Counter Strike : Global Offensive Source Code
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//========= Copyright (c) 1996-2014, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef LIGHTMAPPED_4WAYBLEND_DX9_HELPER_H
#define LIGHTMAPPED_4WAYBLEND_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 Lightmapped_4WayBlend_DX9_Vars_t
{
Lightmapped_4WayBlend_DX9_Vars_t() { memset( this, 0xFF, sizeof(Lightmapped_4WayBlend_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_nDetailTextureBlendFactor2;
int m_nDetailTextureBlendFactor3;
int m_nDetailTextureBlendFactor4;
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_nTexture1LumStart;
int m_nTexture1LumEnd;
int m_nBumpmap2;
int m_nBumpFrame2;
int m_nBumpTransform2;
int m_nBaseTexture2;
int m_nBaseTexture2Frame;
int m_nTexture2uvScale;
int m_nTexture2BlendStart;
int m_nTexture2BlendEnd;
int m_nTexture2LumStart;
int m_nTexture2LumEnd;
int m_nTexture2BumpBlendFactor;
int m_nBaseTexture3;
int m_nTexture3BlendMode;
int m_nBaseTexture3Frame;
int m_nTexture3uvScale;
int m_nTexture3BlendStart;
int m_nTexture3BlendEnd;
int m_nTexture3LumStart;
int m_nTexture3LumEnd;
int m_nTexture3BumpBlendFactor;
int m_nBaseTexture4;
int m_nTexture4BlendMode;
int m_nBaseTexture4Frame;
int m_nTexture4uvScale;
int m_nTexture4BlendStart;
int m_nTexture4BlendEnd;
int m_nTexture4LumStart;
int m_nTexture4LumEnd;
int m_nTexture4BumpBlendFactor;
int m_nLumBlendFactor2;
int m_nLumBlendFactor3;
int m_nLumBlendFactor4;
int m_nFlashlightTexture;
int m_nFlashlightTextureFrame;
int m_nSelfShadowedBumpFlag;
int m_nForceBumpEnable;
int m_nSeamlessMappingScale;
int m_nAlphaTestReference;
int m_nEnvmapAnisotropy;
int m_nEnvmapAnisotropyScale;
int m_nShaderSrgbRead360;
int m_nEnvMapLightScale;
int m_nEnvMapLightScaleMinMax;
float m_uvScaleDefault;
};
class CLightmapped_4WayBlend_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;
}
}
CLightmapped_4WayBlend_DX9_Context( void )
{
m_pStaticCmds = NULL;
}
~CLightmapped_4WayBlend_DX9_Context( void )
{
ResetStaticCmds();
}
};
void InitParamsLightmapped_4WayBlend_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Lightmapped_4WayBlend_DX9_Vars_t &info );
void InitLightmapped_4WayBlend_DX9( CBaseVSShader *pShader, IMaterialVar** params, Lightmapped_4WayBlend_DX9_Vars_t &info );
void DrawLightmapped_4WayBlend_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
Lightmapped_4WayBlend_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr );
void DrawLightmapped_4WayBlend_DX9_FastPath( int *dynVSIdx, int *dynPSIdx, CBaseVSShader *pShader, IMaterialVar** params,
IShaderDynamicAPI *pShaderAPI, Lightmapped_4WayBlend_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr, BOOL bCSMEnabled );
#endif // MULTIBLEND_DX9_HELPER_H