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Diffstat (limited to 'materialsystem/stdshaders/flesh_interior_blended_pass_dx8_helper.cpp')
| -rw-r--r-- | materialsystem/stdshaders/flesh_interior_blended_pass_dx8_helper.cpp | 271 |
1 files changed, 271 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/flesh_interior_blended_pass_dx8_helper.cpp b/materialsystem/stdshaders/flesh_interior_blended_pass_dx8_helper.cpp new file mode 100644 index 0000000..9b02330 --- /dev/null +++ b/materialsystem/stdshaders/flesh_interior_blended_pass_dx8_helper.cpp @@ -0,0 +1,271 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// + +/* Example how to plug this into an existing shader: + + In the VMT: + // Flesh Interior Pass + "$FleshInteriorEnabled" "1" // Enables effect + "$FleshInteriorTexture" "models/Alyx/alyx_flesh_color" // Mask in alpha + "$FleshNormalTexture" "models/Alyx/alyx_flesh_normal" + "$FleshBorderTexture1D" "models/Alyx/alyx_flesh_border" + "$FleshInteriorNoiseTexture" "Engine/noise-blur-256x256" + "$FleshSubsurfaceTexture" "models/Alyx/alyx_flesh_subsurface" + "$FleshBorderNoiseScale" "1.5" // Flesh Noise UV scalar for border + "$FleshBorderWidth" "0.3" // Width of flesh border + "$FleshBorderSoftness" "0.42" // Border softness must be greater than 0.0 and up tp 0.5 + "$FleshBorderTint" "[1 1 1]" // Tint / brighten the border 1D texture + "$FleshGlossBrightness" "0.66" // Change the brightness of the glossy layer + "$FleshDebugForceFleshOn" "0" // DEBUG: This will force on full flesh for testing + "$FleshScrollSpeed" "1.0" + "Proxies" + { + "FleshInterior" + { + } + } + + #include "flesh_interior_blended_pass_helper.h" + + In BEGIN_SHADER_PARAMS: + // Flesh Interior Pass + SHADER_PARAM( FLESHINTERIORENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable Flesh interior blend pass" ) + SHADER_PARAM( FLESHINTERIORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh color texture" ) + SHADER_PARAM( FLESHINTERIORNOISETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh noise texture" ) + SHADER_PARAM( FLESHBORDERTEXTURE1D, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh border 1D texture" ) + SHADER_PARAM( FLESHNORMALTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh normal texture" ) + SHADER_PARAM( FLESHSUBSURFACETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh subsurface texture" ) + SHADER_PARAM( FLESHCUBETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh cubemap texture" ) + SHADER_PARAM( FLESHBORDERNOISESCALE, SHADER_PARAM_TYPE_FLOAT, "1.5", "Flesh Noise UV scalar for border" ) + SHADER_PARAM( FLESHDEBUGFORCEFLESHON, SHADER_PARAM_TYPE_BOOL, "0", "Flesh Debug full flesh" ) + SHADER_PARAM( FLESHEFFECTCENTERRADIUS1, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) + SHADER_PARAM( FLESHEFFECTCENTERRADIUS2, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) + SHADER_PARAM( FLESHEFFECTCENTERRADIUS3, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) + SHADER_PARAM( FLESHEFFECTCENTERRADIUS4, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) + SHADER_PARAM( FLESHSUBSURFACETINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Subsurface Color" ) + SHADER_PARAM( FLESHBORDERWIDTH, SHADER_PARAM_TYPE_FLOAT, "0.3", "Flesh border" ) + SHADER_PARAM( FLESHBORDERSOFTNESS, SHADER_PARAM_TYPE_FLOAT, "0.42", "Flesh border softness (> 0.0 && <= 0.5)" ) + SHADER_PARAM( FLESHBORDERTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Flesh border Color" ) + SHADER_PARAM( FLESHGLOBALOPACITY, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh global opacity" ) + SHADER_PARAM( FLESHGLOSSBRIGHTNESS, SHADER_PARAM_TYPE_FLOAT, "0.66", "Flesh gloss brightness" ) + SHADER_PARAM( FLESHSCROLLSPEED, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh scroll speed" ) + + Add this above SHADER_INIT_PARAMS() + // Flesh Interior Pass + void SetupVarsFleshInteriorBlendedPass( FleshInteriorBlendedPassVars_t &info ) + { + info.m_nFleshTexture = FLESHINTERIORTEXTURE; + info.m_nFleshNoiseTexture = FLESHINTERIORNOISETEXTURE; + info.m_nFleshBorderTexture1D = FLESHBORDERTEXTURE1D; + info.m_nFleshNormalTexture = FLESHNORMALTEXTURE; + info.m_nFleshSubsurfaceTexture = FLESHSUBSURFACETEXTURE; + info.m_nFleshCubeTexture = FLESHCUBETEXTURE; + + info.m_nflBorderNoiseScale = FLESHBORDERNOISESCALE; + info.m_nflDebugForceFleshOn = FLESHDEBUGFORCEFLESHON; + info.m_nvEffectCenterRadius1 = FLESHEFFECTCENTERRADIUS1; + info.m_nvEffectCenterRadius2 = FLESHEFFECTCENTERRADIUS2; + info.m_nvEffectCenterRadius3 = FLESHEFFECTCENTERRADIUS3; + info.m_nvEffectCenterRadius4 = FLESHEFFECTCENTERRADIUS4; + + info.m_ncSubsurfaceTint = FLESHSUBSURFACETINT; + info.m_nflBorderWidth = FLESHBORDERWIDTH; + info.m_nflBorderSoftness = FLESHBORDERSOFTNESS; + info.m_ncBorderTint = FLESHBORDERTINT; + info.m_nflGlobalOpacity = FLESHGLOBALOPACITY; + info.m_nflGlossBrightness = FLESHGLOSSBRIGHTNESS; + info.m_nflScrollSpeed = FLESHSCROLLSPEED; + } + + In SHADER_INIT_PARAMS() + // Flesh Interior Pass + if ( !params[FLESHINTERIORENABLED]->IsDefined() ) + { + params[FLESHINTERIORENABLED]->SetIntValue( 0 ); + } + else if ( params[FLESHINTERIORENABLED]->GetIntValue() ) + { + FleshInteriorBlendedPassVars_t info; + SetupVarsFleshInteriorBlendedPass( info ); + InitParamsFleshInteriorBlendedPass( this, params, pMaterialName, info ); + } + + In SHADER_INIT + // Flesh Interior Pass + if ( params[FLESHINTERIORENABLED]->GetIntValue() ) + { + FleshInteriorBlendedPassVars_t info; + SetupVarsFleshInteriorBlendedPass( info ); + InitFleshInteriorBlendedPass( this, params, info ); + } + + At the very end of SHADER_DRAW + // Flesh Interior Pass + if ( params[FLESHINTERIORENABLED]->GetIntValue() ) + { + // If ( snapshotting ) or ( we need to draw this frame ) + if ( ( pShaderShadow != NULL ) || ( true ) ) + { + FleshInteriorBlendedPassVars_t info; + SetupVarsFleshInteriorBlendedPass( info ); + DrawFleshInteriorBlendedPass( 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 "convar.h" +#include "flesh_interior_blended_pass_helper.h" + +// Auto generated inc files +#include "flesh_interior_blended_pass_dx8_vs11.inc" + +void InitParamsFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, FleshInteriorBlendedPassVars_t &info ) +{ + SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); + + SET_PARAM_STRING_IF_NOT_DEFINED( info.m_nFleshCubeTexture, "env_cubemap" ); // Default to in-game env map + SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflBorderNoiseScale, kDefaultBorderNoiseScale ); + SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflDebugForceFleshOn, kDefaultDebugForceFleshOn ); + SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nvEffectCenterRadius1, kDefaultEffectCenterRadius, 4 ); + SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nvEffectCenterRadius2, kDefaultEffectCenterRadius, 4 ); + SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nvEffectCenterRadius3, kDefaultEffectCenterRadius, 4 ); + SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nvEffectCenterRadius4, kDefaultEffectCenterRadius, 4 ); + SET_PARAM_VEC_IF_NOT_DEFINED( info.m_ncSubsurfaceTint, kDefaultSubsurfaceTint, 4 ); + SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflBorderWidth, kDefaultBorderWidth ); + SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflBorderSoftness, kDefaultBorderSoftness ); + SET_PARAM_VEC_IF_NOT_DEFINED( info.m_ncBorderTint, kDefaultBorderTint, 4 ); + SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflGlobalOpacity, kDefaultGlobalOpacity ); + SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflGlossBrightness, kDefaultGlossBrightness ); + SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflScrollSpeed, kDefaultScrollSpeed ); + SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f ); +} + +void InitFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, FleshInteriorBlendedPassVars_t &info ) +{ + // Load textures + pShader->LoadTexture( info.m_nFleshTexture ); + //pShader->LoadTexture( info.m_nFleshNoiseTexture ); + //pShader->LoadTexture( info.m_nFleshBorderTexture1D ); + //pShader->LoadTexture( info.m_nFleshNormalTexture ); + //pShader->LoadTexture( info.m_nFleshSubsurfaceTexture ); + //pShader->LoadCubeMap( info.m_nFleshCubeTexture ); +} + +void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, + IShaderShadow* pShaderShadow, FleshInteriorBlendedPassVars_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 + flesh_interior_blended_pass_dx8_vs11_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "flesh_interior_blended_pass_dx8_vs11", vshIndex.GetIndex() ); + + // Pixel Shader + pShaderShadow->SetPixelShader( "flesh_interior_blended_pass_dx8_ps11", 0 ); + + // Textures + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + + // Blending + pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + pShaderShadow->EnableAlphaTest( true ); + pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f ); + } + DYNAMIC_STATE + { + // Reset render state manually since we're drawing from two materials + pShaderAPI->SetDefaultState(); + + // Set Vertex Shader Combos + flesh_interior_blended_pass_dx8_vs11_Dynamic_Index vshIndex; + vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + + // Set Vertex Shader Constants + + // Time % 1000 + float flCurrentTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime(); + flCurrentTime *= IS_PARAM_DEFINED( info.m_nflScrollSpeed ) ? params[info.m_nflScrollSpeed]->GetFloatValue() : kDefaultScrollSpeed; // This is a dirty hack, but it works well enough + + float vVsConst0[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + vVsConst0[0] = flCurrentTime; + vVsConst0[0] -= (float)( (int)( vVsConst0[0] / 1000.0f ) ) * 1000.0f; + + // Flesh effect centers and radii + float vVsConst1[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; + if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius1 ) ) + { + params[info.m_nvEffectCenterRadius1]->GetVecValue( vVsConst1, 4 ); + if ( vVsConst1[3] < 0.001f ) + vVsConst1[3] = 0.001f; + vVsConst1[3] = 1.0f / vVsConst1[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader + } + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vVsConst1, 1 ); + + float vVsConst2[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; + if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius2 ) ) + { + params[info.m_nvEffectCenterRadius2]->GetVecValue( vVsConst2, 4 ); + if ( vVsConst2[3] < 0.001f ) + vVsConst2[3] = 0.001f; + vVsConst2[3] = 1.0f / vVsConst2[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader + } + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vVsConst2, 2 ); + + float vVsConst3[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; + if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius3 ) ) + { + params[info.m_nvEffectCenterRadius3]->GetVecValue( vVsConst3, 4 ); + if ( vVsConst3[3] < 0.001f ) + vVsConst3[3] = 0.001f; + vVsConst3[3] = 1.0f / vVsConst3[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader + } + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vVsConst3, 3 ); + + float vVsConst4[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; + if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius4 ) ) + { + params[info.m_nvEffectCenterRadius4]->GetVecValue( vVsConst4, 4 ); + if ( vVsConst4[3] < 0.001f ) + vVsConst4[3] = 0.001f; + vVsConst4[3] = 1.0f / vVsConst4[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader + } + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, vVsConst4, 4 ); + + // Set Pixel Shader Combos + /* None */ + + // Bind textures + pShader->BindTexture( SHADER_SAMPLER0, info.m_nFleshTexture ); + + // Set Pixel Shader Constants + + // Border color tint + pShaderAPI->SetPixelShaderConstant( 3, IS_PARAM_DEFINED( info.m_ncBorderTint ) ? params[info.m_ncBorderTint]->GetVecValue() : kDefaultBorderTint, 1 ); + + // Global opacity + float vPsConst4[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + vPsConst4[0] = IS_PARAM_DEFINED( info.m_nflGlobalOpacity ) ? params[info.m_nflGlobalOpacity]->GetFloatValue() : kDefaultGlobalOpacity; + pShaderAPI->SetPixelShaderConstant( 4, vPsConst4, 1 ); + + float vPsConst5[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; + pShaderAPI->SetPixelShaderConstant( 5, vPsConst5, 1 ); + } + pShader->Draw(); +} |