diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/eye_refract_helper.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/eye_refract_helper.cpp | 461 |
1 files changed, 461 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/eye_refract_helper.cpp b/mp/src/materialsystem/stdshaders/eye_refract_helper.cpp new file mode 100644 index 00000000..af4d2c08 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/eye_refract_helper.cpp @@ -0,0 +1,461 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// + +#include "BaseVSShader.h" +#include "mathlib/vmatrix.h" +#include "eye_refract_helper.h" + +#include "cpp_shader_constant_register_map.h" + +#include "eyes_flashlight_vs11.inc" +#include "eyes_flashlight_ps11.inc" + +#include "eye_refract_vs20.inc" +#include "eye_refract_ps20.inc" +#include "eye_refract_ps20b.inc" + +#ifndef _X360 +#include "eye_refract_vs30.inc" +#include "eye_refract_ps30.inc" +#endif + +#include "convar.h" + +static ConVar r_lightwarpidentity( "r_lightwarpidentity","0", FCVAR_CHEAT ); + +void InitParams_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Eye_Refract_Vars_t &info ) +{ + // FLASHLIGHTFIXME + + if ( g_pHardwareConfig->SupportsBorderColor() ) + { + params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" ); + } + else + { + params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); + } + + + // Set material flags + SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); + + // Set material parameter default values + if ( ( info.m_nIntro >= 0 ) && ( !params[info.m_nIntro]->IsDefined() ) ) + { + params[info.m_nIntro]->SetIntValue( kDefaultIntro ); + } + + if ( ( info.m_nDilation >= 0 ) && ( !params[info.m_nDilation]->IsDefined() ) ) + { + params[info.m_nDilation]->SetFloatValue( kDefaultDilation ); + } + + if ( ( info.m_nGlossiness >= 0 ) && ( !params[info.m_nGlossiness]->IsDefined() ) ) + { + params[info.m_nGlossiness]->SetFloatValue( kDefaultGlossiness ); + } + + if ( ( info.m_nSphereTexKillCombo >= 0 ) && ( !params[info.m_nSphereTexKillCombo]->IsDefined() ) ) + { + params[info.m_nSphereTexKillCombo]->SetIntValue( kDefaultSphereTexKillCombo ); + } + + if ( ( info.m_nRaytraceSphere >= 0 ) && ( !params[info.m_nRaytraceSphere]->IsDefined() ) ) + { + params[info.m_nRaytraceSphere]->SetIntValue( kDefaultRaytraceSphere ); + } + + if ( ( info.m_nAmbientOcclColor >= 0 ) && ( !params[info.m_nAmbientOcclColor]->IsDefined() ) ) + { + params[info.m_nAmbientOcclColor]->SetVecValue( kDefaultAmbientOcclColor, 4 ); + } + + if ( ( info.m_nEyeballRadius >= 0 ) && ( !params[info.m_nEyeballRadius]->IsDefined() ) ) + { + params[info.m_nEyeballRadius]->SetFloatValue( kDefaultEyeballRadius ); + } + + if ( ( info.m_nParallaxStrength >= 0 ) && ( !params[info.m_nParallaxStrength]->IsDefined() ) ) + { + params[info.m_nParallaxStrength]->SetFloatValue( kDefaultParallaxStrength ); + } + + if ( ( info.m_nCorneaBumpStrength >= 0 ) && ( !params[info.m_nCorneaBumpStrength]->IsDefined() ) ) + { + params[info.m_nCorneaBumpStrength]->SetFloatValue( kDefaultCorneaBumpStrength ); + } +} + +void Init_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, Eye_Refract_Vars_t &info ) +{ + pShader->LoadTexture( info.m_nCorneaTexture ); // SHADER_SAMPLER0 (this is a normal, hence not sRGB) + pShader->LoadTexture( info.m_nIris, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER1 + pShader->LoadCubeMap( info.m_nEnvmap, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER2 + pShader->LoadTexture( info.m_nAmbientOcclTexture, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER3 + + if ( IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture ) ) + { + pShader->LoadTexture( info.m_nDiffuseWarpTexture ); // SHADER_SAMPLER4 + } + + pShader->LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER5 +} + +void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, + IShaderShadow* pShaderShadow, bool bDrawFlashlightAdditivePass, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression ) +{ + bool bDiffuseWarp = IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture ); + bool bIntro = IS_PARAM_DEFINED( info.m_nIntro ) ? ( params[info.m_nIntro]->GetIntValue() ? true : false ) : false; + + SHADOW_STATE + { + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); + + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Cornea normal + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Iris + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Cube reflection + pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Ambient occlusion + + // Set stream format (note that this shader supports compression) + unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; + int nTexCoordCount = 1; + int userDataSize = 0; + pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); + + if ( bDiffuseWarp ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Light warp + } + + int nShadowFilterMode = 0; + if ( bDrawFlashlightAdditivePass == true ) + { + if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats + } + + pShaderShadow->EnableDepthWrites( false ); + pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Write over the eyes that were already there + pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Flashlight cookie + } + +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + DECLARE_STATIC_VERTEX_SHADER( eye_refract_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); + SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER( eye_refract_vs20 ); + + if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false ); + bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false ); + + DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20b ); + SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 ); + SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 ); + SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); + SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); + SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); + SET_STATIC_PIXEL_SHADER( eye_refract_ps20b ); + + if ( bDrawFlashlightAdditivePass == true ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Shadow depth map + pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER6 ); + pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Noise map + } + } + else + { + DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20 ); + SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); + SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); + SET_STATIC_PIXEL_SHADER( eye_refract_ps20 ); + } + } +#ifndef _X360 + else + { + // The vertex shader uses the vertex id stream + SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); + + DECLARE_STATIC_VERTEX_SHADER( eye_refract_vs30 ); + SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); + SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER( eye_refract_vs30 ); + + bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false ); + bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false ); + + DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps30 ); + SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 ); + SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 ); + SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); + SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); + SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); + SET_STATIC_PIXEL_SHADER( eye_refract_ps30 ); + + if ( bDrawFlashlightAdditivePass == true ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Shadow depth map + pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Noise map + } + } +#endif + + // On DX9, get the gamma read and write correct + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Iris + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Cube map reflection + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Ambient occlusion + pShaderShadow->EnableSRGBWrite( true ); + + if ( bDrawFlashlightAdditivePass == true ) + { + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); // Flashlight cookie + } + + // Fog + if ( bDrawFlashlightAdditivePass == true ) + { + pShader->FogToBlack(); + } + else + { + pShader->FogToFogColor(); + } + } + DYNAMIC_STATE + { + VMatrix worldToTexture; + ITexture *pFlashlightDepthTexture = NULL; + FlashlightState_t flashlightState; + bool bFlashlightShadows = false; + if ( bDrawFlashlightAdditivePass == true ) + { + flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); + bFlashlightShadows = flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ); + } + + pShader->BindTexture( SHADER_SAMPLER0, info.m_nCorneaTexture ); // Cornea normal + pShader->BindTexture( SHADER_SAMPLER1, info.m_nIris, info.m_nIrisFrame ); + pShader->BindTexture( SHADER_SAMPLER2, info.m_nEnvmap ); + pShader->BindTexture( SHADER_SAMPLER3, info.m_nAmbientOcclTexture ); + + if ( bDiffuseWarp ) + { + if ( r_lightwarpidentity.GetBool() ) + { + pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_IDENTITY_LIGHTWARP ); + } + else + { + pShader->BindTexture( SHADER_SAMPLER4, info.m_nDiffuseWarpTexture ); + } + } + + if ( bDrawFlashlightAdditivePass == true ) + pShader->BindTexture( SHADER_SAMPLER5, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); + + pShader->SetAmbientCubeDynamicStateVertexShader(); + + pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nEyeOrigin ); + pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nIrisU ); + pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nIrisV ); + + if ( bDrawFlashlightAdditivePass == true ) + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 ); + + LightState_t lightState = { 0, false, false }; + if ( bDrawFlashlightAdditivePass == false ) + { + pShaderAPI->GetDX9LightState( &lightState ); + } + +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_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_bStaticLight ? 1 : 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); + SET_DYNAMIC_VERTEX_SHADER( eye_refract_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( eye_refract_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_bStaticLight ? 1 : 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); + SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 ); + } +#endif + + // Get luminance of ambient cube and saturate it + float fAverageAmbient = max(0.0f, min( pShaderAPI->GetAmbientLightCubeLuminance(), 1.0f ) ); + + // Special constant for DX9 eyes: { Dilation, Glossiness, x, x }; + float vPSConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + vPSConst[0] = IS_PARAM_DEFINED( info.m_nDilation ) ? params[info.m_nDilation]->GetFloatValue() : kDefaultDilation; + vPSConst[1] = IS_PARAM_DEFINED( info.m_nGlossiness ) ? params[info.m_nGlossiness]->GetFloatValue() : kDefaultGlossiness; + vPSConst[2] = fAverageAmbient; + vPSConst[3] = IS_PARAM_DEFINED( info.m_nCorneaBumpStrength ) ? params[info.m_nCorneaBumpStrength]->GetFloatValue() : kDefaultCorneaBumpStrength; + pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 ); + + pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEyeOrigin ) ? params[info.m_nEyeOrigin]->GetVecValue() : kDefaultEyeOrigin, 1 ); + pShaderAPI->SetPixelShaderConstant( 2, IS_PARAM_DEFINED( info.m_nIrisU ) ? params[info.m_nIrisU]->GetVecValue() : kDefaultIrisU, 1 ); + pShaderAPI->SetPixelShaderConstant( 3, IS_PARAM_DEFINED( info.m_nIrisV ) ? params[info.m_nIrisV]->GetVecValue() : kDefaultIrisV, 1 ); + + float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + pShaderAPI->GetWorldSpaceCameraPosition( vEyePos ); + pShaderAPI->SetPixelShaderConstant( 4, vEyePos, 1 ); + pShaderAPI->SetPixelShaderConstant( 5, IS_PARAM_DEFINED( info.m_nAmbientOcclColor ) ? params[info.m_nAmbientOcclColor]->GetVecValue() : kDefaultAmbientOcclColor, 1 ); + + float vPackedConst6[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; + //vPackedConst6[0] Unused + vPackedConst6[1] = IS_PARAM_DEFINED( info.m_nEyeballRadius ) ? params[info.m_nEyeballRadius]->GetFloatValue() : kDefaultEyeballRadius; + //vPackedConst6[2] = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? params[info.m_nRaytraceSphere]->GetFloatValue() : kDefaultRaytraceSphere; + vPackedConst6[3] = IS_PARAM_DEFINED( info.m_nParallaxStrength ) ? params[info.m_nParallaxStrength]->GetFloatValue() : kDefaultParallaxStrength; + pShaderAPI->SetPixelShaderConstant( 6, vPackedConst6, 1 ); + + float fPixelFogType = pShaderAPI->GetPixelFogCombo() == 1 ? 1 : 0; + + // Controls for lerp-style paths through shader code + float vShaderControls[4] = { fPixelFogType, 0, 0, 0 }; + pShaderAPI->SetPixelShaderConstant( 10, vShaderControls, 1 ); + + if ( bDrawFlashlightAdditivePass == true ) + { + SetFlashLightColorFromState( flashlightState, pShaderAPI ); + + if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) + { + pShader->BindTexture( SHADER_SAMPLER6, pFlashlightDepthTexture, 0 ); + pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_SHADOW_NOISE_2D ); + } + } + + // Flashlight tax +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); + SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps20b ); + } + else // ps.2.0 + { + DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps20 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); + SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps20 ); + } + } +#ifndef _X360 + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); + SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 ); + } +#endif + + pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); + + if ( bDrawFlashlightAdditivePass == true ) + { + 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( 7, 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( 8, pos, 1 ); + + //pShaderAPI->SetPixelShaderConstant( 9, worldToTexture.Base(), 4 ); + //10 + //11 + //12 + + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture[0], 1 ); + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, worldToTexture[1], 1 ); + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, worldToTexture[2], 1 ); + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, worldToTexture[3], 1 ); + + // Tweaks associated with a given flashlight + tweaks[0] = flashlightState.m_flShadowFilterSize / flashlightState.m_flShadowMapResolution; + tweaks[1] = ShadowAttenFromState( flashlightState ); + pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] ); + pShaderAPI->SetPixelShaderConstant( 9, 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 ); + } + else // Lighting constants when not drawing flashlight + { + pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); + } + + // Intro tax + if ( bIntro ) + { + float curTime = params[info.m_nWarpParam]->GetFloatValue(); + float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime }; + if ( IS_PARAM_DEFINED( info.m_nEntityOrigin ) ) + { + params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 ); + } + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, timeVec, 1 ); + } + } + pShader->Draw(); +} + + +extern ConVar r_flashlight_version2; +void Draw_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, + IShaderShadow* pShaderShadow, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression ) +{ + bool bHasFlashlight = pShader->UsingFlashlight( params ); + if( bHasFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) ) + { + Draw_Eyes_Refract_Internal( pShader, params, pShaderAPI, pShaderShadow, false, info, vertexCompression ); + if ( pShaderShadow ) + { + pShader->SetInitialShadowState( ); + } + } + Draw_Eyes_Refract_Internal( pShader, params, pShaderAPI, pShaderShadow, bHasFlashlight, info, vertexCompression ); +} |