diff options
Diffstat (limited to 'materialsystem/stdshaders/cloak_blended_pass_dx8_helper.cpp')
| -rw-r--r-- | materialsystem/stdshaders/cloak_blended_pass_dx8_helper.cpp | 252 |
1 files changed, 252 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/cloak_blended_pass_dx8_helper.cpp b/materialsystem/stdshaders/cloak_blended_pass_dx8_helper.cpp new file mode 100644 index 0000000..e3d82c6 --- /dev/null +++ b/materialsystem/stdshaders/cloak_blended_pass_dx8_helper.cpp @@ -0,0 +1,252 @@ +//========= 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; +} |