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authorJoe Ludwig <[email protected]>2013-12-23 14:58:45 -0800
committerJoe Ludwig <[email protected]>2013-12-23 15:00:03 -0800
commit7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch)
treead65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/eyes_dx6.cpp
parentMerge pull request #182 from ardneran/master (diff)
downloadsource-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz
source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip
Added many shader source files
This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/eyes_dx6.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/eyes_dx6.cpp251
1 files changed, 251 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/eyes_dx6.cpp b/mp/src/materialsystem/stdshaders/eyes_dx6.cpp
new file mode 100644
index 00000000..f5454595
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/eyes_dx6.cpp
@@ -0,0 +1,251 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Teeth renderer
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include "mathlib/vmatrix.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( Eyes, Eyes_dx6 )
+
+BEGIN_VS_SHADER( Eyes_dx6,
+ "Help for Eyes" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( IRIS, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "iris texture" )
+ SHADER_PARAM( IRISFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame for the iris texture" )
+ SHADER_PARAM( GLINT, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "glint texture" )
+ SHADER_PARAM( EYEORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "origin for the eyes" )
+ SHADER_PARAM( EYEUP, SHADER_PARAM_TYPE_VEC3, "[0 0 1]", "up vector for the eyes" )
+ SHADER_PARAM( IRISU, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0 ]", "U projection vector for the iris" )
+ SHADER_PARAM( IRISV, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "V projection vector for the iris" )
+ SHADER_PARAM( GLINTU, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0]", "U projection vector for the glint" )
+ SHADER_PARAM( GLINTV, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "V projection vector for the glint" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ // FLASHLIGHTFIXME
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( FLASHLIGHTTEXTURE );
+ LoadTexture( BASETEXTURE );
+ LoadTexture( IRIS );
+ }
+
+ void SetTextureTransform( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
+ MaterialMatrixMode_t textureTransform, int uparam, int vparam )
+ {
+ Vector4D u, v;
+ params[uparam]->GetVecValue( u.Base(), 4 );
+ params[vparam]->GetVecValue( v.Base(), 4 );
+
+ // Need to transform these puppies into camera space
+ // they are defined in world space
+ VMatrix mat, invTrans;
+ pShaderAPI->GetMatrix( MATERIAL_VIEW, mat.m[0] );
+ mat = mat.Transpose();
+
+ // Compute the inverse transpose of the matrix
+ // NOTE: I only have to invert it here because VMatrix is transposed
+ // with respect to what gets returned from GetMatrix.
+ mat.InverseGeneral( invTrans );
+ invTrans = invTrans.Transpose();
+
+ // Transform the u and v planes into view space
+ Vector4D uview, vview;
+ uview.AsVector3D() = invTrans.VMul3x3( u.AsVector3D() );
+ vview.AsVector3D() = invTrans.VMul3x3( v.AsVector3D() );
+ uview[3] = u[3] - DotProduct( mat.GetTranslation(), uview.AsVector3D() );
+ vview[3] = v[3] - DotProduct( mat.GetTranslation(), vview.AsVector3D() );
+
+ float m[16];
+ m[0] = uview[0]; m[1] = vview[0]; m[2] = 0.0f; m[3] = 0.0f;
+ m[4] = uview[1]; m[5] = vview[1]; m[6] = 0.0f; m[7] = 0.0f;
+ m[8] = uview[2]; m[9] = vview[2]; m[10] = 1.0f; m[11] = 0.0f;
+ m[12] = uview[3]; m[13] = vview[3]; m[14] = 0.0f; m[15] = 1.0f;
+
+ pShaderAPI->MatrixMode( textureTransform );
+ pShaderAPI->LoadMatrix( m );
+ }
+
+ void DrawFlashlight_Iris( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ SHADOW_STATE
+ {
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT );
+
+ // Alpha blend
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableAlphaWrites( false );
+
+ int flags = SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | SHADER_DRAW_NORMAL;
+ pShaderShadow->DrawFlags( flags );
+ FogToBlack();
+
+ pShaderShadow->EnableLighting( true );
+
+ pShaderShadow->EnableCustomPixelPipe( true );
+ pShaderShadow->CustomTextureStages( 2 );
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR,
+ SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_TEXTURE,
+ SHADER_TEXARG_VERTEXCOLOR );
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR,
+ SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
+
+ // alpha stage 0
+ // get alpha from constant alpha
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA,
+ SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE );
+
+ // alpha stage 1
+ // get alpha from $basetexture
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_ALPHA,
+ SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+
+ // Shove the view position into texcoord 0 before the texture matrix.
+ pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR );
+ pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
+
+ // iris transform
+ pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE1, true );
+ pShaderShadow->TexGen( SHADER_TEXTURE_STAGE1, SHADER_TEXGENPARAM_EYE_LINEAR );
+
+ }
+ DYNAMIC_STATE
+ {
+ SetFlashlightFixedFunctionTextureTransform( MATERIAL_TEXTURE0 );
+
+ // NOTE: This has to come after the loadmatrix since the loadmatrix screws with the
+ // transform flags!!!!!!
+ // 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.
+ pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 3, true );
+
+ BindTexture( SHADER_SAMPLER0, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
+
+ BindTexture( SHADER_SAMPLER1, IRIS, IRISFRAME );
+ SetTextureTransform( params, pShaderAPI, MATERIAL_TEXTURE1, IRISU, IRISV );
+ }
+ Draw();
+ }
+
+ void DrawFlashlight( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ // whites
+ DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow,
+ FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true );
+
+ // iris
+ DrawFlashlight_Iris( params, pShaderAPI, pShaderShadow );
+ }
+
+ void DrawUsingSoftwareLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ // whites
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT );
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | SHADER_DRAW_TEXCOORD0 );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ }
+ Draw();
+
+ // iris
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT );
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR );
+ pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
+ pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, IRIS, IRISFRAME );
+ SetTextureTransform( params, pShaderAPI, MATERIAL_TEXTURE0, IRISU, IRISV );
+ }
+ Draw();
+
+ // Glint
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, false );
+ pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, 1.0f );
+ pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 1.0f );
+
+ pShaderShadow->EnableConstantColor( true );
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
+
+ pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
+ pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR );
+
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION );
+ FogToBlack();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, GLINT );
+ SetTextureTransform( params, pShaderAPI, MATERIAL_TEXTURE0, GLINTU, GLINTV );
+ }
+ Draw( );
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
+ }
+ bool hasFlashlight = UsingFlashlight( params );
+
+ if( hasFlashlight )
+ {
+ DrawFlashlight( params, pShaderAPI, pShaderShadow );
+ }
+ else
+ {
+ DrawUsingSoftwareLighting( params, pShaderAPI, pShaderShadow );
+ }
+
+ }
+END_SHADER
+