hl2_src-leak-2017/src/materialsystem/stdshaders/flesh_interior_blended_pass...

356 lines
17 KiB
C++

//========= 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_vs20.inc"
#include "flesh_interior_blended_pass_ps20.inc"
#include "flesh_interior_blended_pass_ps20b.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, TEXTUREFLAGS_SRGB );
pShader->LoadTexture( info.m_nFleshNoiseTexture );
pShader->LoadTexture( info.m_nFleshBorderTexture1D, TEXTUREFLAGS_SRGB );
pShader->LoadTexture( info.m_nFleshNormalTexture );
pShader->LoadTexture( info.m_nFleshSubsurfaceTexture, TEXTUREFLAGS_SRGB );
pShader->LoadCubeMap( info.m_nFleshCubeTexture, TEXTUREFLAGS_SRGB );
}
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 );
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
// Vertex Shader
DECLARE_STATIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
SET_STATIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 );
// Pixel Shader
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20b );
SET_STATIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20 );
SET_STATIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20 );
}
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Noise texture not sRGB
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false ); // Normal texture not sRGB
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true );
pShaderShadow->EnableSRGBWrite( 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();
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
// Set Vertex Shader Combos
LightState_t lightState = { 0, false, false };
pShaderAPI->GetDX9LightState( &lightState );
DECLARE_DYNAMIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 );
// Set Vertex Shader Constants
pShader->SetAmbientCubeDynamicStateVertexShader();
// 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;
// Noise UV scroll
vVsConst0[1] = flCurrentTime / 100.0f;
vVsConst0[1] -= (float)( (int)( vVsConst0[1] ) );
// Border noise scale
vVsConst0[2] = IS_PARAM_DEFINED( info.m_nflBorderNoiseScale ) ? params[info.m_nflBorderNoiseScale]->GetFloatValue() : kDefaultBorderNoiseScale;
// Debug force flesh on
vVsConst0[3] = IS_PARAM_DEFINED( info.m_nflDebugForceFleshOn ) ? params[info.m_nflDebugForceFleshOn]->GetFloatValue() : kDefaultDebugForceFleshOn;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vVsConst0, 1 );
// 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
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20b );
SET_DYNAMIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20 );
SET_DYNAMIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20 );
}
// Bind textures
pShader->BindTexture( SHADER_SAMPLER0, info.m_nFleshTexture );
pShader->BindTexture( SHADER_SAMPLER1, info.m_nFleshNoiseTexture );
pShader->BindTexture( SHADER_SAMPLER2, info.m_nFleshBorderTexture1D );
pShader->BindTexture( SHADER_SAMPLER3, info.m_nFleshNormalTexture );
pShader->BindTexture( SHADER_SAMPLER4, info.m_nFleshSubsurfaceTexture );
pShader->BindTexture( SHADER_SAMPLER5, info.m_nFleshCubeTexture );
// Set Pixel Shader Constants
// Subsurface tint
pShaderAPI->SetPixelShaderConstant( 0, IS_PARAM_DEFINED( info.m_ncSubsurfaceTint ) ? params[info.m_ncSubsurfaceTint]->GetVecValue() : kDefaultSubsurfaceTint, 1 );
// Border width
float vPsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPsConst1[0] = IS_PARAM_DEFINED( info.m_nflBorderWidth ) ? params[info.m_nflBorderWidth]->GetFloatValue() : kDefaultBorderWidth;
vPsConst1[0] = 1.0f / vPsConst1[0]; // ( 1.0f / g_flBorderWidthFromVmt )
vPsConst1[1] = vPsConst1[0] - 1.0f; // ( 1.0f / g_flBorderWidthFromVmt ) - 1.0f
pShaderAPI->SetPixelShaderConstant( 1, vPsConst1, 1 );
// Border softness
float vPsConst2[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPsConst2[0] = IS_PARAM_DEFINED( info.m_nflBorderSoftness ) ? params[info.m_nflBorderSoftness]->GetFloatValue() : kDefaultBorderSoftness;
if ( vPsConst2[0] < 0.01f )
vPsConst2[0] = 0.01f;
else if ( vPsConst2[0] > 0.5f )
vPsConst2[0] = 0.5f;
pShaderAPI->SetPixelShaderConstant( 2, vPsConst2, 1 );
// 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 );
// Gloss brightness
float vPsConst5[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPsConst5[0] = IS_PARAM_DEFINED( info.m_nflGlossBrightness ) ? params[info.m_nflGlossBrightness]->GetFloatValue() : kDefaultGlossBrightness;
pShaderAPI->SetPixelShaderConstant( 5, vPsConst5, 1 );
}
pShader->Draw();
}