Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef LIGHTMAPPEDGENERIC_DX9_HELPER_H
#define LIGHTMAPPEDGENERIC_DX9_HELPER_H
#include <string.h>
#include "BaseVSShader.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_nAlbedo; int m_nSelfIllumTint;
int m_nAlpha2; // Hack for DoD srgb blend issues on overlays
int m_nDetail; int m_nDetailFrame; int m_nDetailScale; int m_nDetailTextureCombineMode; int m_nDetailTextureBlendFactor; 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_nBumpmap2; int m_nBumpFrame2; int m_nBumpTransform2; int m_nBumpMask; int m_nBaseTexture2; int m_nBaseTexture2Frame; int m_nBaseTextureNoEnvmap; int m_nBaseTexture2NoEnvmap; int m_nDetailAlphaMaskBaseTexture; int m_nFlashlightTexture; int m_nFlashlightTextureFrame; int m_nLightWarpTexture; int m_nBlendModulateTexture; int m_nMaskedBlending; int m_nBlendMaskTransform; int m_nSelfShadowedBumpFlag; int m_nSeamlessMappingScale; int m_nAlphaTestReference;
int m_nSoftEdges; int m_nEdgeSoftnessStart; int m_nEdgeSoftnessEnd;
int m_nOutline; int m_nOutlineColor; int m_nOutlineAlpha; int m_nOutlineStart0; int m_nOutlineStart1; int m_nOutlineEnd0; int m_nOutlineEnd1;
};
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 );
#endif // LIGHTMAPPEDGENERIC_DX9_HELPER_H
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