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path: root/mp/src/materialsystem/stdshaders/eye_refract.cpp
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-rw-r--r--mp/src/materialsystem/stdshaders/eye_refract.cpp253
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diff --git a/mp/src/materialsystem/stdshaders/eye_refract.cpp b/mp/src/materialsystem/stdshaders/eye_refract.cpp
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+++ b/mp/src/materialsystem/stdshaders/eye_refract.cpp
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+//========= 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