summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/cloak_blended_pass_helper.cpp
diff options
context:
space:
mode:
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_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_helper.cpp')
-rw-r--r--materialsystem/stdshaders/cloak_blended_pass_helper.cpp358
1 files changed, 358 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/cloak_blended_pass_helper.cpp b/materialsystem/stdshaders/cloak_blended_pass_helper.cpp
new file mode 100644
index 0000000..6fe9e58
--- /dev/null
+++ b/materialsystem/stdshaders/cloak_blended_pass_helper.cpp
@@ -0,0 +1,358 @@
+//========= 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", "" )
+
+ // This should already exist
+ //SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump 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" )
+
+ 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;
+
+ // Delete these lines if not bump mapping!
+ info.m_nBumpmap = BUMPMAP;
+ info.m_nBumpFrame = BUMPFRAME;
+ info.m_nBumpTransform = BUMPTRANSFORM;
+ }
+
+ 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 );
+ }
+ 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_vs20.inc"
+#include "cloak_blended_pass_ps20.inc"
+#include "cloak_blended_pass_ps20b.inc"
+
+#ifndef _X360
+#include "cloak_blended_pass_vs30.inc"
+#include "cloak_blended_pass_ps30.inc"
+#endif
+
+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] );
+ }
+
+ if( (info.m_nBumpFrame != -1 ) && !params[info.m_nBumpFrame]->IsDefined() )
+ {
+ params[info.m_nBumpFrame]->SetIntValue( 0 );
+ }
+}
+
+void InitCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, CloakBlendedPassVars_t &info )
+{
+ // Load textures
+ if ( g_pConfig->UseBumpmapping() )
+ {
+ if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
+ {
+ pShader->LoadTexture( info.m_nBumpmap );
+ }
+ }
+}
+
+void DrawCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
+ IShaderShadow* pShaderShadow, CloakBlendedPassVars_t &info, VertexCompressionType_t vertexCompression )
+{
+ bool bBumpMapping = ( !g_pConfig->UseBumpmapping() ) || ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1;
+
+ 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 );
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ // Vertex Shader
+ DECLARE_STATIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
+ SET_STATIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
+
+ // Pixel Shader
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
+ SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
+ SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
+ SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
+ SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ // The vertex shader uses the vertex id stream
+ SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
+
+ // Vertex Shader
+ DECLARE_STATIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
+ SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
+ SET_STATIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
+
+ // Pixel Shader
+ DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
+ SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
+ SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
+ }
+#endif
+
+ // Textures
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
+ if ( bBumpMapping )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB
+ }
+ pShaderShadow->EnableSRGBWrite( true );
+
+ // 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 Constants
+ if ( ( bBumpMapping ) && ( info.m_nBumpTransform != -1 ) )
+ {
+ pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBumpTransform );
+ }
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ // Set Vertex Shader Combos
+ DECLARE_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
+
+ // Set Pixel Shader Combos
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
+
+ // Set Vertex Shader Combos
+ DECLARE_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
+
+ // Set Pixel Shader Combos
+ DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
+ SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
+ }
+#endif
+
+ // Bind textures
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
+ if ( bBumpMapping )
+ {
+ pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame );
+ }
+
+ // Set Pixel Shader Constants
+ float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
+ pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
+
+ float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor;
+ vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount;
+ pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 );
+
+ // Refract color tint
+ pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue() : kDefaultCloakColorTint, 1 );
+
+ // Set c0 and c1 to contain first two rows of ViewProj matrix
+ VMatrix mView, mProj;
+ pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
+ pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
+ VMatrix mViewProj = mView * mProj;
+ mViewProj = mViewProj.Transpose3x3();
+ pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 );
+ }
+ 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;
+}