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