sqwarmed/sdk_src/materialsystem/stdshaders/cloak.cpp

124 lines
5.2 KiB
C++

//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
//
// Purpose: Cloaking shader for Spy in TF2 (and probably many other things to come)
//
// $NoKeywords: $
//=====================================================================================//
#include "BaseVSShader.h"
#include "convar.h"
#include "cloak_dx9_helper.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Cloak, Cloak_DX90 )
BEGIN_VS_SHADER( Cloak_DX90, "Help for Cloak" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal 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( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" )
SHADER_PARAM( REFRACTTINTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shield", "" )
SHADER_PARAM( REFRACTTINTTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" )
SHADER_PARAM( NOWRITEZ, SHADER_PARAM_TYPE_INTEGER, "0", "0 == write z, 1 = no write z" )
SHADER_PARAM( MASKED, SHADER_PARAM_TYPE_BOOL, "0", "mask using dest alpha" )
SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0", "How cloaked? Zero is not cloaked, 1 is fully cloaked." )
SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" )
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( 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" )
// 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" )
END_SHADER_PARAMS
// FIXME: doesn't support Fresnel!
void SetupVars( Cloak_DX9_Vars_t& info )
{
info.m_nBaseTexture = BASETEXTURE;
info.m_nRefractAmount = REFRACTAMOUNT;
info.m_nRefractTint = REFRACTTINT;
info.m_nNormalMap = NORMALMAP;
info.m_nBumpFrame = BUMPFRAME;
info.m_nBumpTransform = BUMPTRANSFORM;
info.m_nRefractTintTexture = REFRACTTINTTEXTURE;
info.m_nRefractTintTextureFrame = REFRACTTINTTEXTUREFRAME;
info.m_nFresnelReflection = FRESNELREFLECTION;
info.m_nMasked = MASKED;
info.m_nCloakFactor = CLOAKFACTOR;
info.m_nDiffuseWarpTexture = LIGHTWARPTEXTURE;
info.m_nPhongExponent = PHONGEXPONENT;
info.m_nPhongTint = PHONGTINT;
info.m_nPhongAlbedoTint = PHONGALBEDOTINT;
info.m_nPhongExponentTexture = PHONGEXPONENTTEXTURE;
info.m_nPhongBoost = PHONGBOOST;
info.m_nPhongFresnelRanges = PHONGFRESNELRANGES;
// Rim lighting parameters
info.m_nRimLight = RIMLIGHT;
info.m_nRimLightPower = RIMLIGHTEXPONENT;
info.m_nRimLightBoost = RIMLIGHTBOOST;
info.m_nRimMask = RIMMASK;
}
bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
{
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
return false;
}
bool IsTranslucent( IMaterialVar **params ) const
{
if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
return true;
else
return false;
}
SHADER_INIT_PARAMS()
{
Cloak_DX9_Vars_t info;
SetupVars( info );
InitParamsCloak_DX9( this, params, pMaterialName, info );
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
Cloak_DX9_Vars_t info;
SetupVars( info );
InitCloak_DX9( this, params, info );
}
SHADER_DRAW
{
Cloak_DX9_Vars_t info;
SetupVars( info );
DrawCloak_DX9( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
}
END_SHADER