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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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