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252 lines
9.6 KiB
252 lines
9.6 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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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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