Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
/* Example how to plug this into an existing shader:
In the VMT:
// Cloak Pass
"$cloakPassEnabled" "1"
#include "cloak_blended_pass_helper.h"
In BEGIN_SHADER_PARAMS:
// 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", "" )
Add this above SHADER_INIT_PARAMS()
// 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 );
}
In SHADER_INIT_PARAMS()
// 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 );
}
In SHADER_INIT
// Cloak Pass
if ( params[CLOAKPASSENABLED]->GetIntValue() )
{
CloakBlendedPassVars_t info;
SetupVarsCloakBlendedPass( info );
InitCloakBlendedPass( this, params, info );
}
Modify SHADER_DRAW to look something like this:
// 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 ) )
{
bDrawStandardPass = false;
}
}
// Standard rendering pass
if ( bDrawStandardPass )
{
Eye_Refract_Vars_t info;
SetupVarsEyeRefract( info );
Draw_Eyes_Refract( this, params, pShaderAPI, pShaderShadow, info );
}
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 );
}
}
==================================================================================================== */
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "cloak_blended_pass_helper.h"
#include "convar.h"
// Auto generated inc files
#include "cloak_blended_pass_dx8_vs11.inc"
void InitParamsCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, CloakBlendedPassVars_t &info )
{
// Set material flags
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
SET_FLAGS( MATERIAL_VAR_MODEL );
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
// Set material parameter default values
if ( ( info.m_nCloakFactor != -1 ) && ( !params[info.m_nCloakFactor]->IsDefined() ) )
{
params[info.m_nCloakFactor]->SetFloatValue( kDefaultCloakFactor );
}
if ( ( info.m_nRefractAmount != -1 ) && ( !params[info.m_nRefractAmount]->IsDefined() ) )
{
params[info.m_nRefractAmount]->SetFloatValue( kDefaultRefractAmount );
}
if ( ( info.m_nCloakColorTint != -1 ) && ( !params[info.m_nCloakColorTint]->IsDefined() ) )
{
params[info.m_nCloakColorTint]->SetVecValue( kDefaultCloakColorTint[0], kDefaultCloakColorTint[1], kDefaultCloakColorTint[2], kDefaultCloakColorTint[3] );
}
}
void InitCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, CloakBlendedPassVars_t &info )
{
// No textures
}
void DrawCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, CloakBlendedPassVars_t &info, VertexCompressionType_t vertexCompression )
{
SHADOW_STATE
{
// Reset shadow state manually since we're drawing from two materials
pShader->SetInitialShadowState( );
// 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 );
// Vertex Shader
cloak_blended_pass_dx8_vs11_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "cloak_blended_pass_dx8_vs11", vshIndex.GetIndex() );
// Pixel Shader
pShaderShadow->SetPixelShader( "cloak_blended_pass_dx8_ps11", 0 );
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Renderable texture for refraction
// Blending
pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableAlphaWrites( false );
// !!! We need to turn this back on because EnableAlphaBlending() above disables it!
pShaderShadow->EnableDepthWrites( true );
}
DYNAMIC_STATE
{
// Reset render state manually since we're drawing from two materials
pShaderAPI->SetDefaultState();
// Set Vertex Shader Combos
cloak_blended_pass_dx8_vs11_Dynamic_Index vshIndex;
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
// Set Vertex Shader Constants
float vVsConst3[4] = { 1.35f, 0.0f, 0.4f, ( 1.0f / ( 0.425f - 0.4f ) ) };
vVsConst3[1] = clamp( IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor, 0.0f, 1.0f );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vVsConst3 );
float vVsConst4[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vVsConst4[0] = params[info.m_nRefractAmount]->GetFloatValue() * ( 1.0f - clamp( params[info.m_nCloakFactor]->GetFloatValue(), 0.0f, 1.0f ) );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, vVsConst4 );
float vVsConst5[4] = { 1.0f, 1.0f, 0.0f, 0.0f };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, vVsConst5, 1 );
// Bind textures
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
// Set Pixel Shader Constants
// Refract color tint
float vPsConst0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
float fColorTintStrength = clamp( ( clamp( IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor, 0.0f, 1.0f ) - 0.75f ) * 4.0f, 0.0f, 1.0f );
vPsConst0[0] = IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue()[0] : kDefaultCloakColorTint[0];
vPsConst0[1] = IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue()[1] : kDefaultCloakColorTint[1];
vPsConst0[2] = IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue()[2] : kDefaultCloakColorTint[2];
vPsConst0[0] = SrgbLinearToGamma( vPsConst0[0] );
vPsConst0[1] = SrgbLinearToGamma( vPsConst0[1] );
vPsConst0[2] = SrgbLinearToGamma( vPsConst0[2] );
vPsConst0[0] = ( vPsConst0[0] * ( 1.0f - fColorTintStrength ) ) + ( fColorTintStrength );
vPsConst0[1] = ( vPsConst0[1] * ( 1.0f - fColorTintStrength ) ) + ( fColorTintStrength );
vPsConst0[2] = ( vPsConst0[2] * ( 1.0f - fColorTintStrength ) ) + ( fColorTintStrength );
pShaderAPI->SetPixelShaderConstant( 0, vPsConst0, 1 );
}
pShader->Draw();
}
bool CloakBlendedPassIsFullyOpaque ( IMaterialVar** params, CloakBlendedPassVars_t &info )
{
float flCloakFactor = IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor;
//float flRefractAmount = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount;
// NOTE: If this math changes, you need to update the pixel shader code!
float flFresnel = 1.0f - ( 0.0f ); // Assume V.N = 0.0f;
float flCloakLerpFactor = clamp( Lerp( clamp( flCloakFactor, 0.0f, 1.0f ), 1.0f, flFresnel - 1.35f ), 0.0f, 1.0f );
//flCloakLerpFactor = 1.0f - smoothstep( 0.4f, 0.425f, flCloakLerpFactor );
if ( flCloakLerpFactor <= 0.4f )
return true;
return false;
}