//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //============================================================================= #ifndef LIGHTMAPPEDGENERIC_DX9_HELPER_H #define LIGHTMAPPEDGENERIC_DX9_HELPER_H #include #include "BaseVSShader.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class CBaseVSShader; class IMaterialVar; class IShaderDynamicAPI; class IShaderShadow; //----------------------------------------------------------------------------- // Init params/ init/ draw methods //----------------------------------------------------------------------------- struct LightmappedGeneric_DX9_Vars_t { LightmappedGeneric_DX9_Vars_t() { memset(this, 0xFF, sizeof(LightmappedGeneric_DX9_Vars_t)); } int m_nBaseTexture; int m_nBaseTextureFrame; int m_nBaseTextureTransform; int m_nAlbedo; int m_nSelfIllumTint; int m_nAlpha2; // Hack for DoD srgb blend issues on overlays int m_nDetail; int m_nDetailFrame; int m_nDetailScale; int m_nDetailTextureCombineMode; int m_nDetailTextureBlendFactor; int m_nDetailTint; int m_nEnvmap; int m_nEnvmapFrame; int m_nEnvmapMask; int m_nEnvmapMaskFrame; int m_nEnvmapMaskTransform; int m_nEnvmapTint; int m_nBumpmap; int m_nBumpFrame; int m_nBumpTransform; int m_nEnvmapContrast; int m_nEnvmapSaturation; int m_nFresnelReflection; int m_nNoDiffuseBumpLighting; int m_nBumpmap2; int m_nBumpFrame2; int m_nBumpTransform2; int m_nBumpMask; int m_nBaseTexture2; int m_nBaseTexture2Frame; int m_nBaseTextureNoEnvmap; int m_nBaseTexture2NoEnvmap; int m_nDetailAlphaMaskBaseTexture; int m_nFlashlightTexture; int m_nFlashlightTextureFrame; int m_nLightWarpTexture; int m_nBlendModulateTexture; int m_nMaskedBlending; int m_nBlendMaskTransform; int m_nSelfShadowedBumpFlag; int m_nSeamlessMappingScale; int m_nAlphaTestReference; int m_nSoftEdges; int m_nEdgeSoftnessStart; int m_nEdgeSoftnessEnd; int m_nOutline; int m_nOutlineColor; int m_nOutlineAlpha; int m_nOutlineStart0; int m_nOutlineStart1; int m_nOutlineEnd0; int m_nOutlineEnd1; }; void InitParamsLightmappedGeneric_DX9(CBaseVSShader *pShader, IMaterialVar **params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info); void InitLightmappedGeneric_DX9(CBaseVSShader *pShader, IMaterialVar **params, LightmappedGeneric_DX9_Vars_t &info); void DrawLightmappedGeneric_DX9(CBaseVSShader *pShader, IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow, LightmappedGeneric_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr); #endif // LIGHTMAPPEDGENERIC_DX9_HELPER_H