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//========= Copyright � 1996-2007, Valve Corporation, All rights reserved. ============//
#ifndef BLOB_HELPER_H
#define BLOB_HELPER_H
#ifdef _WIN32
#pragma once
#endif
#include <string.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseVSShader; class IMaterialVar; class IShaderDynamicAPI; class IShaderShadow;
//-----------------------------------------------------------------------------
// Struct to hold shader param indices
//-----------------------------------------------------------------------------
struct BlobVars_t { BlobVars_t() { memset( this, 0xFF, sizeof( BlobVars_t ) ); }
int m_nBackSurface; int m_nBumpStrength; int m_nFresnelBumpStrength; int m_nNormalMap; int m_nBaseTexture; int m_nLightWarpTexture; int m_nFresnelWarpTexture; int m_nOpacityTexture; int m_nSpecMap; int m_nUVScale;
int m_nInteriorEnable; int m_nInteriorFogStrength; int m_nInteriorFogLimit; int m_nInteriorFogNormalBoost; int m_nInteriorBackgroundBoost; int m_nInteriorAmbientScale; int m_nInteriorBackLightScale; int m_nInteriorColor; int m_nInteriorRefractStrength; int m_nInteriorRefractBlur;
int m_nFresnelParams; int m_nDiffuseScale; int m_nSpecExp; int m_nSpecScale; int m_nSpecExp2; int m_nSpecScale2; int m_nRimLightExp; int m_nRimLightScale; int m_nBaseColorTint; int m_nSelfIllumFresnelEnable; int m_nSelfIllumFresnelParams; int m_nSelfIllumTint; int m_nUVProjOffset; int m_nBBMin; int m_nBBMax; int m_nArmature; int m_nFlashlightTexture; int m_nFlashlightTextureFrame; int m_nArmColorTint; int m_nArmWiden; int m_nArmWidthExp; int m_nArmWidthScale; int m_nArmWidthBias; int m_nAnimateArmPulses; int m_nVolumeTex; int m_nBumpFrame; int m_nGlowScale; int m_nPulse; int m_nContactShadows; };
// default shader param values
static const int kDefaultBackSurface = 0; static const float kDefaultBumpStrength = 1.0f; static const float kDefaultFresnelBumpStrength = 1.0f; static const float kDefaultUVScale = 0.02f;
static const int kDefaultInteriorEnable = 1; static const float kDefaultInteriorFogStrength = 0.06f; static const float kDefaultInteriorFogLimit = 0.8f; static const float kDefaultInteriorFogNormalBoost = 0.0f; static const float kDefaultInteriorBackgroundBoost = 0.0f; static const float kDefaultInteriorAmbientScale = 0.3f; static const float kDefaultInteriorBackLightScale = 0.3f; static const float kDefaultInteriorColor[3] = { 0.5f, 0.5f, 0.5f }; static const float kDefaultInteriorRefractStrength = 0.015f; static const float kDefaultInteriorRefractBlur = 0.2f;
static const float kDefaultFresnelParams[3] = { 0.0f, 0.5f, 2.0f }; static const float kDefaultBaseColorTint[3] = { 1.0f, 1.0f, 1.0f }; static const float kDefaultDiffuseScale = 1.0f; static const float kDefaultSpecExp = 1.0f; static const float kDefaultSpecScale = 1.0f; static const float kDefaultRimLightExp = 10.0f; static const float kDefaultRimLightScale = 1.0f; static const int kDefaultSelfIllumFresnelEnable = 0; static const float kDefaultSelfIllumFresnelParams[3] = { 0.0f, 1.0f, 1.0f }; static const float kDefaultSelfIllumTint[3] = { 1.0f, 1.0f, 1.0f }; static const float kDefaultUVProjOffset[3] = { 0.0f, 0.0f, 0.0f }; static const float kDefaultBB[3] = { 0.0f, 0.0f, 0.0f };
static const int kDefaultArmature = 0; static const float kDefaultArmColorTint[3] = { 1.0f, 1.0f, 1.0f }; static const int kDefaultArmWiden = 0; static const float kDefaultArmWidthExp = 1.0f; static const float kDefaultArmWidthScale = 1.0f; static const float kDefaultArmWidthBias = 0.0f; static const int kDefaultAnimateArmPulses = 1;
static const int kDefaultVolumeTex = 0; static const int kDefaultBumpFrame = 0; static const float kDefaultGlowScale = 1.0f; static const int kDefaultPulse = 0; static const int kDefaultContactShadows = 0;
void InitParamsBlob( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, BlobVars_t &info ); void InitBlob( CBaseVSShader *pShader, IMaterialVar** params, BlobVars_t &info ); void DrawBlob( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, BlobVars_t &info, VertexCompressionType_t vertexCompression ); void DrawArmature( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, BlobVars_t &info, VertexCompressionType_t vertexCompression, int nPassIdx );
#endif // BLOB_HELPER_H
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