Team Fortress 2 Source Code as on 22/4/2020
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//========= 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