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358 lines
13 KiB
358 lines
13 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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/* Example how to plug this into an existing shader:
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In the VMT:
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// Cloak Pass
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"$cloakPassEnabled" "1"
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#include "cloak_blended_pass_helper.h"
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In BEGIN_SHADER_PARAMS:
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// Cloak Pass
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SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" )
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SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
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SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" )
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
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// This should already exist
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//SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
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//SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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//SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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Add this above SHADER_INIT_PARAMS()
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// Cloak Pass
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void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info )
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{
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info.m_nCloakFactor = CLOAKFACTOR;
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info.m_nCloakColorTint = CLOAKCOLORTINT;
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info.m_nRefractAmount = REFRACTAMOUNT;
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// Delete these lines if not bump mapping!
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info.m_nBumpmap = BUMPMAP;
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info.m_nBumpFrame = BUMPFRAME;
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info.m_nBumpTransform = BUMPTRANSFORM;
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}
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bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
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{
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if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
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{
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if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time
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return true;
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else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
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return true;
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// else, not cloaking this frame, so check flag2 in case the base material still needs it
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}
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// Check flag2 if not drawing cloak pass
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return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
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}
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bool IsTranslucent( IMaterialVar **params ) const
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{
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if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
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{
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if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
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return true;
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// else, not cloaking this frame, so check flag in case the base material still needs it
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}
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// Check flag if not drawing cloak pass
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return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
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}
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In SHADER_INIT_PARAMS()
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// Cloak Pass
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if ( !params[CLOAKPASSENABLED]->IsDefined() )
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{
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params[CLOAKPASSENABLED]->SetIntValue( 0 );
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}
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else if ( params[CLOAKPASSENABLED]->GetIntValue() )
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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InitParamsCloakBlendedPass( this, params, pMaterialName, info );
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}
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In SHADER_INIT
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// Cloak Pass
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if ( params[CLOAKPASSENABLED]->GetIntValue() )
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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InitCloakBlendedPass( this, params, info );
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}
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Modify SHADER_DRAW to look something like this:
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// Skip the standard rendering if cloak pass is fully opaque
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bool bDrawStandardPass = true;
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if ( params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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if ( CloakBlendedPassIsFullyOpaque( params, info ) )
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{
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bDrawStandardPass = false;
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}
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}
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// Standard rendering pass
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if ( bDrawStandardPass )
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{
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Eye_Refract_Vars_t info;
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SetupVarsEyeRefract( info );
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Draw_Eyes_Refract( this, params, pShaderAPI, pShaderShadow, info );
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}
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else
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{
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// Skip this pass!
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Draw( false );
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}
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// Cloak Pass
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if ( params[CLOAKPASSENABLED]->GetIntValue() )
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{
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// If ( snapshotting ) or ( we need to draw this frame )
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if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) )
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info );
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}
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else // We're not snapshotting and we don't need to draw this frame
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{
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// Skip this pass!
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Draw( false );
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}
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}
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==================================================================================================== */
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#include "BaseVSShader.h"
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#include "mathlib/vmatrix.h"
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#include "cloak_blended_pass_helper.h"
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#include "convar.h"
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// Auto generated inc files
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#include "cloak_blended_pass_vs20.inc"
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#include "cloak_blended_pass_ps20.inc"
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#include "cloak_blended_pass_ps20b.inc"
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#ifndef _X360
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#include "cloak_blended_pass_vs30.inc"
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#include "cloak_blended_pass_ps30.inc"
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#endif
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void InitParamsCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, CloakBlendedPassVars_t &info )
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{
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// Set material flags
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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SET_FLAGS( MATERIAL_VAR_MODEL );
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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// Set material parameter default values
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if ( ( info.m_nCloakFactor != -1 ) && ( !params[info.m_nCloakFactor]->IsDefined() ) )
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{
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params[info.m_nCloakFactor]->SetFloatValue( kDefaultCloakFactor );
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}
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if ( ( info.m_nRefractAmount != -1 ) && ( !params[info.m_nRefractAmount]->IsDefined() ) )
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{
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params[info.m_nRefractAmount]->SetFloatValue( kDefaultRefractAmount );
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}
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if ( ( info.m_nCloakColorTint != -1 ) && ( !params[info.m_nCloakColorTint]->IsDefined() ) )
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{
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params[info.m_nCloakColorTint]->SetVecValue( kDefaultCloakColorTint[0], kDefaultCloakColorTint[1], kDefaultCloakColorTint[2], kDefaultCloakColorTint[3] );
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}
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if( (info.m_nBumpFrame != -1 ) && !params[info.m_nBumpFrame]->IsDefined() )
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{
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params[info.m_nBumpFrame]->SetIntValue( 0 );
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}
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}
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void InitCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, CloakBlendedPassVars_t &info )
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{
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// Load textures
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if ( g_pConfig->UseBumpmapping() )
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{
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if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBumpmap );
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}
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}
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}
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void DrawCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, CloakBlendedPassVars_t &info, VertexCompressionType_t vertexCompression )
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{
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bool bBumpMapping = ( !g_pConfig->UseBumpmapping() ) || ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1;
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SHADOW_STATE
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{
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// Reset shadow state manually since we're drawing from two materials
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pShader->SetInitialShadowState( );
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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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// Vertex Shader
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DECLARE_STATIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
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// Pixel Shader
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
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}
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}
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#ifndef _X360
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else
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{
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// The vertex shader uses the vertex id stream
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SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
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// Vertex Shader
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DECLARE_STATIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
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// Pixel Shader
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DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
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SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
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}
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#endif
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// Textures
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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if ( bBumpMapping )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB
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}
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pShaderShadow->EnableSRGBWrite( true );
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// Blending
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pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableAlphaWrites( false );
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// !!! We need to turn this back on because EnableAlphaBlending() above disables it!
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pShaderShadow->EnableDepthWrites( true );
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}
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DYNAMIC_STATE
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{
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// Reset render state manually since we're drawing from two materials
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pShaderAPI->SetDefaultState();
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// Set Vertex Shader Constants
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if ( ( bBumpMapping ) && ( info.m_nBumpTransform != -1 ) )
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{
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBumpTransform );
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}
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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// Set Vertex Shader Combos
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DECLARE_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
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// Set Pixel Shader Combos
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
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}
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}
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#ifndef _X360
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else
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{
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pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
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// Set Vertex Shader Combos
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DECLARE_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
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// Set Pixel Shader Combos
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DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
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SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
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}
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#endif
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// Bind textures
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
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if ( bBumpMapping )
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{
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame );
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}
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// Set Pixel Shader Constants
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float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
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pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
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float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor;
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vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount;
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pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 );
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// Refract color tint
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pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue() : kDefaultCloakColorTint, 1 );
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// Set c0 and c1 to contain first two rows of ViewProj matrix
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VMatrix mView, mProj;
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pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
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pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
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VMatrix mViewProj = mView * mProj;
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mViewProj = mViewProj.Transpose3x3();
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pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 );
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}
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pShader->Draw();
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}
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bool CloakBlendedPassIsFullyOpaque ( IMaterialVar** params, CloakBlendedPassVars_t &info )
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{
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float flCloakFactor = IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor;
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//float flRefractAmount = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount;
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// NOTE: If this math changes, you need to update the pixel shader code!
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float flFresnel = 1.0f - ( 0.0f ); // Assume V.N = 0.0f;
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float flCloakLerpFactor = clamp( Lerp( clamp( flCloakFactor, 0.0f, 1.0f ), 1.0f, flFresnel - 1.35f ), 0.0f, 1.0f );
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//flCloakLerpFactor = 1.0f - smoothstep( 0.4f, 0.425f, flCloakLerpFactor );
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if ( flCloakLerpFactor <= 0.4f )
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return true;
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return false;
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}
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