1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Teeth renderer
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Eyes, Eyes_dx6 )
BEGIN_VS_SHADER( Eyes_dx6,
"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( GLINT, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "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" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
// FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
}
SHADER_INIT
{
LoadTexture( FLASHLIGHTTEXTURE );
LoadTexture( BASETEXTURE );
LoadTexture( IRIS );
}
void SetTextureTransform( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
MaterialMatrixMode_t textureTransform, int uparam, int vparam )
{
Vector4D u, v;
params[uparam]->GetVecValue( u.Base(), 4 );
params[vparam]->GetVecValue( v.Base(), 4 );
// Need to transform these puppies into camera space
// they are defined in world space
VMatrix mat, invTrans;
pShaderAPI->GetMatrix( MATERIAL_VIEW, mat.m[0] );
mat = mat.Transpose();
// Compute the inverse transpose of the matrix
// NOTE: I only have to invert it here because VMatrix is transposed
// with respect to what gets returned from GetMatrix.
mat.InverseGeneral( invTrans );
invTrans = invTrans.Transpose();
// Transform the u and v planes into view space
Vector4D uview, vview;
uview.AsVector3D() = invTrans.VMul3x3( u.AsVector3D() );
vview.AsVector3D() = invTrans.VMul3x3( v.AsVector3D() );
uview[3] = u[3] - DotProduct( mat.GetTranslation(), uview.AsVector3D() );
vview[3] = v[3] - DotProduct( mat.GetTranslation(), vview.AsVector3D() );
float m[16];
m[0] = uview[0]; m[1] = vview[0]; m[2] = 0.0f; m[3] = 0.0f;
m[4] = uview[1]; m[5] = vview[1]; m[6] = 0.0f; m[7] = 0.0f;
m[8] = uview[2]; m[9] = vview[2]; m[10] = 1.0f; m[11] = 0.0f;
m[12] = uview[3]; m[13] = vview[3]; m[14] = 0.0f; m[15] = 1.0f;
pShaderAPI->MatrixMode( textureTransform );
pShaderAPI->LoadMatrix( m );
}
void DrawFlashlight_Iris( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT );
// Alpha blend
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( false );
int flags = SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | SHADER_DRAW_NORMAL;
pShaderShadow->DrawFlags( flags );
FogToBlack();
pShaderShadow->EnableLighting( true );
pShaderShadow->EnableCustomPixelPipe( true );
pShaderShadow->CustomTextureStages( 2 );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_COLOR,
SHADER_TEXOP_MODULATE,
SHADER_TEXARG_TEXTURE,
SHADER_TEXARG_VERTEXCOLOR );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_COLOR,
SHADER_TEXOP_MODULATE,
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
// alpha stage 0
// get alpha from constant alpha
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_ALPHA,
SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE );
// alpha stage 1
// get alpha from $basetexture
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_ALPHA,
SHADER_TEXOP_MODULATE,
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
// Shove the view position into texcoord 0 before the texture matrix.
pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR );
pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
// iris transform
pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE1, true );
pShaderShadow->TexGen( SHADER_TEXTURE_STAGE1, SHADER_TEXGENPARAM_EYE_LINEAR );
}
DYNAMIC_STATE
{
SetFlashlightFixedFunctionTextureTransform( MATERIAL_TEXTURE0 );
// NOTE: This has to come after the loadmatrix since the loadmatrix screws with the
// transform flags!!!!!!
// Specify that we have XYZ texcoords that need to be divided by W before the pixel shader.
// NOTE Tried to divide XY by Z, but doesn't work.
pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 3, true );
BindTexture( SHADER_SAMPLER0, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
BindTexture( SHADER_SAMPLER1, IRIS, IRISFRAME );
SetTextureTransform( params, pShaderAPI, MATERIAL_TEXTURE1, IRISU, IRISV );
}
Draw();
}
void DrawFlashlight( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
// whites
DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow,
FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true );
// iris
DrawFlashlight_Iris( params, pShaderAPI, pShaderShadow );
}
void DrawUsingSoftwareLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
// whites
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | SHADER_DRAW_TEXCOORD0 );
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
}
Draw();
// iris
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR );
pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, IRIS, IRISFRAME );
SetTextureTransform( params, pShaderAPI, MATERIAL_TEXTURE0, IRISU, IRISV );
}
Draw();
// Glint
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, false );
pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, 1.0f );
pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 1.0f );
pShaderShadow->EnableConstantColor( true );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION );
FogToBlack();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, GLINT );
SetTextureTransform( params, pShaderAPI, MATERIAL_TEXTURE0, GLINTU, GLINTV );
}
Draw( );
}
SHADER_DRAW
{
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
}
bool hasFlashlight = UsingFlashlight( params );
if( hasFlashlight )
{
DrawFlashlight( params, pShaderAPI, pShaderShadow );
}
else
{
DrawUsingSoftwareLighting( params, pShaderAPI, pShaderShadow );
}
}
END_SHADER
|