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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.cpp271
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diff --git a/materialsystem/stdshaders/flesh_interior_blended_pass_dx8_helper.cpp b/materialsystem/stdshaders/flesh_interior_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:
+ // 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();
+}