Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

187 lines
6.1 KiB
C++

//========= 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