXSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1", "Parallax strength" )
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SHADER_PARAM( CORNEABUMPSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1", "Cornea strength" )
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SHADER_PARAM( AMBIENTOCCLCOLOR, SHADER_PARAM_TYPE_VEC3, "[1 1 1]", "Ambient occlusion color" )
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SHADER_PARAM( EYEBALLRADIUS, SHADER_PARAM_TYPE_FLOAT, "0", "Eyeball radius for ray casting" )
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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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SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" )
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// Cloak Pass
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SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" )
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SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
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SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" )
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
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// Emissive Scroll Pass
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SHADER_PARAM( EMISSIVEBLENDENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable emissive blend pass" )
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SHADER_PARAM( EMISSIVEBLENDSCROLLVECTOR, SHADER_PARAM_TYPE_VEC2, "[0.11 0.124]", "Emissive scroll vec" )
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SHADER_PARAM( EMISSIVEBLENDSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1.0", "Emissive blend strength" )
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SHADER_PARAM( EMISSIVEBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
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SHADER_PARAM( EMISSIVEBLENDTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
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SHADER_PARAM( EMISSIVEBLENDFLOWTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "flow map" )
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END_SHADER_PARAMS
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void SetupVarsEyeRefract( Eye_Refract_Vars_t &info )
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{
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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_nEyeOrigin = EYEORIGIN;
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info.m_nIrisU = IRISU;
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info.m_nIrisV = IRISV;
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info.m_nDilation = DILATION;
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info.m_nGlossiness = GLOSSINESS;
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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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info.m_nCorneaTexture = CORNEATEXTURE;
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info.m_nAmbientOcclTexture = AMBIENTOCCLTEXTURE;
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info.m_nEnvmap = ENVMAP;
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info.m_nSphereTexKillCombo = SPHERETEXKILLCOMBO;
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info.m_nRaytraceSphere = RAYTRACESPHERE;
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info.m_nParallaxStrength = PARALLAXSTRENGTH;
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info.m_nCorneaBumpStrength = CORNEABUMPSTRENGTH;
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info.m_nAmbientOcclColor = AMBIENTOCCLCOLOR;
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info.m_nEyeballRadius = EYEBALLRADIUS;
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info.m_nDiffuseWarpTexture = LIGHTWARPTEXTURE;
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}
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// Cloak Pass
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void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info )
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{
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info.m_nCloakFactor = CLOAKFACTOR;
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info.m_nCloakColorTint = CLOAKCOLORTINT;
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info.m_nRefractAmount = REFRACTAMOUNT;
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}
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bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
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{
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if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
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{
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if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time
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return true;
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else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
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return true;
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// else, not cloaking this frame, so check flag2 in case the base material still needs it
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}
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// Check flag2 if not drawing cloak pass
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return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
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}
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bool IsTranslucent( IMaterialVar **params ) const
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{
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if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
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{
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if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
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return true;
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// else, not cloaking this frame, so check flag in case the base material still needs it
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}
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// Check flag if not drawing cloak pass
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return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
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}
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// Emissive Scroll Pass
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void SetupVarsEmissiveScrollBlendedPass( EmissiveScrollBlendedPassVars_t &info )
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{
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info.m_nBlendStrength = EMISSIVEBLENDSTRENGTH;
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info.m_nBaseTexture = IRIS;
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info.m_nFlowTexture = EMISSIVEBLENDFLOWTEXTURE;
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info.m_nEmissiveTexture = EMISSIVEBLENDTEXTURE;
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info.m_nEmissiveTint = EMISSIVEBLENDTINT;
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info.m_nEmissiveScrollVector = EMISSIVEBLENDSCROLLVECTOR;
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}
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SHADER_INIT_PARAMS()
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{
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Eye_Refract_Vars_t info;
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SetupVarsEyeRefract( info );
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InitParams_Eyes_Refract( this, params, pMaterialName, info );
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// Cloak Pass
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if ( !params[CLOAKPASSENABLED]->IsDefined() )
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{
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params[CLOAKPASSENABLED]->SetIntValue( 0 );
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}
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else if ( params[CLOAKPASSENABLED]->GetIntValue() )
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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InitParamsCloakBlendedPass( this, params, pMaterialName, info );
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}
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// Emissive Scroll Pass
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if ( !params[EMISSIVEBLENDENABLED]->IsDefined() )
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{
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params[EMISSIVEBLENDENABLED]->SetIntValue( 0 );
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}
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else if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
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{
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EmissiveScrollBlendedPassVars_t info;
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SetupVarsEmissiveScrollBlendedPass( info );
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InitParamsEmissiveScrollBlendedPass( this, params, pMaterialName, info );
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}
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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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{
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return "Eyes_dx8";
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}
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return 0;
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}
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SHADER_INIT
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{
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Eye_Refract_Vars_t info;
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SetupVarsEyeRefract( info );
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Init_Eyes_Refract( this, params, info );
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// Cloak Pass
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if ( params[CLOAKPASSENABLED]->GetIntValue() )
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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InitCloakBlendedPass( this, params, info );
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}
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// Emissive Scroll Pass
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if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
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{
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EmissiveScrollBlendedPassVars_t info;
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SetupVarsEmissiveScrollBlendedPass( info );
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InitEmissiveScrollBlendedPass( this, params, info );
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}
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}
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SHADER_DRAW
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{
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// Skip the standard rendering if cloak pass is fully opaque
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bool bDrawStandardEye = true;
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if ( params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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if ( CloakBlendedPassIsFullyOpaque( params, info ) )
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{
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bDrawStandardEye = false;
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}
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}
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// Standard rendering pass
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if ( bDrawStandardEye )
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{
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Eye_Refract_Vars_t info;
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SetupVarsEyeRefract( info );
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Draw_Eyes_Refract( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
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}
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else
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{
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// Skip this pass!
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Draw( false );
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}
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// Cloak Pass
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if ( params[CLOAKPASSENABLED]->GetIntValue() )
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{
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// If ( snapshotting ) or ( we need to draw this frame )
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if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) )
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
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}
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else // We're not snapshotting and we don't need to draw this frame
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{
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// Skip this pass!
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Draw( false );
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}
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}
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// Emissive Scroll Pass
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if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
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{
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// If ( snapshotting ) or ( we need to draw this frame )
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if ( ( pShaderShadow != NULL ) || ( params[EMISSIVEBLENDSTRENGTH]->GetFloatValue() > 0.0f ) )
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{
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EmissiveScrollBlendedPassVars_t info;
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SetupVarsEmissiveScrollBlendedPass( info );
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DrawEmissiveScrollBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
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}
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else // We're not snapshotting and we don't need to draw this frame
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{
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// Skip this pass!
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Draw( false );
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}
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}
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}
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END_SHADER
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