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253 lines
9.6 KiB
253 lines
9.6 KiB
5 years ago
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//========= 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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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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}
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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, vertexCompression );
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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_dx8_vs11.inc"
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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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}
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void InitCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, CloakBlendedPassVars_t &info )
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{
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// No textures
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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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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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// Vertex Shader
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cloak_blended_pass_dx8_vs11_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "cloak_blended_pass_dx8_vs11", vshIndex.GetIndex() );
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// Pixel Shader
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pShaderShadow->SetPixelShader( "cloak_blended_pass_dx8_ps11", 0 );
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// Textures
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Renderable texture for refraction
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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 Combos
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cloak_blended_pass_dx8_vs11_Dynamic_Index vshIndex;
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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// Set Vertex Shader Constants
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float vVsConst3[4] = { 1.35f, 0.0f, 0.4f, ( 1.0f / ( 0.425f - 0.4f ) ) };
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vVsConst3[1] = clamp( IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor, 0.0f, 1.0f );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vVsConst3 );
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float vVsConst4[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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vVsConst4[0] = params[info.m_nRefractAmount]->GetFloatValue() * ( 1.0f - clamp( params[info.m_nCloakFactor]->GetFloatValue(), 0.0f, 1.0f ) );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, vVsConst4 );
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float vVsConst5[4] = { 1.0f, 1.0f, 0.0f, 0.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, vVsConst5, 1 );
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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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// Set Pixel Shader Constants
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// Refract color tint
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float vPsConst0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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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 );
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vPsConst0[0] = IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue()[0] : kDefaultCloakColorTint[0];
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vPsConst0[1] = IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue()[1] : kDefaultCloakColorTint[1];
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vPsConst0[2] = IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue()[2] : kDefaultCloakColorTint[2];
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vPsConst0[0] = SrgbLinearToGamma( vPsConst0[0] );
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vPsConst0[1] = SrgbLinearToGamma( vPsConst0[1] );
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vPsConst0[2] = SrgbLinearToGamma( vPsConst0[2] );
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vPsConst0[0] = ( vPsConst0[0] * ( 1.0f - fColorTintStrength ) ) + ( fColorTintStrength );
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vPsConst0[1] = ( vPsConst0[1] * ( 1.0f - fColorTintStrength ) ) + ( fColorTintStrength );
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vPsConst0[2] = ( vPsConst0[2] * ( 1.0f - fColorTintStrength ) ) + ( fColorTintStrength );
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pShaderAPI->SetPixelShaderConstant( 0, vPsConst0, 1 );
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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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