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181 lines
6.0 KiB
181 lines
6.0 KiB
//========= Copyright © 1996-2005, 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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#include "cloak_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( eyes, Eyes_dx8 )
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BEGIN_VS_SHADER( Eyes_dx8,
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"Help for Eyes" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "models/alyx/eyeball_l", "iris texture", 0 )
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SHADER_PARAM( IRIS, SHADER_PARAM_TYPE_TEXTURE, "models/alyx/pupil_l", "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, "models/humans/male/glint", "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", "Iris dilation" )
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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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// 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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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_nEntityOrigin = ENTITYORIGIN;
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info.m_nWarpParam = WARPPARAM;
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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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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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// 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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}
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SHADER_FALLBACK
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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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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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// 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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}
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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 bDrawStandardPass = 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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// There is some strangeness in DX8 when trying to skip the main pass, so leave this alone for now
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//bDrawStandardPass = false;
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}
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}
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// Standard rendering pass
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if ( bDrawStandardPass )
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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( false, 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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}
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END_SHADER
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