diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/eyes.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/eyes.cpp | 186 |
1 files changed, 186 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/eyes.cpp b/mp/src/materialsystem/stdshaders/eyes.cpp new file mode 100644 index 00000000..7aa4738f --- /dev/null +++ b/mp/src/materialsystem/stdshaders/eyes.cpp @@ -0,0 +1,186 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: eye renderer +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" +#include "eyes_dx8_dx9_helper.h" +#include "cloak_blended_pass_helper.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( eyes, Eyes_dx8 ) + +BEGIN_VS_SHADER( Eyes_dx8, + "Help for Eyes" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "models/alyx/eyeball_l", "iris texture", 0 ) + SHADER_PARAM( IRIS, SHADER_PARAM_TYPE_TEXTURE, "models/alyx/pupil_l", "iris texture" ) + SHADER_PARAM( IRISFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame for the iris texture" ) + SHADER_PARAM( GLINT, SHADER_PARAM_TYPE_TEXTURE, "models/humans/male/glint", "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" ) + SHADER_PARAM( DILATION, SHADER_PARAM_TYPE_FLOAT, "0", "Iris dilation" ) + 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" ) + + // 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", "" ) + END_SHADER_PARAMS + + void SetupVars( Eyes_DX8_DX9_Vars_t &info ) + { + info.m_nBaseTexture = BASETEXTURE; + info.m_nFrame = FRAME; + info.m_nIris = IRIS; + info.m_nIrisFrame = IRISFRAME; + info.m_nGlint = GLINT; + info.m_nEyeOrigin = EYEORIGIN; + info.m_nEyeUp = EYEUP; + info.m_nIrisU = IRISU; + info.m_nIrisV = IRISV; + info.m_nGlintU = GLINTU; + info.m_nGlintV = GLINTV; + info.m_nDilation = DILATION; + info.m_nIntro = INTRO; + info.m_nEntityOrigin = ENTITYORIGIN; + info.m_nWarpParam = WARPPARAM; + } + + // 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 ); + } + + SHADER_INIT_PARAMS() + { + Eyes_DX8_DX9_Vars_t info; + SetupVars( info ); + InitParamsEyes_DX8_DX9( 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 ); + } + } + + SHADER_FALLBACK + { + if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) + return "Eyes_dx6"; + + return 0; + } + + SHADER_INIT + { + Eyes_DX8_DX9_Vars_t info; + SetupVars( info ); + InitEyes_DX8_DX9( this, params, info ); + + // Cloak Pass + if ( params[CLOAKPASSENABLED]->GetIntValue() ) + { + CloakBlendedPassVars_t info; + SetupVarsCloakBlendedPass( info ); + InitCloakBlendedPass( this, params, info ); + } + } + + SHADER_DRAW + { + // Skip the standard rendering if cloak pass is fully opaque + bool bDrawStandardPass = true; + if ( params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting + { + CloakBlendedPassVars_t info; + SetupVarsCloakBlendedPass( info ); + if ( CloakBlendedPassIsFullyOpaque( params, info ) ) + { + // There is some strangeness in DX8 when trying to skip the main pass, so leave this alone for now + //bDrawStandardPass = false; + } + } + + // Standard rendering pass + if ( bDrawStandardPass ) + { + Eyes_DX8_DX9_Vars_t info; + SetupVars( info ); + DrawEyes_DX8_DX9( false, 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 ); + } + } + } +END_SHADER |