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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_blended_pass_dx8_helper.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/cloak_blended_pass_dx8_helper.cpp')
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diff --git a/materialsystem/stdshaders/cloak_blended_pass_dx8_helper.cpp b/materialsystem/stdshaders/cloak_blended_pass_dx8_helper.cpp
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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;
+}