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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "BaseVSShader.h"
#include "tier1/convar.h"
#include "mathlib/vmatrix.h"
#include "eyes_dx8_dx9_helper.h"
#include "cpp_shader_constant_register_map.h"
#include "Eyes.inc"
#include "eyes_flashlight_vs11.inc"
#include "eyes_flashlight_ps11.inc"
#ifdef STDSHADER_DX9_DLL_EXPORT
#include "eyes_vs20.inc"
#include "eyes_ps20.inc"
#include "eyes_ps20b.inc"
#include "eyes_flashlight_vs20.inc"
#include "eyes_flashlight_ps20.inc"
#include "eyes_flashlight_ps20b.inc"
#ifndef _X360
#include "eyes_vs30.inc"
#include "eyes_ps30.inc"
#include "eyes_flashlight_vs30.inc"
#include "eyes_flashlight_ps30.inc"
#endif
#endif
ConVar r_flashlight_version2( "r_flashlight_version2", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
void InitParamsEyes_DX8_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Eyes_DX8_DX9_Vars_t &info ) { if ( g_pHardwareConfig->SupportsBorderColor() ) { params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" ); } else { params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); }
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
Assert( info.m_nIntro != -1 ); if( info.m_nIntro != -1 && !params[info.m_nIntro]->IsDefined() ) { params[info.m_nIntro]->SetIntValue( 0 ); } }
void InitEyes_DX8_DX9( CBaseVSShader *pShader, IMaterialVar** params, Eyes_DX8_DX9_Vars_t &info ) { pShader->LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB ); pShader->LoadTexture( info.m_nIris, TEXTUREFLAGS_SRGB ); pShader->LoadTexture( info.m_nGlint );
// Be sure dilation is zeroed if undefined
if( !params[info.m_nDilation]->IsDefined() ) { params[info.m_nDilation]->SetFloatValue( 0.0f ); } }
static void SetDepthFlashlightParams( CBaseVSShader *pShader, IShaderDynamicAPI *pShaderAPI, const VMatrix& worldToTexture, const FlashlightState_t& flashlightState ) { 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_FarZ; pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, 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( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, 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( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, 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 ); vScreenScale[0] = (float) nWidth / 32.0f; vScreenScale[1] = (float) nHeight / 32.0f; pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
if ( IsX360() ) { pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 ); } }
static void DrawFlashlight( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) { if( pShaderShadow ) { pShaderShadow->EnableDepthWrites( false );
pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Write over the eyes that were already there
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Spot
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Base
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Normalizing cubemap
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Iris
// Set stream format (note that this shader supports compression)
int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
// Be sure not to write to dest alpha
pShaderShadow->EnableAlphaWrites( false );
#ifdef STDSHADER_DX9_DLL_EXPORT
if ( bDX9 ) { int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ DECLARE_STATIC_VERTEX_SHADER( eyes_flashlight_vs20 ); SET_STATIC_VERTEX_SHADER( eyes_flashlight_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( eyes_flashlight_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER( eyes_flashlight_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( eyes_flashlight_ps20 ); SET_STATIC_PIXEL_SHADER( eyes_flashlight_ps20 ); } } #ifndef _X360
else { // The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( eyes_flashlight_vs30 ); SET_STATIC_VERTEX_SHADER( eyes_flashlight_vs30 );
DECLARE_STATIC_PIXEL_SHADER( eyes_flashlight_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER( eyes_flashlight_ps30 ); } #endif
// On DX9, get the gamma read and write correct
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Spot
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Base
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Iris
pShaderShadow->EnableSRGBWrite( true );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 ); pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Shadow noise rotation map
} } else #endif
{ // DX8 uses old asm shaders
eyes_flashlight_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "eyes_flashlight_vs11", vshIndex.GetIndex() );
eyes_flashlight_ps11_Static_Index pshIndex; pShaderShadow->SetPixelShader( "eyes_flashlight_ps11", pshIndex.GetIndex() ); } pShader->FogToBlack(); } else { // Specify that we have XYZ texcoords that need to be divided by W before the pixel shader.
// NOTE Tried to divide XY by Z, but doesn't work.
// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
if ( !bDX9 ) { pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 0, true ); } VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
pShader->BindTexture( SHADER_SAMPLER0, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTexture, info.m_nFrame ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP ); pShader->BindTexture( SHADER_SAMPLER3, info.m_nIris, info.m_nIrisFrame );
#ifdef STDSHADER_DX9_DLL_EXPORT
if ( bDX9 ) {
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ DECLARE_DYNAMIC_VERTEX_SHADER( eyes_flashlight_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( eyes_flashlight_vs20 ); } #ifndef _X360
else { pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( eyes_flashlight_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( eyes_flashlight_vs30 ); } #endif
// float vPSConst[4] = {params[info.m_nDilation]->GetFloatValue(), 0.0f, 0.0f, 0.0f};
// pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 );
VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); SetFlashLightColorFromState( flashlightState, pShaderAPI );
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) { pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D ); }
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
float vEyePos_SpecExponent[4]; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); vEyePos_SpecExponent[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) ); SET_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20b );
SetDepthFlashlightParams( pShader, pShaderAPI, worldToTexture, flashlightState ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps20 ); } } #ifndef _X360
else { DECLARE_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) ); SET_DYNAMIC_PIXEL_SHADER( eyes_flashlight_ps30 );
SetDepthFlashlightParams( pShader, pShaderAPI, worldToTexture, flashlightState ); } #endif
} else // older asm shaders for DX8
#endif
{ eyes_flashlight_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
eyes_flashlight_ps11_Dynamic_Index pshIndex; pShaderAPI->SetPixelShaderIndex( pshIndex.GetIndex() ); }
// This uses from VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 to VERTEX_SHADER_SHADER_SPECIFIC_CONST_5
pShader->SetFlashlightVertexShaderConstants( false, -1, false, -1, false );
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, info.m_nEyeOrigin ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, info.m_nEyeUp ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, info.m_nIrisU ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, info.m_nIrisV ); } pShader->Draw(); }
static void DrawUsingVertexShader( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Iris
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Glint
// Set stream format (note that this shader supports compression)
int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
pShaderShadow->EnableAlphaWrites( true ); //we end up hijacking destination alpha for opaques most of the time.
#ifdef STDSHADER_DX9_DLL_EXPORT
if ( bDX9 ) { #ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( eyes_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[info.m_nIntro]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); SET_STATIC_VERTEX_SHADER( eyes_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( eyes_ps20b ); SET_STATIC_PIXEL_SHADER( eyes_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( eyes_ps20 ); SET_STATIC_PIXEL_SHADER( eyes_ps20 ); } } #ifndef _X360
else { // The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( eyes_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[info.m_nIntro]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( eyes_vs30 );
DECLARE_STATIC_PIXEL_SHADER( eyes_ps30 ); SET_STATIC_PIXEL_SHADER( eyes_ps30 ); } #endif
// On DX9, get the gamma read and write correct
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Base
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // White
pShaderShadow->EnableSRGBWrite( true ); } else #endif
{ eyes_Static_Index vshIndex; vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); pShaderShadow->SetVertexShader( "Eyes", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "Eyes_Overbright2" ); }
pShader->FogToFogColor(); } DYNAMIC_STATE { pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nFrame ); pShader->BindTexture( SHADER_SAMPLER1, info.m_nIris, info.m_nIrisFrame ); pShader->BindTexture( SHADER_SAMPLER2, info.m_nGlint ); pShader->SetAmbientCubeDynamicStateVertexShader(); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nEyeOrigin ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nEyeUp ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nIrisU ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nIrisV ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nGlintU ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, info.m_nGlintV );
#ifdef STDSHADER_DX9_DLL_EXPORT
if( bDX9 ) { LightState_t lightState; pShaderAPI->GetDX9LightState( &lightState );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( eyes_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER( eyes_vs20 ); } #ifndef _X360
else { pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( eyes_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( eyes_vs30 ); } #endif
// Get luminance of ambient cube and saturate it
float fGlintDamping = max(0.0f, min( pShaderAPI->GetAmbientLightCubeLuminance(), 1.0f ) ); const float fDimGlint = 0.01f;
// Remap so that glint damping smooth steps to zero for low luminances
if ( fGlintDamping > fDimGlint ) fGlintDamping = 1.0f; else fGlintDamping *= SimpleSplineRemapVal( fGlintDamping, 0.0f, fDimGlint, 0.0f, 1.0f );
// Special constant for DX9 eyes: { Dilation, ambient, x, x };
float vPSConst[4] = {params[info.m_nDilation]->GetFloatValue(), fGlintDamping, 0.0f, 0.0f}; pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 );
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
float vEyePos_SpecExponent[4]; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); vEyePos_SpecExponent[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( eyes_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( eyes_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( eyes_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( eyes_ps20 ); } } #ifndef _X360
else { DECLARE_DYNAMIC_PIXEL_SHADER( eyes_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( eyes_ps30 ); } #endif
Assert( info.m_nIntro != -1 ); if( params[info.m_nIntro]->GetIntValue() ) { float curTime = params[info.m_nWarpParam]->GetFloatValue(); float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime }; Assert( params[info.m_nEntityOrigin]->IsDefined() ); params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, timeVec, 1 ); } } else #endif
{ eyes_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } } pShader->Draw(); }
static void DrawEyes_DX8_DX9_Internal( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bHasFlashlight, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) { if( !bHasFlashlight ) { DrawUsingVertexShader( bDX9, pShader, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } else { DrawFlashlight( bDX9, pShader, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } }
extern ConVar r_flashlight_version2; void DrawEyes_DX8_DX9( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) { SHADOW_STATE { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); } bool bHasFlashlight = pShader->UsingFlashlight( params ); if( bHasFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) ) { DrawEyes_DX8_DX9_Internal( bDX9, pShader, params, pShaderAPI, pShaderShadow, false, info, vertexCompression ); if ( pShaderShadow ) { pShader->SetInitialShadowState( ); } } DrawEyes_DX8_DX9_Internal( bDX9, pShader, params, pShaderAPI, pShaderShadow, bHasFlashlight, info, vertexCompression ); }
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