Counter Strike : Global Offensive Source Code
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//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef LIGHTMAPPEDGENERIC_DX9_HELPER_H
#define LIGHTMAPPEDGENERIC_DX9_HELPER_H
#include <string.h>
#include "BaseVSShader.h"
#include "shaderlib/commandbuilder.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_nSelfIllumTint;
int m_nDetail;
int m_nDetailFrame;
int m_nDetailScale;
int m_nDetailTextureCombineMode;
int m_nDetailTextureBlendFactor;
int m_nDetailTint;
int m_nDetail2;
int m_nDetailFrame2;
int m_nDetailScale2;
int m_nDetailTextureBlendFactor2;
int m_nDetailTint2;
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_nBaseTextureFrame2;
int m_nBaseTextureTransform2;
int m_nFlashlightTexture;
int m_nFlashlightTextureFrame;
int m_nBlendModulateTexture;
int m_nSelfShadowedBumpFlag;
int m_nForceBumpEnable;
int m_nSeamlessMappingScale;
int m_nAlphaTestReference;
int m_nEnvmapAnisotropy;
int m_nEnvmapAnisotropyScale;
int m_nNoEnvmapMip;
int m_nAddBumpMaps;
int m_nBumpDetailScale1;
int m_nBumpDetailScale2;
int m_nShaderSrgbRead360;
int m_nEnvMapLightScale;
int m_nEnvMapLightScaleMinMax;
int m_nPaintSplatNormal;
int m_nPaintSplatBubbleLayout;
int m_nPaintSplatBubble;
int m_nPaintEnvmap;
int m_nPhong;
int m_nPhongExp;
int m_nPhongExp2;
int m_nPhongBaseTint;
int m_nPhongBaseTint2;
int m_nPhongMaskContrastBrightness;
int m_nPhongMaskContrastBrightness2;
int m_nPhongAmount;
int m_nPhongAmount2;
int m_nDropShadowOpacity;
int m_nDropShadowScale;
int m_nDropShadowHighlightScale;
int m_nDropShadowDepthExaggeration;
int m_nLayerTint1;
int m_nLayerTint2;
int m_nBlendModulateTransform;
int m_nEnvmapMask2;
int m_nEnvmapMaskFrame2;
int m_nEnvmapMaskTransform2;
int m_nAltLayerBlending;
int m_nBlendSoftness;
int m_nLayerBorderStrength;
int m_nLayerBorderOffset;
int m_nLayerBorderSoftness;
int m_nLayerBorderTint;
int m_nLayerEdgePunchIn;
int m_nLayerEdgeStrength;
int m_nLayerEdgeOffset;
int m_nLayerEdgeSoftness;
int m_nLayerEdgeNormal;
};
class CLightmappedGeneric_DX9_Context : public CBasePerMaterialContextData
{
public:
uint8 *m_pStaticCmds;
CCommandBufferBuilder< CFixedCommandStorageBuffer< 900 > > m_SemiStaticCmdsOut;
#ifdef _PS3
CCommandBufferBuilder< CFixedCommandStorageBuffer< 256 > > m_flashlightECB;
#endif
bool m_bVertexShaderFastPath;
bool m_bPixelShaderFastPath;
bool m_bFullyOpaque;
bool m_bFullyOpaqueWithoutAlphaTest;
void ResetStaticCmds( void )
{
if ( m_pStaticCmds )
{
delete[] m_pStaticCmds;
m_pStaticCmds = NULL;
}
}
CLightmappedGeneric_DX9_Context( void )
{
m_pStaticCmds = NULL;
}
~CLightmappedGeneric_DX9_Context( void )
{
ResetStaticCmds();
}
};
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 );
void DrawLightmappedGeneric_DX9_FastPath( int *dynVSIdx, int *dynPSIdx, CBaseVSShader *pShader, IMaterialVar** params,
IShaderDynamicAPI *pShaderAPI,
LightmappedGeneric_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr, BOOL bCSMEnabled );
#endif // LIGHTMAPPEDGENERIC_DX9_HELPER_H