aboutsummaryrefslogtreecommitdiff
path: root/mp/src/materialsystem/stdshaders/eyes.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'mp/src/materialsystem/stdshaders/eyes.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/eyes.cpp186
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