//===== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. ======// #include "BaseVSShader.h" #include "mathlib/vmatrix.h" #include "eye_refract_helper.h" #include "cpp_shader_constant_register_map.h" #include "eye_refract_vs20.inc" #include "eye_refract_ps20.inc" #include "eye_refract_ps20b.inc" #if !defined( _X360 ) && !defined( _PS3 ) #include "eye_refract_vs30.inc" #include "eye_refract_ps30.inc" #endif #include "convar.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" static ConVar r_lightwarpidentity( "r_lightwarpidentity","0", FCVAR_CHEAT ); static ConVar mat_displacementmap( "mat_displacementmap", "1", FCVAR_CHEAT ); void InitParams_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Eye_Refract_Vars_t &info ) { params[FLASHLIGHTTEXTURE]->SetStringValue( GetFlashlightTextureFilename() ); // Set material flags SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); // Set material parameter default values if ( ( info.m_nDilation >= 0 ) && ( !params[info.m_nDilation]->IsDefined() ) ) { params[info.m_nDilation]->SetFloatValue( kDefaultDilation ); } if ( ( info.m_nGlossiness >= 0 ) && ( !params[info.m_nGlossiness]->IsDefined() ) ) { params[info.m_nGlossiness]->SetFloatValue( kDefaultGlossiness ); } if ( ( info.m_nSphereTexKillCombo >= 0 ) && ( !params[info.m_nSphereTexKillCombo]->IsDefined() ) ) { params[info.m_nSphereTexKillCombo]->SetIntValue( kDefaultSphereTexKillCombo ); } if ( ( info.m_nRaytraceSphere >= 0 ) && ( !params[info.m_nRaytraceSphere]->IsDefined() ) ) { params[info.m_nRaytraceSphere]->SetIntValue( kDefaultRaytraceSphere ); } if ( ( info.m_nAmbientOcclColor >= 0 ) && ( !params[info.m_nAmbientOcclColor]->IsDefined() ) ) { params[info.m_nAmbientOcclColor]->SetVecValue( kDefaultAmbientOcclColor, 4 ); } if ( ( info.m_nEyeballRadius >= 0 ) && ( !params[info.m_nEyeballRadius]->IsDefined() ) ) { params[info.m_nEyeballRadius]->SetFloatValue( kDefaultEyeballRadius ); } if ( ( info.m_nParallaxStrength >= 0 ) && ( !params[info.m_nParallaxStrength]->IsDefined() ) ) { params[info.m_nParallaxStrength]->SetFloatValue( kDefaultParallaxStrength ); } if ( ( info.m_nCorneaBumpStrength >= 0 ) && ( !params[info.m_nCorneaBumpStrength]->IsDefined() ) ) { params[info.m_nCorneaBumpStrength]->SetFloatValue( kDefaultCorneaBumpStrength ); } if ( ( info.m_nAmbientOcclusion >= 0 ) && ( !params[info.m_nAmbientOcclusion]->IsDefined() ) ) { params[info.m_nAmbientOcclusion]->SetFloatValue( 0.0f ); } } void Init_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, Eye_Refract_Vars_t &info ) { pShader->LoadTexture( info.m_nCorneaTexture ); // SHADER_SAMPLER0 (this is a normal, hence not sRGB) pShader->LoadTexture( info.m_nIris, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER1 pShader->LoadCubeMap( info.m_nEnvmap, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER2 pShader->LoadTexture( info.m_nAmbientOcclTexture, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER3 if ( IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture ) ) { pShader->LoadTexture( info.m_nDiffuseWarpTexture ); // SHADER_SAMPLER4 } pShader->LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER5 } void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bDrawFlashlightAdditivePass, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression ) { bool bDiffuseWarp = IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture ); SHADOW_STATE { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Cornea normal pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Iris pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Cube reflection pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Ambient occlusion // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); if ( bDiffuseWarp ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Light warp } #if !defined( PLATFORM_X360 ) bool bWorldNormal = ( ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH == ( IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ))); #endif ShadowFilterMode_t nShadowFilterMode = SHADOWFILTERMODE_DEFAULT; if ( bDrawFlashlightAdditivePass == true ) { if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode( false /* bForceLowQuality */, g_pHardwareConfig->HasFastVertexTextures() && !IsPlatformX360() && !IsPlatformPS3() ); // Based upon vendor and device dependent formats } pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( false ); pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Additive blending pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Flashlight cookie } else { pShaderShadow->EnableAlphaWrites( true ); } #if !defined( _X360 ) && !defined( _PS3 ) if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_STATIC_VERTEX_SHADER( eye_refract_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); SET_STATIC_VERTEX_SHADER_COMBO( WORLD_NORMAL, 0 ); SET_STATIC_VERTEX_SHADER( eye_refract_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false ); bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false ); DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, 0 ); SET_STATIC_PIXEL_SHADER( eye_refract_ps20b ); if ( bDrawFlashlightAdditivePass == true ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Shadow depth map //pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER6 ); pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Noise map } } else { DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, 0 ); SET_STATIC_PIXEL_SHADER( eye_refract_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 ) else { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Screen space ambient occlusion // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION ); DECLARE_STATIC_VERTEX_SHADER( eye_refract_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); SET_STATIC_VERTEX_SHADER_COMBO( WORLD_NORMAL, bWorldNormal ); SET_STATIC_VERTEX_SHADER( eye_refract_vs30 ); bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false ); bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false ); DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, bWorldNormal ); SET_STATIC_PIXEL_SHADER( eye_refract_ps30 ); if ( bDrawFlashlightAdditivePass == true ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Shadow depth map pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Noise map } } #endif // On DX9, get the gamma read and write correct pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Iris pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Cube map reflection pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Ambient occlusion pShaderShadow->EnableSRGBWrite( true ); if ( bDrawFlashlightAdditivePass == true ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); // Flashlight cookie } // Fog if ( bDrawFlashlightAdditivePass == true ) { pShader->FogToBlack(); } else { pShader->FogToFogColor(); } // Per-instance state pShader->PI_BeginCommandBuffer(); if ( !bDrawFlashlightAdditivePass ) { pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY ); } pShader->PI_SetVertexShaderAmbientLightCube(); pShader->PI_SetPixelShaderAmbientLightCubeLuminance( 10 ); pShader->PI_EndCommandBuffer(); } DYNAMIC_STATE { VMatrix worldToTexture; ITexture *pFlashlightDepthTexture = NULL; FlashlightState_t flashlightState; bool bFlashlightShadows = false; if ( bDrawFlashlightAdditivePass == true ) { flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); bFlashlightShadows = flashlightState.m_bEnableShadows; } bool bSinglePassFlashlight = false; pShader->BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, info.m_nCorneaTexture ); // Cornea normal pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nIris, info.m_nIrisFrame ); pShader->BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nEnvmap ); pShader->BindTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nAmbientOcclTexture ); if ( bDiffuseWarp ) { if ( r_lightwarpidentity.GetBool() ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_NONE, TEXTURE_IDENTITY_LIGHTWARP ); } else { pShader->BindTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_NONE, info.m_nDiffuseWarpTexture ); } } // On PC, we sample from ambient occlusion texture if ( IsPC() && g_pHardwareConfig->HasFastVertexTextures() ) { ITexture *pAOTexture = pShaderAPI->GetTextureRenderingParameter( TEXTURE_RENDERPARM_AMBIENT_OCCLUSION ); if ( pAOTexture ) { pShader->BindTexture( SHADER_SAMPLER8, TEXTURE_BINDFLAGS_NONE, pAOTexture ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER8, TEXTURE_BINDFLAGS_NONE, TEXTURE_WHITE ); } } if ( bDrawFlashlightAdditivePass == true ) pShader->BindTexture( SHADER_SAMPLER5, TEXTURE_BINDFLAGS_SRGBREAD, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nEyeOrigin ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nIrisU ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nIrisV ); if ( bDrawFlashlightAdditivePass == true ) pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 ); LightState_t lightState = { 0, false, false }; if ( bDrawFlashlightAdditivePass == false ) { pShaderAPI->GetDX9LightState( &lightState ); } int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ); #if !defined( _X360 ) && !defined( _PS3 ) if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 ); SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 ); } #if !defined( _X360 ) && !defined( _PS3 ) else { pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 ); if ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) { float vEyeDir[4]; pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir ); float flFarZ = pShaderAPI->GetFarZ(); vEyeDir[0] /= flFarZ; // Divide by farZ for SSAO algorithm vEyeDir[1] /= flFarZ; vEyeDir[2] /= flFarZ; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, vEyeDir ); } TessellationMode_t nTessellationMode = pShaderAPI->GetTessellationMode(); if ( nTessellationMode != TESSELLATION_MODE_DISABLED ) { pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES ); bool bHasDisplacement = false; // TODO float vSubDDimensions[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vSubDDimensions ); } DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode ); SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 ); } #endif // Special constant for DX9 eyes: { Dilation, Glossiness, x, x }; float vPSConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPSConst[0] = IS_PARAM_DEFINED( info.m_nDilation ) ? params[info.m_nDilation]->GetFloatValue() : kDefaultDilation; vPSConst[1] = IS_PARAM_DEFINED( info.m_nGlossiness ) ? params[info.m_nGlossiness]->GetFloatValue() : kDefaultGlossiness; vPSConst[2] = 0.0f; // NOT USED vPSConst[3] = IS_PARAM_DEFINED( info.m_nCorneaBumpStrength ) ? params[info.m_nCorneaBumpStrength]->GetFloatValue() : kDefaultCorneaBumpStrength; pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 ); pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEyeOrigin ) ? params[info.m_nEyeOrigin]->GetVecValue() : kDefaultEyeOrigin, 1 ); pShaderAPI->SetPixelShaderConstant( 2, IS_PARAM_DEFINED( info.m_nIrisU ) ? params[info.m_nIrisU]->GetVecValue() : kDefaultIrisU, 1 ); pShaderAPI->SetPixelShaderConstant( 3, IS_PARAM_DEFINED( info.m_nIrisV ) ? params[info.m_nIrisV]->GetVecValue() : kDefaultIrisV, 1 ); float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos ); pShaderAPI->SetPixelShaderConstant( 4, vEyePos, 1 ); float vAmbientOcclusion[4] = { 0.33f, 0.33f, 0.33f, 0.0f }; if ( IS_PARAM_DEFINED( info.m_nAmbientOcclColor ) ) { params[info.m_nAmbientOcclColor]->GetVecValue( vAmbientOcclusion, 3 ); } vAmbientOcclusion[3] = IS_PARAM_DEFINED( info.m_nAmbientOcclusion ) ? params[info.m_nAmbientOcclusion]->GetFloatValue() : 0.0f; float vPackedConst6[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; //vPackedConst6[0] Unused vPackedConst6[1] = IS_PARAM_DEFINED( info.m_nEyeballRadius ) ? params[info.m_nEyeballRadius]->GetFloatValue() : kDefaultEyeballRadius; //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 ); if ( bDrawFlashlightAdditivePass == true ) { SetFlashLightColorFromState( flashlightState, pShaderAPI, bSinglePassFlashlight ); if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) { pShader->BindTexture( SHADER_SAMPLER6, TEXTURE_BINDFLAGS_SHADOWDEPTH, pFlashlightDepthTexture, 0 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_BINDFLAGS_NONE, TEXTURE_SHADOW_NOISE_2D ); } } if ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) { float vEyeDir[4]; pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir ); float flFarZ = pShaderAPI->GetFarZ(); vEyeDir[0] /= flFarZ; // Divide by farZ for SSAO algorithm vEyeDir[1] /= flFarZ; vEyeDir[2] /= flFarZ; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, vEyeDir ); } // Flashlight tax #if !defined( _X360 ) && !defined( _PS3 ) 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( 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 ); } } #if !defined( _X360 ) && !defined( _PS3 ) else { DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nFixedLightingMode ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, nFixedLightingMode ? false : bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, flashlightState.m_bUberlight ); SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 ); // Set constant to enable translation of VPOS to render target coordinates in ps_3_0 pShaderAPI->SetScreenSizeForVPOS(); SetupUberlightFromState( pShaderAPI, flashlightState ); } #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_FarZAtten; 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->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture.Base(), 4 ); // Tweaks associated with a given flashlight tweaks[0] = ShadowFilterFromState( flashlightState ); 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 ); int nTexWidth, nTexHeight; pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D ); vScreenScale[0] = (float) nWidth / nTexWidth; vScreenScale[1] = (float) nHeight / nTexHeight; vScreenScale[2] = 1.0f / flashlightState.m_flShadowMapResolution; vScreenScale[3] = 2.0f / flashlightState.m_flShadowMapResolution; pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 ); vAmbientOcclusion[3] *= flashlightState.m_flAmbientOcclusion; } vAmbientOcclusion[3] = MIN( MAX( vAmbientOcclusion[3], 0.0f ), 1.0f ); pShaderAPI->SetPixelShaderConstant( 5, vAmbientOcclusion, 1 ); } pShader->Draw(); } 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() || IsPS3() ) ) { 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 ); }