Team Fortress 2 Source Code as on 22/4/2020
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.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef VERTEXLITGENERIC_DX9_HELPER_H
#define VERTEXLITGENERIC_DX9_HELPER_H
#include <string.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseVSShader; class IMaterialVar; class IShaderDynamicAPI; class IShaderShadow;
//-----------------------------------------------------------------------------
// Init params/ init/ draw methods
//-----------------------------------------------------------------------------
struct VertexLitGeneric_DX9_Vars_t { VertexLitGeneric_DX9_Vars_t() { memset( this, 0xFF, sizeof(*this) ); }
int m_nBaseTexture; int m_nWrinkle; int m_nStretch; int m_nBaseTextureFrame; int m_nBaseTextureTransform; int m_nAlbedo; int m_nDetail; int m_nDetailFrame; int m_nDetailScale; int m_nEnvmap; int m_nEnvmapFrame; int m_nEnvmapMask; int m_nEnvmapMaskFrame; int m_nEnvmapMaskTransform; int m_nEnvmapTint; int m_nBumpmap; int m_nNormalWrinkle; int m_nNormalStretch; int m_nBumpFrame; int m_nBumpTransform; int m_nEnvmapContrast; int m_nEnvmapSaturation; int m_nAlphaTestReference; int m_nVertexAlphaTest; int m_nFlashlightNoLambert; int m_nFlashlightTexture; int m_nFlashlightTextureFrame; int m_nLightmap;
int m_nSelfIllumTint; int m_nSelfIllumFresnel; int m_nSelfIllumFresnelMinMaxExp;
int m_nPhongExponent; int m_nPhongTint; int m_nPhongAlbedoTint; int m_nPhongExponentTexture; int m_nDiffuseWarpTexture; int m_nPhongWarpTexture; int m_nPhongBoost; int m_nPhongFresnelRanges; int m_nPhongExponentFactor; int m_nSelfIllumEnvMapMask_Alpha; int m_nAmbientOnly; int m_nHDRColorScale; int m_nPhong; int m_nBaseMapAlphaPhongMask; int m_nEnvmapFresnel;
int m_nDetailTextureCombineMode; int m_nDetailTextureBlendFactor;
// Rim lighting parameters
int m_nRimLight; int m_nRimLightPower; int m_nRimLightBoost; int m_nRimMask;
int m_nSeamlessScale; int m_nSeamlessBase; int m_nSeamlessDetail;
// distance coded line art parameters
int m_nDistanceAlpha; int m_nDistanceAlphaFromDetail;
int m_nSoftEdges; int m_nEdgeSoftnessStart; int m_nEdgeSoftnessEnd; int m_nScaleEdgeSoftnessBasedOnScreenRes;
int m_nGlow; int m_nGlowColor; int m_nGlowAlpha; int m_nGlowStart; int m_nGlowEnd; int m_nGlowX; int m_nGlowY; int m_nOutline; int m_nOutlineColor; int m_nOutlineAlpha; int m_nOutlineStart0; int m_nOutlineStart1; int m_nOutlineEnd0; int m_nOutlineEnd1; int m_nScaleOutlineSoftnessBasedOnScreenRes;
int m_nSeparateDetailUVs; int m_nDetailTextureTransform;
int m_nLinearWrite; int m_nGammaColorRead;
int m_nDetailTint; int m_nInvertPhongMask;
int m_nDepthBlend; int m_nDepthBlendScale;
int m_nSelfIllumMask; int m_nReceiveFlashlight;
int m_nBlendTintByBaseAlpha;
int m_nTintReplacesBaseColor; };
void InitParamsVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info ); void InitVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info ); void DrawVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr );
#endif // VERTEXLITGENERIC_DX9_HELPER_H
|