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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/eyes_dx8_dx9_helper.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/eyes_dx8_dx9_helper.cpp')
-rw-r--r--materialsystem/stdshaders/eyes_dx8_dx9_helper.cpp550
1 files changed, 550 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/eyes_dx8_dx9_helper.cpp b/materialsystem/stdshaders/eyes_dx8_dx9_helper.cpp
new file mode 100644
index 0000000..e1edda0
--- /dev/null
+++ b/materialsystem/stdshaders/eyes_dx8_dx9_helper.cpp
@@ -0,0 +1,550 @@
+//========= 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 );
+}
+
+