//========= Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ============// // // Purpose: Cloaking shader for Spy in TF2 (and probably many other things to come) // // $NoKeywords: $ //=====================================================================================// #include "BaseVSShader.h" #include "convar.h" #include "cloak_dx9_helper.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( Cloak, Cloak_DX90 ) BEGIN_VS_SHADER( Cloak_DX90, "Help for Cloak" ) BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" ) SHADER_PARAM( REFRACTTINTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shield", "" ) SHADER_PARAM( REFRACTTINTTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" ) SHADER_PARAM( NOWRITEZ, SHADER_PARAM_TYPE_INTEGER, "0", "0 == write z, 1 = no write z" ) SHADER_PARAM( MASKED, SHADER_PARAM_TYPE_BOOL, "0", "mask using dest alpha" ) SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0", "How cloaked? Zero is not cloaked, 1 is fully cloaked." ) SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" ) SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "5.0", "Phong exponent for local specular lights" ) SHADER_PARAM( PHONGTINT, SHADER_PARAM_TYPE_VEC3, "5.0", "Phong tint for local specular lights" ) SHADER_PARAM( PHONGALBEDOTINT, SHADER_PARAM_TYPE_BOOL, "1.0", "Apply tint by albedo (controlled by spec exponent texture" ) SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[0 0.5 1]", "Parameters for remapping fresnel output" ) SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" ) SHADER_PARAM( PHONGEXPONENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Phong Exponent map" ) // Rim lighting terms SHADER_PARAM( RIMLIGHT, SHADER_PARAM_TYPE_BOOL, "0", "enables rim lighting" ) SHADER_PARAM( RIMLIGHTEXPONENT, SHADER_PARAM_TYPE_FLOAT, "4.0", "Exponent for rim lights" ) SHADER_PARAM( RIMLIGHTBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Boost for rim lights" ) SHADER_PARAM( RIMMASK, SHADER_PARAM_TYPE_BOOL, "0", "Indicates whether or not to use alpha channel of exponent texture to mask the rim term" ) END_SHADER_PARAMS // FIXME: doesn't support Fresnel! void SetupVars( Cloak_DX9_Vars_t& info ) { info.m_nBaseTexture = BASETEXTURE; info.m_nRefractAmount = REFRACTAMOUNT; info.m_nRefractTint = REFRACTTINT; info.m_nNormalMap = NORMALMAP; info.m_nBumpFrame = BUMPFRAME; info.m_nBumpTransform = BUMPTRANSFORM; info.m_nRefractTintTexture = REFRACTTINTTEXTURE; info.m_nRefractTintTextureFrame = REFRACTTINTTEXTUREFRAME; info.m_nFresnelReflection = FRESNELREFLECTION; info.m_nMasked = MASKED; info.m_nCloakFactor = CLOAKFACTOR; info.m_nDiffuseWarpTexture = LIGHTWARPTEXTURE; info.m_nPhongExponent = PHONGEXPONENT; info.m_nPhongTint = PHONGTINT; info.m_nPhongAlbedoTint = PHONGALBEDOTINT; info.m_nPhongExponentTexture = PHONGEXPONENTTEXTURE; info.m_nPhongBoost = PHONGBOOST; info.m_nPhongFresnelRanges = PHONGFRESNELRANGES; // Rim lighting parameters info.m_nRimLight = RIMLIGHT; info.m_nRimLightPower = RIMLIGHTEXPONENT; info.m_nRimLightBoost = RIMLIGHTBOOST; info.m_nRimMask = RIMMASK; } bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const { 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 return false; } bool IsTranslucent( IMaterialVar **params ) const { if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check return true; else return false; } SHADER_INIT_PARAMS() { Cloak_DX9_Vars_t info; SetupVars( info ); InitParamsCloak_DX9( this, params, pMaterialName, info ); } SHADER_FALLBACK { return 0; } SHADER_INIT { Cloak_DX9_Vars_t info; SetupVars( info ); InitCloak_DX9( this, params, info ); } SHADER_DRAW { Cloak_DX9_Vars_t info; SetupVars( info ); DrawCloak_DX9( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } END_SHADER