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