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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 /sp/src/materialsystem/stdshaders/eye_refract.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 'sp/src/materialsystem/stdshaders/eye_refract.cpp')
-rw-r--r--sp/src/materialsystem/stdshaders/eye_refract.cpp253
1 files changed, 253 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/eye_refract.cpp b/sp/src/materialsystem/stdshaders/eye_refract.cpp
new file mode 100644
index 00000000..87528028
--- /dev/null
+++ b/sp/src/materialsystem/stdshaders/eye_refract.cpp
@@ -0,0 +1,253 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+
+#include "BaseVSShader.h"
+#include "eye_refract_helper.h"
+#include "cloak_blended_pass_helper.h"
+#include "emissive_scroll_blended_pass_helper.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( EyeRefract, EyeRefract_dx9 )
+BEGIN_VS_SHADER( EyeRefract_dx9, "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( CORNEATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "cornea texture" )
+ SHADER_PARAM( AMBIENTOCCLTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "reflection texture" )
+ SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
+
+ SHADER_PARAM( EYEORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "origin 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( DILATION, SHADER_PARAM_TYPE_FLOAT, "0", "Pupil dilation (0 is none, 1 is maximal)" )
+ SHADER_PARAM( GLOSSINESS, SHADER_PARAM_TYPE_FLOAT, "1", "Glossiness of eye (1 is default, 0 is not glossy at all)" )
+ SHADER_PARAM( SPHERETEXKILLCOMBO, SHADER_PARAM_TYPE_BOOL, "1", "texkill pixels not on sphere" )
+ SHADER_PARAM( RAYTRACESPHERE, SHADER_PARAM_TYPE_BOOL, "1", "Raytrace sphere" )
+ SHADER_PARAM( PARALLAXSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1", "Parallax strength" )
+ SHADER_PARAM( CORNEABUMPSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1", "Cornea strength" )
+
+ SHADER_PARAM( AMBIENTOCCLCOLOR, SHADER_PARAM_TYPE_VEC3, "[1 1 1]", "Ambient occlusion color" )
+ SHADER_PARAM( EYEBALLRADIUS, SHADER_PARAM_TYPE_FLOAT, "0", "Eyeball radius for ray casting" )
+
+ SHADER_PARAM( INTRO, SHADER_PARAM_TYPE_BOOL, "0", "is eyes in the ep1 intro" )
+ SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" )
+ SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
+
+ SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" )
+
+ // Cloak Pass
+ SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" )
+ SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
+ SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" )
+ SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
+
+ // Emissive Scroll Pass
+ SHADER_PARAM( EMISSIVEBLENDENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable emissive blend pass" )
+ SHADER_PARAM( EMISSIVEBLENDSCROLLVECTOR, SHADER_PARAM_TYPE_VEC2, "[0.11 0.124]", "Emissive scroll vec" )
+ SHADER_PARAM( EMISSIVEBLENDSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1.0", "Emissive blend strength" )
+ SHADER_PARAM( EMISSIVEBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
+ SHADER_PARAM( EMISSIVEBLENDTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
+ SHADER_PARAM( EMISSIVEBLENDFLOWTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "flow map" )
+ END_SHADER_PARAMS
+
+ void SetupVarsEyeRefract( Eye_Refract_Vars_t &info )
+ {
+ info.m_nFrame = FRAME;
+ info.m_nIris = IRIS;
+ info.m_nIrisFrame = IRISFRAME;
+ info.m_nEyeOrigin = EYEORIGIN;
+ info.m_nIrisU = IRISU;
+ info.m_nIrisV = IRISV;
+ info.m_nDilation = DILATION;
+ info.m_nGlossiness = GLOSSINESS;
+ info.m_nIntro = INTRO;
+ info.m_nEntityOrigin = ENTITYORIGIN;
+ info.m_nWarpParam = WARPPARAM;
+ info.m_nCorneaTexture = CORNEATEXTURE;
+ info.m_nAmbientOcclTexture = AMBIENTOCCLTEXTURE;
+ info.m_nEnvmap = ENVMAP;
+ info.m_nSphereTexKillCombo = SPHERETEXKILLCOMBO;
+ info.m_nRaytraceSphere = RAYTRACESPHERE;
+ info.m_nParallaxStrength = PARALLAXSTRENGTH;
+ info.m_nCorneaBumpStrength = CORNEABUMPSTRENGTH;
+ info.m_nAmbientOcclColor = AMBIENTOCCLCOLOR;
+ info.m_nEyeballRadius = EYEBALLRADIUS;
+ info.m_nDiffuseWarpTexture = LIGHTWARPTEXTURE;
+ }
+
+ // Cloak Pass
+ void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info )
+ {
+ info.m_nCloakFactor = CLOAKFACTOR;
+ info.m_nCloakColorTint = CLOAKCOLORTINT;
+ info.m_nRefractAmount = REFRACTAMOUNT;
+ }
+
+ bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
+ {
+ if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
+ {
+ if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time
+ return true;
+ else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
+ return true;
+ // else, not cloaking this frame, so check flag2 in case the base material still needs it
+ }
+
+ // Check flag2 if not drawing cloak pass
+ return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
+ }
+
+ bool IsTranslucent( IMaterialVar **params ) const
+ {
+ if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
+ {
+ if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
+ return true;
+ // else, not cloaking this frame, so check flag in case the base material still needs it
+ }
+
+ // Check flag if not drawing cloak pass
+ return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
+ }
+
+ // Emissive Scroll Pass
+ void SetupVarsEmissiveScrollBlendedPass( EmissiveScrollBlendedPassVars_t &info )
+ {
+ info.m_nBlendStrength = EMISSIVEBLENDSTRENGTH;
+ info.m_nBaseTexture = IRIS;
+ info.m_nFlowTexture = EMISSIVEBLENDFLOWTEXTURE;
+ info.m_nEmissiveTexture = EMISSIVEBLENDTEXTURE;
+ info.m_nEmissiveTint = EMISSIVEBLENDTINT;
+ info.m_nEmissiveScrollVector = EMISSIVEBLENDSCROLLVECTOR;
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+ Eye_Refract_Vars_t info;
+ SetupVarsEyeRefract( info );
+ InitParams_Eyes_Refract( this, params, pMaterialName, info );
+
+ // Cloak Pass
+ if ( !params[CLOAKPASSENABLED]->IsDefined() )
+ {
+ params[CLOAKPASSENABLED]->SetIntValue( 0 );
+ }
+ else if ( params[CLOAKPASSENABLED]->GetIntValue() )
+ {
+ CloakBlendedPassVars_t info;
+ SetupVarsCloakBlendedPass( info );
+ InitParamsCloakBlendedPass( this, params, pMaterialName, info );
+ }
+
+ // Emissive Scroll Pass
+ if ( !params[EMISSIVEBLENDENABLED]->IsDefined() )
+ {
+ params[EMISSIVEBLENDENABLED]->SetIntValue( 0 );
+ }
+ else if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
+ {
+ EmissiveScrollBlendedPassVars_t info;
+ SetupVarsEmissiveScrollBlendedPass( info );
+ InitParamsEmissiveScrollBlendedPass( this, params, pMaterialName, info );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+ return "Eyes_dx8";
+ }
+
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ Eye_Refract_Vars_t info;
+ SetupVarsEyeRefract( info );
+ Init_Eyes_Refract( this, params, info );
+
+ // Cloak Pass
+ if ( params[CLOAKPASSENABLED]->GetIntValue() )
+ {
+ CloakBlendedPassVars_t info;
+ SetupVarsCloakBlendedPass( info );
+ InitCloakBlendedPass( this, params, info );
+ }
+
+ // Emissive Scroll Pass
+ if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
+ {
+ EmissiveScrollBlendedPassVars_t info;
+ SetupVarsEmissiveScrollBlendedPass( info );
+ InitEmissiveScrollBlendedPass( this, params, info );
+ }
+ }
+
+ SHADER_DRAW
+ {
+ // Skip the standard rendering if cloak pass is fully opaque
+ bool bDrawStandardEye = true;
+ if ( params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting
+ {
+ CloakBlendedPassVars_t info;
+ SetupVarsCloakBlendedPass( info );
+ if ( CloakBlendedPassIsFullyOpaque( params, info ) )
+ {
+ bDrawStandardEye = false;
+ }
+ }
+
+ // Standard rendering pass
+ if ( bDrawStandardEye )
+ {
+ Eye_Refract_Vars_t info;
+ SetupVarsEyeRefract( info );
+ Draw_Eyes_Refract( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
+ }
+ else
+ {
+ // Skip this pass!
+ Draw( false );
+ }
+
+ // Cloak Pass
+ if ( params[CLOAKPASSENABLED]->GetIntValue() )
+ {
+ // If ( snapshotting ) or ( we need to draw this frame )
+ if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) )
+ {
+ CloakBlendedPassVars_t info;
+ SetupVarsCloakBlendedPass( info );
+ DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
+ }
+ else // We're not snapshotting and we don't need to draw this frame
+ {
+ // Skip this pass!
+ Draw( false );
+ }
+ }
+
+ // Emissive Scroll Pass
+ if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
+ {
+ // If ( snapshotting ) or ( we need to draw this frame )
+ if ( ( pShaderShadow != NULL ) || ( params[EMISSIVEBLENDSTRENGTH]->GetFloatValue() > 0.0f ) )
+ {
+ EmissiveScrollBlendedPassVars_t info;
+ SetupVarsEmissiveScrollBlendedPass( info );
+ DrawEmissiveScrollBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
+ }
+ else // We're not snapshotting and we don't need to draw this frame
+ {
+ // Skip this pass!
+ Draw( false );
+ }
+ }
+ }
+END_SHADER