diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/vertexlitgeneric_dx9.cpp')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/vertexlitgeneric_dx9.cpp | 520 |
1 files changed, 520 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/vertexlitgeneric_dx9.cpp b/sp/src/materialsystem/stdshaders/vertexlitgeneric_dx9.cpp new file mode 100644 index 00000000..47105813 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/vertexlitgeneric_dx9.cpp @@ -0,0 +1,520 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//=====================================================================================// + +#include "BaseVSShader.h" +#include "vertexlitgeneric_dx9_helper.h" +#include "emissive_scroll_blended_pass_helper.h" +#include "cloak_blended_pass_helper.h" +#include "flesh_interior_blended_pass_helper.h" +#include "weapon_sheen_pass_helper.h" + + +BEGIN_VS_SHADER( VertexLitGeneric, "Help for VertexLitGeneric" ) + BEGIN_SHADER_PARAMS + SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" ) + SHADER_PARAM( COMPRESS, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "compression wrinklemap" ) + SHADER_PARAM( STRETCH, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "expansion wrinklemap" ) + SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) + SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) + SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" ) + SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) + SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) + SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" ) + SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) + SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) + SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" ) + SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) + SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) + SHADER_PARAM( BUMPCOMPRESS, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader3_normal", "compression bump map" ) + SHADER_PARAM( BUMPSTRETCH, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "expansion 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" ) + SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) + SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) + SHADER_PARAM( SELFILLUM_ENVMAPMASK_ALPHA, SHADER_PARAM_TYPE_FLOAT,"0.0","defines that self illum value comes from env map mask alpha" ) + SHADER_PARAM( SELFILLUMFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "Self illum fresnel" ) + SHADER_PARAM( SELFILLUMFRESNELMINMAXEXP, SHADER_PARAM_TYPE_VEC4, "0", "Self illum fresnel min, max, exp" ) + SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) + SHADER_PARAM( FLASHLIGHTNOLAMBERT, SHADER_PARAM_TYPE_BOOL, "0", "Flashlight pass sets N.L=1.0" ) + + // Debugging term for visualizing ambient data on its own + SHADER_PARAM( AMBIENTONLY, SHADER_PARAM_TYPE_INTEGER, "0", "Control drawing of non-ambient light ()" ) + + SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "5.0", "Phong exponent for local specular lights" ) + SHADER_PARAM( PHONGTINT, SHADER_PARAM_TYPE_VEC3, "5.0", "Phong tint for local specular lights" ) + SHADER_PARAM( PHONGALBEDOTINT, SHADER_PARAM_TYPE_BOOL, "1.0", "Apply tint by albedo (controlled by spec exponent texture" ) + SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" ) + SHADER_PARAM( PHONGWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "warp the specular term" ) + SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[0 0.5 1]", "Parameters for remapping fresnel output" ) + SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" ) + SHADER_PARAM( PHONGEXPONENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Phong Exponent map" ) + SHADER_PARAM( PHONG, SHADER_PARAM_TYPE_BOOL, "0", "enables phong lighting" ) + SHADER_PARAM( BASEMAPALPHAPHONGMASK, SHADER_PARAM_TYPE_INTEGER, "0", "indicates that there is no normal map and that the phong mask is in base alpha" ) + SHADER_PARAM( INVERTPHONGMASK, SHADER_PARAM_TYPE_INTEGER, "0", "invert the phong mask (0=full phong, 1=no phong)" ) + SHADER_PARAM( ENVMAPFRESNEL, SHADER_PARAM_TYPE_FLOAT, "0", "Degree to which Fresnel should be applied to env map" ) + SHADER_PARAM( SELFILLUMMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "If we bind a texture here, it overrides base alpha (if any) for self illum" ) + + // detail (multi-) texturing + SHADER_PARAM( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" ) + SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." ) + SHADER_PARAM( DETAILTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "detail texture tint" ) + SHADER_PARAM( DETAILTEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$detail texcoord transform" ) + + // Rim lighting terms + SHADER_PARAM( RIMLIGHT, SHADER_PARAM_TYPE_BOOL, "0", "enables rim lighting" ) + SHADER_PARAM( RIMLIGHTEXPONENT, SHADER_PARAM_TYPE_FLOAT, "4.0", "Exponent for rim lights" ) + SHADER_PARAM( RIMLIGHTBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Boost for rim lights" ) + SHADER_PARAM( RIMMASK, SHADER_PARAM_TYPE_BOOL, "0", "Indicates whether or not to use alpha channel of exponent texture to mask the rim term" ) + + // Seamless mapping scale + SHADER_PARAM( SEAMLESS_BASE, SHADER_PARAM_TYPE_BOOL, "0", "whether to apply seamless mapping to the base texture. requires a smooth model." ) + SHADER_PARAM( SEAMLESS_DETAIL, SHADER_PARAM_TYPE_BOOL, "0", "where to apply seamless mapping to the detail texture." ) + SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "the scale for the seamless mapping. # of repetions of texture per inch." ) + + // Emissive Scroll Pass + SHADER_PARAM( EMISSIVEBLENDENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable emissive blend pass" ) + SHADER_PARAM( EMISSIVEBLENDBASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" ) + SHADER_PARAM( EMISSIVEBLENDSCROLLVECTOR, SHADER_PARAM_TYPE_VEC2, "[0.11 0.124]", "Emissive scroll vec" ) + SHADER_PARAM( EMISSIVEBLENDSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1.0", "Emissive blend strength" ) + SHADER_PARAM( EMISSIVEBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" ) + SHADER_PARAM( EMISSIVEBLENDTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) + SHADER_PARAM( EMISSIVEBLENDFLOWTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "flow map" ) + SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" ) + + // 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", "" ) + + // Weapon Sheen Pass + SHADER_PARAM( SHEENPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables weapon sheen render in a second pass" ) + SHADER_PARAM( SHEENMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "sheenmap" ) + SHADER_PARAM( SHEENMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "sheenmap mask" ) + SHADER_PARAM( SHEENMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) + SHADER_PARAM( SHEENMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "sheenmap tint" ) + SHADER_PARAM( SHEENMAPMASKSCALEX, SHADER_PARAM_TYPE_FLOAT, "1", "X Scale the size of the map mask to the size of the target" ) + SHADER_PARAM( SHEENMAPMASKSCALEY, SHADER_PARAM_TYPE_FLOAT, "1", "Y Scale the size of the map mask to the size of the target" ) + SHADER_PARAM( SHEENMAPMASKOFFSETX, SHADER_PARAM_TYPE_FLOAT, "0", "X Offset of the mask relative to model space coords of target" ) + SHADER_PARAM( SHEENMAPMASKOFFSETY, SHADER_PARAM_TYPE_FLOAT, "0", "Y Offset of the mask relative to model space coords of target" ) + SHADER_PARAM( SHEENMAPMASKDIRECTION, SHADER_PARAM_TYPE_INTEGER, "0", "The direction the sheen should move (length direction of weapon) XYZ, 0,1,2" ) + SHADER_PARAM( SHEENINDEX, SHADER_PARAM_TYPE_INTEGER, "0", "Index of the Effect Type (Color Additive, Override etc...)" ) + + // 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" ) + + SHADER_PARAM( SEPARATEDETAILUVS, SHADER_PARAM_TYPE_BOOL, "0", "Use texcoord1 for detail texture" ) + SHADER_PARAM( LINEARWRITE, SHADER_PARAM_TYPE_INTEGER, "0", "Disables SRGB conversion of shader results." ) + SHADER_PARAM( DEPTHBLEND, SHADER_PARAM_TYPE_INTEGER, "0", "fade at intersection boundaries. Only supported without bumpmaps" ) + SHADER_PARAM( DEPTHBLENDSCALE, SHADER_PARAM_TYPE_FLOAT, "50.0", "Amplify or reduce DEPTHBLEND fading. Lower values make harder edges." ) + + SHADER_PARAM( BLENDTINTBYBASEALPHA, SHADER_PARAM_TYPE_BOOL, "0", "Use the base alpha to blend in the $color modulation") + SHADER_PARAM( BLENDTINTCOLOROVERBASE, SHADER_PARAM_TYPE_FLOAT, "0", "blend between tint acting as a multiplication versus a replace" ) + END_SHADER_PARAMS + + void SetupVars( VertexLitGeneric_DX9_Vars_t& info ) + { + info.m_nBaseTexture = BASETEXTURE; + info.m_nWrinkle = COMPRESS; + info.m_nStretch = STRETCH; + info.m_nBaseTextureFrame = FRAME; + info.m_nBaseTextureTransform = BASETEXTURETRANSFORM; + info.m_nAlbedo = ALBEDO; + info.m_nSelfIllumTint = SELFILLUMTINT; + info.m_nDetail = DETAIL; + info.m_nDetailFrame = DETAILFRAME; + info.m_nDetailScale = DETAILSCALE; + info.m_nEnvmap = ENVMAP; + info.m_nEnvmapFrame = ENVMAPFRAME; + info.m_nEnvmapMask = ENVMAPMASK; + info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME; + info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM; + info.m_nEnvmapTint = ENVMAPTINT; + info.m_nBumpmap = BUMPMAP; + info.m_nNormalWrinkle = BUMPCOMPRESS; + info.m_nNormalStretch = BUMPSTRETCH; + info.m_nBumpFrame = BUMPFRAME; + info.m_nBumpTransform = BUMPTRANSFORM; + info.m_nEnvmapContrast = ENVMAPCONTRAST; + info.m_nEnvmapSaturation = ENVMAPSATURATION; + info.m_nAlphaTestReference = ALPHATESTREFERENCE; + info.m_nFlashlightNoLambert = FLASHLIGHTNOLAMBERT; + + info.m_nFlashlightTexture = FLASHLIGHTTEXTURE; + info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME; + info.m_nSelfIllumEnvMapMask_Alpha = SELFILLUM_ENVMAPMASK_ALPHA; + info.m_nSelfIllumFresnel = SELFILLUMFRESNEL; + info.m_nSelfIllumFresnelMinMaxExp = SELFILLUMFRESNELMINMAXEXP; + + info.m_nAmbientOnly = AMBIENTONLY; + info.m_nPhongExponent = PHONGEXPONENT; + info.m_nPhongExponentTexture = PHONGEXPONENTTEXTURE; + info.m_nPhongTint = PHONGTINT; + info.m_nPhongAlbedoTint = PHONGALBEDOTINT; + info.m_nDiffuseWarpTexture = LIGHTWARPTEXTURE; + info.m_nPhongWarpTexture = PHONGWARPTEXTURE; + info.m_nPhongBoost = PHONGBOOST; + info.m_nPhongFresnelRanges = PHONGFRESNELRANGES; + info.m_nPhong = PHONG; + info.m_nBaseMapAlphaPhongMask = BASEMAPALPHAPHONGMASK; + info.m_nEnvmapFresnel = ENVMAPFRESNEL; + info.m_nDetailTextureCombineMode = DETAILBLENDMODE; + info.m_nDetailTextureBlendFactor = DETAILBLENDFACTOR; + info.m_nDetailTextureTransform = DETAILTEXTURETRANSFORM; + + // Rim lighting parameters + info.m_nRimLight = RIMLIGHT; + info.m_nRimLightPower = RIMLIGHTEXPONENT; + info.m_nRimLightBoost = RIMLIGHTBOOST; + info.m_nRimMask = RIMMASK; + + // seamless + info.m_nSeamlessScale = SEAMLESS_SCALE; + info.m_nSeamlessDetail = SEAMLESS_DETAIL; + info.m_nSeamlessBase = SEAMLESS_BASE; + + info.m_nSeparateDetailUVs = SEPARATEDETAILUVS; + + info.m_nLinearWrite = LINEARWRITE; + info.m_nDetailTint = DETAILTINT; + info.m_nInvertPhongMask = INVERTPHONGMASK; + + info.m_nDepthBlend = DEPTHBLEND; + info.m_nDepthBlendScale = DEPTHBLENDSCALE; + + info.m_nSelfIllumMask = SELFILLUMMASK; + info.m_nBlendTintByBaseAlpha = BLENDTINTBYBASEALPHA; + info.m_nTintReplacesBaseColor = BLENDTINTCOLOROVERBASE; + } + + // 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; + } + + // Weapon Sheen Pass + void SetupVarsWeaponSheenPass( WeaponSheenPassVars_t &info ) + { + info.m_nSheenMap = SHEENMAP; + info.m_nSheenMapMask = SHEENMAPMASK; + info.m_nSheenMapMaskFrame = SHEENMAPMASKFRAME; + info.m_nSheenMapTint = SHEENMAPTINT; + info.m_nSheenMapMaskScaleX = SHEENMAPMASKSCALEX; + info.m_nSheenMapMaskScaleY = SHEENMAPMASKSCALEY; + info.m_nSheenMapMaskOffsetX = SHEENMAPMASKOFFSETX; + info.m_nSheenMapMaskOffsetY = SHEENMAPMASKOFFSETY; + info.m_nSheenMapMaskDirection = SHEENMAPMASKDIRECTION; + info.m_nSheenIndex = SHEENINDEX; + + 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 + } + if ( params[SHEENPASSENABLED]->GetIntValue() ) // If material supports weapon sheen + return true; + + // 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 ); + } + + // Emissive Scroll Pass + void SetupVarsEmissiveScrollBlendedPass( EmissiveScrollBlendedPassVars_t &info ) + { + info.m_nBlendStrength = EMISSIVEBLENDSTRENGTH; + info.m_nBaseTexture = EMISSIVEBLENDBASETEXTURE; + info.m_nFlowTexture = EMISSIVEBLENDFLOWTEXTURE; + info.m_nEmissiveTexture = EMISSIVEBLENDTEXTURE; + info.m_nEmissiveTint = EMISSIVEBLENDTINT; + info.m_nEmissiveScrollVector = EMISSIVEBLENDSCROLLVECTOR; + info.m_nTime = TIME; + } + + // 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; + + info.m_nTime = TIME; + } + + SHADER_INIT_PARAMS() + { + VertexLitGeneric_DX9_Vars_t vars; + SetupVars( vars ); + InitParamsVertexLitGeneric_DX9( this, params, pMaterialName, true, vars ); + + // 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 ); + } + + // Sheen Pass + if ( !params[SHEENPASSENABLED]->IsDefined() ) + { + params[SHEENPASSENABLED]->SetIntValue( 0 ); + } + else if ( params[SHEENPASSENABLED]->GetIntValue() ) + { + WeaponSheenPassVars_t info; + SetupVarsWeaponSheenPass( info ); + InitParamsWeaponSheenPass( this, params, pMaterialName, info ); + } + + // Emissive Scroll Pass + if ( !params[EMISSIVEBLENDENABLED]->IsDefined() ) + { + params[EMISSIVEBLENDENABLED]->SetIntValue( 0 ); + } + else if ( params[EMISSIVEBLENDENABLED]->GetIntValue() ) + { + EmissiveScrollBlendedPassVars_t info; + SetupVarsEmissiveScrollBlendedPass( info ); + InitParamsEmissiveScrollBlendedPass( this, params, pMaterialName, info ); + } + + // 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 ); + } + } + + SHADER_FALLBACK + { + if (g_pHardwareConfig->GetDXSupportLevel() < 70) + return "VertexLitGeneric_DX6"; + + if (g_pHardwareConfig->GetDXSupportLevel() < 80) + return "VertexLitGeneric_DX7"; + + if (g_pHardwareConfig->GetDXSupportLevel() < 90) + return "VertexLitGeneric_DX8"; + + return 0; + } + + SHADER_INIT + { + VertexLitGeneric_DX9_Vars_t vars; + SetupVars( vars ); + InitVertexLitGeneric_DX9( this, params, true, vars ); + + // Cloak Pass + if ( params[CLOAKPASSENABLED]->GetIntValue() ) + { + CloakBlendedPassVars_t info; + SetupVarsCloakBlendedPass( info ); + InitCloakBlendedPass( this, params, info ); + } + + // TODO : Only do this if we're in range of the camera + // Weapon Sheen + if ( params[SHEENPASSENABLED]->GetIntValue() ) + { + WeaponSheenPassVars_t info; + SetupVarsWeaponSheenPass( info ); + InitWeaponSheenPass( this, params, info ); + } + + // Emissive Scroll Pass + if ( params[EMISSIVEBLENDENABLED]->GetIntValue() ) + { + EmissiveScrollBlendedPassVars_t info; + SetupVarsEmissiveScrollBlendedPass( info ); + InitEmissiveScrollBlendedPass( this, params, info ); + } + + // Flesh Interior Pass + if ( params[FLESHINTERIORENABLED]->GetIntValue() ) + { + FleshInteriorBlendedPassVars_t info; + SetupVarsFleshInteriorBlendedPass( info ); + InitFleshInteriorBlendedPass( this, params, info ); + } + } + + SHADER_DRAW + { + // 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 ) + { + VertexLitGeneric_DX9_Vars_t vars; + SetupVars( vars ); + DrawVertexLitGeneric_DX9( this, params, pShaderAPI, pShaderShadow, true, vars, vertexCompression, pContextDataPtr ); + } + else + { + // Skip this pass! + Draw( false ); + } + + // Weapon sheen pass + // only if doing standard as well (don't do it if cloaked) + if ( params[SHEENPASSENABLED]->GetIntValue() ) + { + WeaponSheenPassVars_t info; + SetupVarsWeaponSheenPass( info ); + if ( ( pShaderShadow != NULL ) || ( bDrawStandardPass && ShouldDrawMaterialSheen( params, info ) ) ) + { + DrawWeaponSheenPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); + } + 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 ); + } + } + + // Emissive Scroll Pass + if ( params[EMISSIVEBLENDENABLED]->GetIntValue() ) + { + // If ( snapshotting ) or ( we need to draw this frame ) + if ( ( pShaderShadow != NULL ) || ( params[EMISSIVEBLENDSTRENGTH]->GetFloatValue() > 0.0f ) ) + { + EmissiveScrollBlendedPassVars_t info; + SetupVarsEmissiveScrollBlendedPass( info ); + DrawEmissiveScrollBlendedPass( 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 ); + } + } + + // 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, vertexCompression ); + } + else // We're not snapshotting and we don't need to draw this frame + { + // Skip this pass! + Draw( false ); + } + } + } +END_SHADER |