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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/eyes_dx8_dx9_helper.cpp | |
| download | archived-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.cpp | 550 |
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 ); +} + + |