Counter Strike : Global Offensive Source Code
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//========= 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