//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// #include "BaseVSShader.h" #include "eye_refract_helper.h" #include "cloak_blended_pass_helper.h" #include "emissive_scroll_blended_pass_helper.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( EyeRefract, EyeRefract_dx9 ) BEGIN_VS_SHADER( EyeRefract_dx9, "Help for Eyes" ) BEGIN_SHADER_PARAMS SHADER_PARAM( IRIS, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "iris texture" ) SHADER_PARAM( IRISFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame for the iris texture" ) SHADER_PARAM( CORNEATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "cornea texture" ) SHADER_PARAM( AMBIENTOCCLTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "reflection texture" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( EYEORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "origin for the eyes" ) SHADER_PARAM( IRISU, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0 ]", "U projection vector for the iris" ) SHADER_PARAM( IRISV, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "V projection vector for the iris" ) SHADER_PARAM( DILATION, SHADER_PARAM_TYPE_FLOAT, "0", "Pupil dilation (0 is none, 1 is maximal)" ) SHADER_PARAM( GLOSSINESS, SHADER_PARAM_TYPE_FLOAT, "1", "Glossiness of eye (1 is default, 0 is not glossy at all)" ) SHADER_PARAM( SPHERETEXKILLCOMBO, SHADER_PARAM_TYPE_BOOL, "1", "texkill pixels not on sphere" ) SHADER_PARAM( RAYTRACESPHERE, SHADER_PARAM_TYPE_BOOL, "1", "Raytrace sphere" ) SHADER_PARAM( PARALLAXSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1", "Parallax strength" ) SHADER_PARAM( CORNEABUMPSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1", "Cornea strength" ) SHADER_PARAM( AMBIENTOCCLCOLOR, SHADER_PARAM_TYPE_VEC3, "[1 1 1]", "Ambient occlusion color" ) SHADER_PARAM( AMBIENTOCCLUSION, SHADER_PARAM_TYPE_FLOAT, "1.0", "Dynamic ambient occlusion strength" ) SHADER_PARAM( EYEBALLRADIUS, SHADER_PARAM_TYPE_FLOAT, "0", "Eyeball radius for ray casting" ) SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" ) SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" ) SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" ) // Cloak Pass SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" ) SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" ) SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) // Emissive Scroll Pass SHADER_PARAM( EMISSIVEBLENDENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable emissive blend pass" ) SHADER_PARAM( EMISSIVEBLENDSCROLLVECTOR, SHADER_PARAM_TYPE_VEC2, "[0.11 0.124]", "Emissive scroll vec" ) SHADER_PARAM( EMISSIVEBLENDSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1.0", "Emissive blend strength" ) SHADER_PARAM( EMISSIVEBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" ) SHADER_PARAM( EMISSIVEBLENDTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) SHADER_PARAM( EMISSIVEBLENDFLOWTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "flow map" ) END_SHADER_PARAMS void SetupVarsEyeRefract( Eye_Refract_Vars_t &info ) { info.m_nFrame = FRAME; info.m_nIris = IRIS; info.m_nIrisFrame = IRISFRAME; info.m_nEyeOrigin = EYEORIGIN; info.m_nIrisU = IRISU; info.m_nIrisV = IRISV; info.m_nDilation = DILATION; info.m_nGlossiness = GLOSSINESS; info.m_nEntityOrigin = ENTITYORIGIN; info.m_nWarpParam = WARPPARAM; info.m_nCorneaTexture = CORNEATEXTURE; info.m_nAmbientOcclTexture = AMBIENTOCCLTEXTURE; info.m_nEnvmap = ENVMAP; info.m_nSphereTexKillCombo = SPHERETEXKILLCOMBO; info.m_nRaytraceSphere = RAYTRACESPHERE; info.m_nParallaxStrength = PARALLAXSTRENGTH; info.m_nCorneaBumpStrength = CORNEABUMPSTRENGTH; info.m_nAmbientOcclColor = AMBIENTOCCLCOLOR; info.m_nEyeballRadius = EYEBALLRADIUS; info.m_nDiffuseWarpTexture = LIGHTWARPTEXTURE; info.m_nAmbientOcclusion = AMBIENTOCCLUSION; } // Cloak Pass void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info ) { info.m_nCloakFactor = CLOAKFACTOR; info.m_nCloakColorTint = CLOAKCOLORTINT; info.m_nRefractAmount = REFRACTAMOUNT; } bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const { if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking { if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time return true; else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check return true; // else, not cloaking this frame, so check flag2 in case the base material still needs it } // Check flag2 if not drawing cloak pass return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); } bool IsTranslucent( IMaterialVar **params ) const { if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking { if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check return true; // else, not cloaking this frame, so check flag in case the base material still needs it } // Check flag if not drawing cloak pass return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ); } // Emissive Scroll Pass void SetupVarsEmissiveScrollBlendedPass( EmissiveScrollBlendedPassVars_t &info ) { info.m_nBlendStrength = EMISSIVEBLENDSTRENGTH; info.m_nBaseTexture = IRIS; info.m_nFlowTexture = EMISSIVEBLENDFLOWTEXTURE; info.m_nEmissiveTexture = EMISSIVEBLENDTEXTURE; info.m_nEmissiveTint = EMISSIVEBLENDTINT; info.m_nEmissiveScrollVector = EMISSIVEBLENDSCROLLVECTOR; } SHADER_INIT_PARAMS() { Eye_Refract_Vars_t info; SetupVarsEyeRefract( info ); InitParams_Eyes_Refract( this, params, pMaterialName, info ); // Cloak Pass if ( !params[CLOAKPASSENABLED]->IsDefined() ) { params[CLOAKPASSENABLED]->SetIntValue( 0 ); } else if ( params[CLOAKPASSENABLED]->GetIntValue() ) { CloakBlendedPassVars_t info; SetupVarsCloakBlendedPass( info ); InitParamsCloakBlendedPass( this, params, pMaterialName, info ); } // Emissive Scroll Pass if ( !params[EMISSIVEBLENDENABLED]->IsDefined() ) { params[EMISSIVEBLENDENABLED]->SetIntValue( 0 ); } else if ( params[EMISSIVEBLENDENABLED]->GetIntValue() ) { EmissiveScrollBlendedPassVars_t info; SetupVarsEmissiveScrollBlendedPass( info ); InitParamsEmissiveScrollBlendedPass( this, params, pMaterialName, info ); } } SHADER_FALLBACK { return 0; } SHADER_INIT { Eye_Refract_Vars_t info; SetupVarsEyeRefract( info ); Init_Eyes_Refract( this, params, info ); // Cloak Pass if ( params[CLOAKPASSENABLED]->GetIntValue() ) { CloakBlendedPassVars_t info; SetupVarsCloakBlendedPass( info ); InitCloakBlendedPass( this, params, info ); } // Emissive Scroll Pass if ( params[EMISSIVEBLENDENABLED]->GetIntValue() ) { EmissiveScrollBlendedPassVars_t info; SetupVarsEmissiveScrollBlendedPass( info ); InitEmissiveScrollBlendedPass( this, params, info ); } } SHADER_DRAW { // Skip the standard rendering if cloak pass is fully opaque bool bDrawStandardEye = true; if ( params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting { CloakBlendedPassVars_t info; SetupVarsCloakBlendedPass( info ); if ( CloakBlendedPassIsFullyOpaque( params, info ) ) { bDrawStandardEye = false; } } // Standard rendering pass if ( bDrawStandardEye ) { Eye_Refract_Vars_t info; SetupVarsEyeRefract( info ); Draw_Eyes_Refract( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } else { // Skip this pass! Draw( false ); } // Cloak Pass if ( params[CLOAKPASSENABLED]->GetIntValue() ) { // If ( snapshotting ) or ( we need to draw this frame ) if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) ) { CloakBlendedPassVars_t info; SetupVarsCloakBlendedPass( info ); DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } else // We're not snapshotting and we don't need to draw this frame { // Skip this pass! Draw( false ); } } // Emissive Scroll Pass if ( params[EMISSIVEBLENDENABLED]->GetIntValue() ) { // If ( snapshotting ) or ( we need to draw this frame ) if ( ( pShaderShadow != NULL ) || ( params[EMISSIVEBLENDSTRENGTH]->GetFloatValue() > 0.0f ) ) { EmissiveScrollBlendedPassVars_t info; SetupVarsEmissiveScrollBlendedPass( info ); DrawEmissiveScrollBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } else // We're not snapshotting and we don't need to draw this frame { // Skip this pass! Draw( false ); } } } END_SHADER