Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================
  6. #include "BaseVSShader.h"
  7. #include "tier1/convar.h"
  8. #include "mathlib/vmatrix.h"
  9. #include "eyes_dx8_dx9_helper.h"
  10. #include "cpp_shader_constant_register_map.h"
  11. #include "Eyes.inc"
  12. #include "eyes_flashlight_vs11.inc"
  13. #include "eyes_flashlight_ps11.inc"
  14. #ifdef STDSHADER_DX9_DLL_EXPORT
  15. #include "eyes_vs20.inc"
  16. #include "eyes_ps20.inc"
  17. #include "eyes_ps20b.inc"
  18. #include "eyes_flashlight_vs20.inc"
  19. #include "eyes_flashlight_ps20.inc"
  20. #include "eyes_flashlight_ps20b.inc"
  21. #ifndef _X360
  22. #include "eyes_vs30.inc"
  23. #include "eyes_ps30.inc"
  24. #include "eyes_flashlight_vs30.inc"
  25. #include "eyes_flashlight_ps30.inc"
  26. #endif
  27. #endif
  28. ConVar r_flashlight_version2( "r_flashlight_version2", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
  29. void InitParamsEyes_DX8_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName,
  30. Eyes_DX8_DX9_Vars_t &info )
  31. {
  32. if ( g_pHardwareConfig->SupportsBorderColor() )
  33. {
  34. params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
  35. }
  36. else
  37. {
  38. params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
  39. }
  40. SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
  41. SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
  42. Assert( info.m_nIntro != -1 );
  43. if( info.m_nIntro != -1 && !params[info.m_nIntro]->IsDefined() )
  44. {
  45. params[info.m_nIntro]->SetIntValue( 0 );
  46. }
  47. }
  48. void InitEyes_DX8_DX9( CBaseVSShader *pShader, IMaterialVar** params, Eyes_DX8_DX9_Vars_t &info )
  49. {
  50. pShader->LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB );
  51. pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
  52. pShader->LoadTexture( info.m_nIris, TEXTUREFLAGS_SRGB );
  53. pShader->LoadTexture( info.m_nGlint );
  54. // Be sure dilation is zeroed if undefined
  55. if( !params[info.m_nDilation]->IsDefined() )
  56. {
  57. params[info.m_nDilation]->SetFloatValue( 0.0f );
  58. }
  59. }
  60. static void SetDepthFlashlightParams( CBaseVSShader *pShader, IShaderDynamicAPI *pShaderAPI, const VMatrix& worldToTexture, const FlashlightState_t& flashlightState )
  61. {
  62. float atten[4], pos[4], tweaks[4];
  63. atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
  64. atten[1] = flashlightState.m_fLinearAtten;
  65. atten[2] = flashlightState.m_fQuadraticAtten;
  66. atten[3] = flashlightState.m_FarZ;
  67. pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
  68. pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
  69. pos[1] = flashlightState.m_vecLightOrigin[1];
  70. pos[2] = flashlightState.m_vecLightOrigin[2];
  71. pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );
  72. pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
  73. // Tweaks associated with a given flashlight
  74. tweaks[0] = ShadowFilterFromState( flashlightState );
  75. tweaks[1] = ShadowAttenFromState( flashlightState );
  76. pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
  77. pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 );
  78. // Dimensions of screen, used for screen-space noise map sampling
  79. float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
  80. int nWidth, nHeight;
  81. pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
  82. vScreenScale[0] = (float) nWidth / 32.0f;
  83. vScreenScale[1] = (float) nHeight / 32.0f;
  84. pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
  85. if ( IsX360() )
  86. {
  87. pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 );
  88. }
  89. }
  90. static void DrawFlashlight( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
  91. IShaderShadow* pShaderShadow, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
  92. {
  93. if( pShaderShadow )
  94. {
  95. pShaderShadow->EnableDepthWrites( false );
  96. pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Write over the eyes that were already there
  97. pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Spot
  98. pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Base
  99. pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Normalizing cubemap
  100. pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Iris
  101. // Set stream format (note that this shader supports compression)
  102. int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
  103. int nTexCoordCount = 1;
  104. int userDataSize = 0;
  105. pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
  106. // Be sure not to write to dest alpha
  107. pShaderShadow->EnableAlphaWrites( false );
  108. #ifdef STDSHADER_DX9_DLL_EXPORT
  109. if ( bDX9 )
  110. {
  111. int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
  112. #ifndef _X360
  113. if ( !g_pHardwareConfig->HasFastVertexTextures() )
  114. #endif
  115. {
  116. DECLARE_STATIC_VERTEX_SHADER( eyes_flashlight_vs20 );
  117. SET_STATIC_VERTEX_SHADER( eyes_flashlight_vs20 );
  118. if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  119. {
  120. DECLARE_STATIC_PIXEL_SHADER( eyes_flashlight_ps20b );
  121. SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
  122. SET_STATIC_PIXEL_SHADER( eyes_flashlight_ps20b );
  123. }
  124. else
  125. {
  126. DECLARE_STATIC_PIXEL_SHADER( eyes_flashlight_ps20 );
  127. SET_STATIC_PIXEL_SHADER( eyes_flashlight_ps20 );
  128. }
  129. }
  130. #ifndef _X360
  131. else
  132. {
  133. // The vertex shader uses the vertex id stream
  134. SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
  135. DECLARE_STATIC_VERTEX_SHADER( eyes_flashlight_vs30 );
  136. SET_STATIC_VERTEX_SHADER( eyes_flashlight_vs30 );
  137. DECLARE_STATIC_PIXEL_SHADER( eyes_flashlight_ps30 );
  138. SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
  139. SET_STATIC_PIXEL_SHADER( eyes_flashlight_ps30 );
  140. }
  141. #endif
  142. // On DX9, get the gamma read and write correct
  143. pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Spot
  144. pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Base
  145. pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Iris
  146. pShaderShadow->EnableSRGBWrite( true );
  147. if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  148. {
  149. pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map
  150. pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
  151. pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Shadow noise rotation map
  152. }
  153. }
  154. else
  155. #endif
  156. {
  157. // DX8 uses old asm shaders
  158. eyes_flashlight_vs11_Static_Index vshIndex;
  159. pShaderShadow->SetVertexShader( "eyes_flashlight_vs11", vshIndex.GetIndex() );
  160. eyes_flashlight_ps11_Static_Index pshIndex;
  161. pShaderShadow->SetPixelShader( "eyes_flashlight_ps11", pshIndex.GetIndex() );
  162. }
  163. pShader->FogToBlack();
  164. }
  165. else
  166. {
  167. // Specify that we have XYZ texcoords that need to be divided by W before the pixel shader.
  168. // NOTE Tried to divide XY by Z, but doesn't work.
  169. // The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
  170. if ( !bDX9 )
  171. {
  172. pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 0, true );
  173. }
  174. VMatrix worldToTexture;
  175. ITexture *pFlashlightDepthTexture;
  176. FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
  177. pShader->BindTexture( SHADER_SAMPLER0, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
  178. pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTexture, info.m_nFrame );
  179. pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP );
  180. pShader->BindTexture( SHADER_SAMPLER3, info.m_nIris, info.m_nIrisFrame );
  181. #ifdef STDSHADER_DX9_DLL_EXPORT
  182. if ( bDX9 )
  183. {
  184. #ifndef _X360
  185. if ( !g_pHardwareConfig->HasFastVertexTextures() )
  186. #endif
  187. {
  188. DECLARE_DYNAMIC_VERTEX_SHADER( eyes_flashlight_vs20 );
  189. SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
  190. SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
  191. SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
  192. SET_DYNAMIC_VERTEX_SHADER( eyes_flashlight_vs20 );
  193. }
  194. #ifndef _X360
  195. else
  196. {
  197. pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );
  198. DECLARE_DYNAMIC_VERTEX_SHADER( eyes_flashlight_vs30 );
  199. SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
  200. SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
  201. SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
  202. SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
  203. SET_DYNAMIC_VERTEX_SHADER( eyes_flashlight_vs30 );
  204. }
  205. #endif
  206. // float vPSConst[4] = {params[info.m_nDilation]->GetFloatValue(), 0.0f, 0.0f, 0.0f};
  207. // pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 );
  208. VMatrix worldToTexture;
  209. ITexture *pFlashlightDepthTexture;
  210. FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
  211. SetFlashLightColorFromState( flashlightState, pShaderAPI );
  212. if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
  213. {
  214. pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
  215. pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
  216. }
  217. pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
  218. float vEyePos_SpecExponent[4];
  219. pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
  220. vEyePos_SpecExponent[3] = 0.0f;
  221. pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
  222. #ifndef _X360
  223. if ( !g_pHardwareConfig->HasFastVertexTextures() )
  224. #endif
  225. {
  226. if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  227. {
  228. DECLARE_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20b );
  229. SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
  230. SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) );
  231. SET_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20b );
  232. SetDepthFlashlightParams( pShader, pShaderAPI, worldToTexture, flashlightState );
  233. }
  234. else
  235. {
  236. DECLARE_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20 );
  237. SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
  238. SET_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20 );
  239. }
  240. }
  241. #ifndef _X360
  242. else
  243. {
  244. DECLARE_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps30 );
  245. SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
  246. SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) );
  247. SET_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps30 );
  248. SetDepthFlashlightParams( pShader, pShaderAPI, worldToTexture, flashlightState );
  249. }
  250. #endif
  251. }
  252. else // older asm shaders for DX8
  253. #endif
  254. {
  255. eyes_flashlight_vs11_Dynamic_Index vshIndex;
  256. vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
  257. vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
  258. pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
  259. eyes_flashlight_ps11_Dynamic_Index pshIndex;
  260. pShaderAPI->SetPixelShaderIndex( pshIndex.GetIndex() );
  261. }
  262. // This uses from VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 to VERTEX_SHADER_SHADER_SPECIFIC_CONST_5
  263. pShader->SetFlashlightVertexShaderConstants( false, -1, false, -1, false );
  264. pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, info.m_nEyeOrigin );
  265. pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, info.m_nEyeUp );
  266. pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, info.m_nIrisU );
  267. pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, info.m_nIrisV );
  268. }
  269. pShader->Draw();
  270. }
  271. static void DrawUsingVertexShader( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params,
  272. IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
  273. Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
  274. {
  275. SHADOW_STATE
  276. {
  277. pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base
  278. pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Iris
  279. pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Glint
  280. // Set stream format (note that this shader supports compression)
  281. int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
  282. int nTexCoordCount = 1;
  283. int userDataSize = 0;
  284. pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
  285. pShaderShadow->EnableAlphaWrites( true ); //we end up hijacking destination alpha for opaques most of the time.
  286. #ifdef STDSHADER_DX9_DLL_EXPORT
  287. if ( bDX9 )
  288. {
  289. #ifndef _X360
  290. if ( !g_pHardwareConfig->HasFastVertexTextures() )
  291. #endif
  292. {
  293. bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
  294. DECLARE_STATIC_VERTEX_SHADER( eyes_vs20 );
  295. SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
  296. SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[info.m_nIntro]->GetIntValue() ? 1 : 0 );
  297. SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
  298. SET_STATIC_VERTEX_SHADER( eyes_vs20 );
  299. if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  300. {
  301. DECLARE_STATIC_PIXEL_SHADER( eyes_ps20b );
  302. SET_STATIC_PIXEL_SHADER( eyes_ps20b );
  303. }
  304. else
  305. {
  306. DECLARE_STATIC_PIXEL_SHADER( eyes_ps20 );
  307. SET_STATIC_PIXEL_SHADER( eyes_ps20 );
  308. }
  309. }
  310. #ifndef _X360
  311. else
  312. {
  313. // The vertex shader uses the vertex id stream
  314. SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
  315. DECLARE_STATIC_VERTEX_SHADER( eyes_vs30 );
  316. SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
  317. SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[info.m_nIntro]->GetIntValue() ? 1 : 0 );
  318. SET_STATIC_VERTEX_SHADER( eyes_vs30 );
  319. DECLARE_STATIC_PIXEL_SHADER( eyes_ps30 );
  320. SET_STATIC_PIXEL_SHADER( eyes_ps30 );
  321. }
  322. #endif
  323. // On DX9, get the gamma read and write correct
  324. pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Base
  325. pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // White
  326. pShaderShadow->EnableSRGBWrite( true );
  327. }
  328. else
  329. #endif
  330. {
  331. eyes_Static_Index vshIndex;
  332. vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
  333. pShaderShadow->SetVertexShader( "Eyes", vshIndex.GetIndex() );
  334. pShaderShadow->SetPixelShader( "Eyes_Overbright2" );
  335. }
  336. pShader->FogToFogColor();
  337. }
  338. DYNAMIC_STATE
  339. {
  340. pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nFrame );
  341. pShader->BindTexture( SHADER_SAMPLER1, info.m_nIris, info.m_nIrisFrame );
  342. pShader->BindTexture( SHADER_SAMPLER2, info.m_nGlint );
  343. pShader->SetAmbientCubeDynamicStateVertexShader();
  344. pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nEyeOrigin );
  345. pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nEyeUp );
  346. pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nIrisU );
  347. pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nIrisV );
  348. pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nGlintU );
  349. pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, info.m_nGlintV );
  350. #ifdef STDSHADER_DX9_DLL_EXPORT
  351. if( bDX9 )
  352. {
  353. LightState_t lightState;
  354. pShaderAPI->GetDX9LightState( &lightState );
  355. #ifndef _X360
  356. if ( !g_pHardwareConfig->HasFastVertexTextures() )
  357. #endif
  358. {
  359. bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
  360. DECLARE_DYNAMIC_VERTEX_SHADER( eyes_vs20 );
  361. SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
  362. SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
  363. SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
  364. SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 );
  365. SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
  366. SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
  367. SET_DYNAMIC_VERTEX_SHADER( eyes_vs20 );
  368. }
  369. #ifndef _X360
  370. else
  371. {
  372. pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, SHADER_VERTEXTEXTURE_SAMPLER0 );
  373. DECLARE_DYNAMIC_VERTEX_SHADER( eyes_vs30 );
  374. SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
  375. SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
  376. SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
  377. SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 );
  378. SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
  379. SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
  380. SET_DYNAMIC_VERTEX_SHADER( eyes_vs30 );
  381. }
  382. #endif
  383. // Get luminance of ambient cube and saturate it
  384. float fGlintDamping = max(0.0f, min( pShaderAPI->GetAmbientLightCubeLuminance(), 1.0f ) );
  385. const float fDimGlint = 0.01f;
  386. // Remap so that glint damping smooth steps to zero for low luminances
  387. if ( fGlintDamping > fDimGlint )
  388. fGlintDamping = 1.0f;
  389. else
  390. fGlintDamping *= SimpleSplineRemapVal( fGlintDamping, 0.0f, fDimGlint, 0.0f, 1.0f );
  391. // Special constant for DX9 eyes: { Dilation, ambient, x, x };
  392. float vPSConst[4] = {params[info.m_nDilation]->GetFloatValue(), fGlintDamping, 0.0f, 0.0f};
  393. pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 );
  394. pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
  395. float vEyePos_SpecExponent[4];
  396. pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
  397. vEyePos_SpecExponent[3] = 0.0f;
  398. pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
  399. #ifndef _X360
  400. if ( !g_pHardwareConfig->HasFastVertexTextures() )
  401. #endif
  402. {
  403. if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  404. {
  405. DECLARE_DYNAMIC_PIXEL_SHADER( eyes_ps20b );
  406. SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
  407. SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
  408. SET_DYNAMIC_PIXEL_SHADER( eyes_ps20b );
  409. }
  410. else
  411. {
  412. DECLARE_DYNAMIC_PIXEL_SHADER( eyes_ps20 );
  413. SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
  414. SET_DYNAMIC_PIXEL_SHADER( eyes_ps20 );
  415. }
  416. }
  417. #ifndef _X360
  418. else
  419. {
  420. DECLARE_DYNAMIC_PIXEL_SHADER( eyes_ps30 );
  421. SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
  422. SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
  423. SET_DYNAMIC_PIXEL_SHADER( eyes_ps30 );
  424. }
  425. #endif
  426. Assert( info.m_nIntro != -1 );
  427. if( params[info.m_nIntro]->GetIntValue() )
  428. {
  429. float curTime = params[info.m_nWarpParam]->GetFloatValue();
  430. float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
  431. Assert( params[info.m_nEntityOrigin]->IsDefined() );
  432. params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 );
  433. pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, timeVec, 1 );
  434. }
  435. }
  436. else
  437. #endif
  438. {
  439. eyes_Dynamic_Index vshIndex;
  440. vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
  441. vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
  442. vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() );
  443. pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
  444. }
  445. }
  446. pShader->Draw();
  447. }
  448. static void DrawEyes_DX8_DX9_Internal( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
  449. IShaderShadow* pShaderShadow, bool bHasFlashlight, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
  450. {
  451. if( !bHasFlashlight )
  452. {
  453. DrawUsingVertexShader( bDX9, pShader, params, pShaderAPI, pShaderShadow, info, vertexCompression );
  454. }
  455. else
  456. {
  457. DrawFlashlight( bDX9, pShader, params, pShaderAPI, pShaderShadow, info, vertexCompression );
  458. }
  459. }
  460. extern ConVar r_flashlight_version2;
  461. void DrawEyes_DX8_DX9( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
  462. IShaderShadow* pShaderShadow, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
  463. {
  464. SHADOW_STATE
  465. {
  466. SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
  467. }
  468. bool bHasFlashlight = pShader->UsingFlashlight( params );
  469. if( bHasFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) )
  470. {
  471. DrawEyes_DX8_DX9_Internal( bDX9, pShader, params, pShaderAPI, pShaderShadow, false, info, vertexCompression );
  472. if ( pShaderShadow )
  473. {
  474. pShader->SetInitialShadowState( );
  475. }
  476. }
  477. DrawEyes_DX8_DX9_Internal( bDX9, pShader, params, pShaderAPI, pShaderShadow, bHasFlashlight, info, vertexCompression );
  478. }