diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/eye_refract.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/eye_refract.cpp | 253 |
1 files changed, 253 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/eye_refract.cpp b/mp/src/materialsystem/stdshaders/eye_refract.cpp new file mode 100644 index 00000000..87528028 --- /dev/null +++ b/mp/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 |