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 } #if !defined( PLATFORM_X360 ) bool bWorldNormal = ( ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH == ( IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ))); #endif 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 ); pShaderShadow->EnableAlphaWrites( false ); pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Additive blending pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Flashlight cookie } else { pShaderShadow->EnableAlphaWrites( true ); } #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_COMBO( WORLD_NORMAL, 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_COMBO( WORLD_NORMAL, 0 ); 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_COMBO( WORLD_NORMAL, 0 ); SET_STATIC_PIXEL_SHADER( eye_refract_ps20 ); } } #ifndef _X360 else { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Screen space ambient occlusion // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION ); 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_COMBO( WORLD_NORMAL, bWorldNormal ); 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_COMBO( WORLD_NORMAL, bWorldNormal ); 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_SAMPLER0, false ); // Cornea normal 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 ( bDiffuseWarp ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); // Light Warp } if ( bDrawFlashlightAdditivePass == true ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); // Flashlight cookie } // Fog if ( bDrawFlashlightAdditivePass == true ) { pShader->FogToBlack(); } else { pShader->FogToFogColor(); } // Per-instance state pShader->PI_BeginCommandBuffer(); if ( !bDrawFlashlightAdditivePass ) { pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY ); } pShader->PI_SetVertexShaderAmbientLightCube(); pShader->PI_SetPixelShaderAmbientLightCubeLuminance( 10 ); pShader->PI_EndCommandBuffer(); } 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; } bool bSinglePassFlashlight = false; pShader->BindTexture( SHADER_SAMPLER0, info.m_nCorneaTexture ); 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 ); } } // On PC, we sample from ambient occlusion texture if ( IsPC() && g_pHardwareConfig->HasFastVertexTextures() ) { ITexture *pAOTexture = pShaderAPI->GetTextureRenderingParameter( TEXTURE_RENDERPARM_AMBIENT_OCCLUSION ); if ( pAOTexture ) { pShader->BindTexture( SHADER_SAMPLER8, pAOTexture ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER8, TEXTURE_WHITE ); } } if ( bDrawFlashlightAdditivePass == true ) pShader->BindTexture( SHADER_SAMPLER5, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); 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 ); } int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 ); 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 ); if ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) { float vEyeDir[4]; pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir ); float flFarZ = pShaderAPI->GetFarZ(); vEyeDir[0] /= flFarZ; // Divide by farZ for SSAO algorithm vEyeDir[1] /= flFarZ; vEyeDir[2] /= flFarZ; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, vEyeDir ); } TessellationMode_t nTessellationMode = pShaderAPI->GetTessellationMode(); if ( nTessellationMode != TESSELLATION_MODE_DISABLED ) { pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES ); bool bHasDisplacement = false; // TODO float vSubDDimensions[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vSubDDimensions ); } DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode ); SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 ); } #endif // 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] = 0.0f; // NOT USED 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 ); float vAmbientOcclusion[4] = { 0.33f, 0.33f, 0.33f, 0.0f }; if ( IS_PARAM_DEFINED( info.m_nAmbientOcclColor ) ) { params[info.m_nAmbientOcclColor]->GetVecValue( vAmbientOcclusion, 3 ); } vAmbientOcclusion[3] = IS_PARAM_DEFINED( info.m_nAmbientOcclusion ) ? params[info.m_nAmbientOcclusion]->GetFloatValue() : 0.0f; 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 ); if ( bDrawFlashlightAdditivePass == true ) { SetFlashLightColorFromState( flashlightState, pShaderAPI, bSinglePassFlashlight ); if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) { pShader->BindTexture( SHADER_SAMPLER6, pFlashlightDepthTexture, 0 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_SHADOW_NOISE_2D ); } } if ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) { float vEyeDir[4]; pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir ); float flFarZ = pShaderAPI->GetFarZ(); vEyeDir[0] /= flFarZ; // Divide by farZ for SSAO algorithm vEyeDir[1] /= flFarZ; vEyeDir[2] /= flFarZ; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, vEyeDir ); } // 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, nFixedLightingMode ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, nFixedLightingMode ? false : bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, flashlightState.m_bUberlight ); SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 ); // Set constant to enable translation of VPOS to render target coordinates in ps_3_0 pShaderAPI->SetScreenSizeForVPOS(); SetupUberlightFromState( pShaderAPI, flashlightState ); } #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_FarZAtten; 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->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture.Base(), 4 ); // Tweaks associated with a given flashlight tweaks[0] = ShadowFilterFromState( flashlightState ); 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 ); int nTexWidth, nTexHeight; pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D ); vScreenScale[0] = (float) nWidth / nTexWidth; vScreenScale[1] = (float) nHeight / nTexHeight; pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 ); vAmbientOcclusion[3] *= flashlightState.m_flAmbientOcclusion; } vAmbientOcclusion[3] = MIN( MAX( vAmbientOcclusion[3], 0.0f ), 1.0f ); pShaderAPI->SetPixelShaderConstant( 5, vAmbientOcclusion, 1 ); // 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_5, timeVec, 1 ); } } pShader->Draw(); }
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( sdk_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( sdk_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( sdk_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( sdk_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( sdk_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( sdk_eye_refract_ps20 ); } } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( sdk_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( sdk_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( sdk_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( sdk_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_SAMPLER0, false ); // Cornea normal 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 ( bDiffuseWarp ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); // Light Warp } 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; } pShader->BindTexture( SHADER_SAMPLER0, info.m_nCorneaTexture ); 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( sdk_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( sdk_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( sdk_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( sdk_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( sdk_eye_refract_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps20b ); } else // ps.2.0 { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps20 ); } } #ifndef _X360 else { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( sdk_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(); }
void DrawUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, VertexCompressionType_t vertexCompression ) { bool hasBump = params[BUMPMAP]->IsTexture(); BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true ); bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base map int flags = VERTEX_POSITION | VERTEX_NORMAL; int nTexCoordCount = 1; int userDataSize = 0; if ( hasBump ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump map pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Normalization sampler for per-pixel lighting userDataSize = 4; // tangent S } // This shader supports compressed vertices, so OR in that flag: flags |= VERTEX_FORMAT_COMPRESSED; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); if ( hasBump ) { #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs20 ); // ps_2_b version which does phong if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20b ); SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20 ); SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20 ); } } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs30 ); DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps30 ); SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps30 ); } #endif } else { #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( sdk_teeth_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps20b ); SET_STATIC_PIXEL_SHADER( sdk_teeth_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps20 ); SET_STATIC_PIXEL_SHADER( sdk_teeth_ps20 ); } } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( sdk_teeth_vs30 ); DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps30 ); SET_STATIC_PIXEL_SHADER( sdk_teeth_ps30 ); } #endif } // On DX9, do sRGB pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBWrite( true ); FogToFogColor(); pShaderShadow->EnableAlphaWrites( bFullyOpaque ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); if ( hasBump ) { BindTexture( SHADER_SAMPLER1, BUMPMAP ); } pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE ); pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); Vector4D lighting; params[FORWARD]->GetVecValue( lighting.Base(), 3 ); lighting[3] = params[ILLUMFACTOR]->GetFloatValue(); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() ); LightState_t lightState; pShaderAPI->GetDX9LightState( &lightState ); pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); float vEyePos_SpecExponent[4]; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); vEyePos_SpecExponent[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); if ( hasBump ) { #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_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( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_vs20 ); // ps_2_b version which does Phong if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { Vector4D vSpecExponent; vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 ); DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 ); SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20 ); } } #ifndef _X360 else { SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_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( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_vs30 ); Vector4D vSpecExponent; vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 ); DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps30 ); } #endif } else { // For non-bumped case, ambient cube is computed in the vertex shader SetAmbientCubeDynamicStateVertexShader(); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_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( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20 ); } } #ifndef _X360 else { SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_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( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps30 ); } #endif } if( params[INTRO]->GetIntValue() ) { float curTime = params[WARPPARAM]->GetFloatValue(); float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime }; Assert( params[ENTITYORIGIN]->IsDefined() ); params[ENTITYORIGIN]->GetVecValue( timeVec, 3 ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, timeVec, 1 ); } } Draw(); }
int CalcShaderIndex( CBaseVSShader *pShader, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, IMaterialVar **params, const CUtlVector< SimpleCombo* > &hList, bool bStatic, int numDynamic, bool bPreview ) { #ifndef SHADER_EDITOR_DLL_2006 LightState_t lState = { 0, false, false }; if ( pShaderAPI && !pShader->UsingFlashlight( params ) ) pShaderAPI->GetDX9LightState( &lState ); #endif int localIndex = 0; int curMultiplier = bStatic ? numDynamic : 1; int iLeft = hList.Count(); SimpleCombo *c = NULL; for ( SimpleCombo *const*cl = hList.Base(); iLeft > 0; iLeft--, cl++ ) { c = *cl; if ( bPreview && !c->bInPreviewMode ) continue; if ( c->bStatic != bStatic ) continue; int localCombo = 0; switch ( c->iComboType ) { default: #ifndef SHADER_EDITOR_DLL_2006 Assert( 0 ); #endif break; case HLSLCOMBO_CUSTOM: break; #ifndef SHADER_EDITOR_DLL_2006 case HLSLCOMBO_LIGHT_STATIC: Assert( pShaderAPI ); localCombo = lState.m_bStaticLight ? 1 : 0; break; case HLSLCOMBO_LIGHT_DYNAMIC: Assert( pShaderAPI ); localCombo = lState.HasDynamicLight() ? 1 : 0; break; case HLSLCOMBO_NUM_LIGHTS: Assert( pShaderAPI ); localCombo = lState.m_nNumLights; break; #endif case HLSLCOMBO_SKINNING: Assert( pShaderAPI ); localCombo = ( pShaderAPI->GetCurrentNumBones() > 0 ) ? 1 : 0; break; #ifndef SHADER_EDITOR_DLL_2006 case HLSLCOMBO_MORPHING: Assert( pShaderAPI ); localCombo = pShaderAPI->IsHWMorphingEnabled() ? 1 : 0; break; case HLSLCOMBO_VERTEXCOMPRESSION: localCombo = vertexCompression; break; case HLSLCOMBO_PIXELFOG: Assert( pShaderAPI ); localCombo = pShaderAPI->GetPixelFogCombo() ? 1 : 0; break; #endif case HLSLCOMBO_WATERFOG_TOALPHA: { Assert( pShaderAPI ); MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); localCombo = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z) ? 1 : 0; } break; case HLSLCOMBO_FLASHLIGHT_ENABLED: localCombo = pShader->UsingFlashlight( params ) ? 1 : 0; break; #ifndef SHADER_EDITOR_DLL_2006 case HLSLCOMBO_FLASHLIGHT_FILTER_MODE: if ( pShader->UsingFlashlight( params ) ) localCombo = g_pHardwareConfig->GetShadowFilterMode(); break; case HLSLCOMBO_FLASHLIGHT_DO_SHADOWS: if ( pShader->UsingFlashlight( params ) ) { #ifdef SHADER_EDITOR_DLL_SWARM bool bShadows, bUber; pShaderAPI->GetFlashlightShaderInfo( &bShadows, &bUber ); localCombo = bShadows ? 1 : 0; #else Assert( pShaderAPI ); VMatrix dummy; const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( dummy ); localCombo = flashlightState.m_bEnableShadows ? 1 : 0; #endif } break; #endif } localIndex += curMultiplier * localCombo; curMultiplier *= c->GetAmt(); } return localIndex; }