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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/cloak.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/cloak.cpp')
-rw-r--r--materialsystem/stdshaders/cloak.cpp122
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diff --git a/materialsystem/stdshaders/cloak.cpp b/materialsystem/stdshaders/cloak.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Cloaking shader for Spy in TF2 (and probably many other things to come)
+//
+// $NoKeywords: $
+//=====================================================================================//
+
+#include "BaseVSShader.h"
+#include "convar.h"
+#include "cloak_dx9_helper.h"
+
+DEFINE_FALLBACK_SHADER( Cloak, Cloak_DX90 )
+
+BEGIN_VS_SHADER( Cloak_DX90, "Help for Cloak" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
+ SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
+ SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
+ SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
+ SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" )
+ SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
+ SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
+ SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" )
+ SHADER_PARAM( REFRACTTINTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shield", "" )
+ SHADER_PARAM( REFRACTTINTTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" )
+ SHADER_PARAM( NOWRITEZ, SHADER_PARAM_TYPE_INTEGER, "0", "0 == write z, 1 = no write z" )
+ SHADER_PARAM( MASKED, SHADER_PARAM_TYPE_BOOL, "0", "mask using dest alpha" )
+ SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0", "How cloaked? Zero is not cloaked, 1 is fully cloaked." )
+ SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" )
+ SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "5.0", "Phong exponent for local specular lights" )
+ SHADER_PARAM( PHONGTINT, SHADER_PARAM_TYPE_VEC3, "5.0", "Phong tint for local specular lights" )
+ SHADER_PARAM( PHONGALBEDOTINT, SHADER_PARAM_TYPE_BOOL, "1.0", "Apply tint by albedo (controlled by spec exponent texture" )
+ SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[0 0.5 1]", "Parameters for remapping fresnel output" )
+ SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" )
+ SHADER_PARAM( PHONGEXPONENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Phong Exponent map" )
+
+ // Rim lighting terms
+ SHADER_PARAM( RIMLIGHT, SHADER_PARAM_TYPE_BOOL, "0", "enables rim lighting" )
+ SHADER_PARAM( RIMLIGHTEXPONENT, SHADER_PARAM_TYPE_FLOAT, "4.0", "Exponent for rim lights" )
+ SHADER_PARAM( RIMLIGHTBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Boost for rim lights" )
+ SHADER_PARAM( RIMMASK, SHADER_PARAM_TYPE_BOOL, "0", "Indicates whether or not to use alpha channel of exponent texture to mask the rim term" )
+ END_SHADER_PARAMS
+// FIXME: doesn't support Fresnel!
+
+ void SetupVars( Cloak_DX9_Vars_t& info )
+ {
+ info.m_nBaseTexture = BASETEXTURE;
+ info.m_nRefractAmount = REFRACTAMOUNT;
+ info.m_nRefractTint = REFRACTTINT;
+ info.m_nNormalMap = NORMALMAP;
+ info.m_nBumpFrame = BUMPFRAME;
+ info.m_nBumpTransform = BUMPTRANSFORM;
+ info.m_nRefractTintTexture = REFRACTTINTTEXTURE;
+ info.m_nRefractTintTextureFrame = REFRACTTINTTEXTUREFRAME;
+ info.m_nFresnelReflection = FRESNELREFLECTION;
+ info.m_nMasked = MASKED;
+ info.m_nCloakFactor = CLOAKFACTOR;
+ info.m_nDiffuseWarpTexture = LIGHTWARPTEXTURE;
+ info.m_nPhongExponent = PHONGEXPONENT;
+ info.m_nPhongTint = PHONGTINT;
+ info.m_nPhongAlbedoTint = PHONGALBEDOTINT;
+ info.m_nPhongExponentTexture = PHONGEXPONENTTEXTURE;
+ info.m_nPhongBoost = PHONGBOOST;
+ info.m_nPhongFresnelRanges = PHONGFRESNELRANGES;
+
+ // Rim lighting parameters
+ info.m_nRimLight = RIMLIGHT;
+ info.m_nRimLightPower = RIMLIGHTEXPONENT;
+ info.m_nRimLightBoost = RIMLIGHTBOOST;
+ info.m_nRimMask = RIMMASK;
+ }
+
+ bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
+ {
+ 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
+ return false;
+ }
+
+ bool IsTranslucent( IMaterialVar **params ) const
+ {
+ if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
+ return true;
+ else
+ return false;
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+ Cloak_DX9_Vars_t info;
+ SetupVars( info );
+ InitParamsCloak_DX9( this, params, pMaterialName, info );
+ }
+
+ SHADER_FALLBACK
+ {
+ if( g_pHardwareConfig->GetDXSupportLevel() < 82 )
+ return "Refract_DX80";
+
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ Cloak_DX9_Vars_t info;
+ SetupVars( info );
+ InitCloak_DX9( this, params, info );
+ }
+
+ SHADER_DRAW
+ {
+ Cloak_DX9_Vars_t info;
+ SetupVars( info );
+ DrawCloak_DX9( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
+ }
+END_SHADER
+