Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

133 lines
4.5 KiB

//========= 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