mirror of
https://github.com/alliedmodders/hl2sdk.git
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153 lines
3.9 KiB
C
153 lines
3.9 KiB
C
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//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef LIGHTMAPPEDGENERIC_DX9_HELPER_H
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#define LIGHTMAPPEDGENERIC_DX9_HELPER_H
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#include <string.h>
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#include "BaseVSShader.h"
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#include "shaderlib/commandbuilder.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CBaseVSShader;
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class IMaterialVar;
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class IShaderDynamicAPI;
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class IShaderShadow;
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//-----------------------------------------------------------------------------
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// Init params/ init/ draw methods
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//-----------------------------------------------------------------------------
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struct LightmappedGeneric_DX9_Vars_t
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{
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LightmappedGeneric_DX9_Vars_t() { memset( this, 0xFF, sizeof(LightmappedGeneric_DX9_Vars_t) ); }
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int m_nBaseTexture;
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int m_nBaseTextureFrame;
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int m_nBaseTextureTransform;
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int m_nAlbedo;
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int m_nSelfIllumTint;
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int m_nAlpha2; // Hack for DoD srgb blend issues on overlays
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int m_nDetail;
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int m_nDetailFrame;
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int m_nDetailScale;
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int m_nDetailTextureCombineMode;
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int m_nDetailTextureBlendFactor;
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int m_nDetailTint;
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int m_nEnvmap;
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int m_nEnvmapFrame;
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int m_nEnvmapMask;
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int m_nEnvmapMaskFrame;
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int m_nEnvmapMaskTransform;
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int m_nEnvmapTint;
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int m_nBumpmap;
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int m_nBumpFrame;
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int m_nBumpTransform;
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int m_nEnvmapContrast;
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int m_nEnvmapSaturation;
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int m_nFresnelReflection;
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int m_nNoDiffuseBumpLighting;
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int m_nBumpmap2;
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int m_nBumpFrame2;
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int m_nBumpTransform2;
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int m_nBumpMask;
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int m_nBaseTexture2;
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int m_nBaseTexture2Frame;
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int m_nBaseTextureNoEnvmap;
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int m_nBaseTexture2NoEnvmap;
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int m_nDetailAlphaMaskBaseTexture;
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int m_nFlashlightTexture;
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int m_nFlashlightTextureFrame;
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int m_nLightWarpTexture;
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int m_nBlendModulateTexture;
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int m_nMaskedBlending;
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int m_nBlendMaskTransform;
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int m_nSelfShadowedBumpFlag;
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int m_nSeamlessMappingScale;
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int m_nAlphaTestReference;
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int m_nSoftEdges;
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int m_nEdgeSoftnessStart;
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int m_nEdgeSoftnessEnd;
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int m_nOutline;
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int m_nOutlineColor;
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int m_nOutlineAlpha;
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int m_nOutlineStart0;
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int m_nOutlineStart1;
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int m_nOutlineEnd0;
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int m_nOutlineEnd1;
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int m_nParallaxMap;
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int m_nHeightScale;
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int m_nShaderSrgbRead360;
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int m_nEnvMapLightScale;
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int m_nFoW;
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int m_nPaintSplatNormal;
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int m_nPaintSplatEnvMap;
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};
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class CLightmappedGeneric_DX9_Context : public CBasePerMaterialContextData
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{
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public:
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uint8 *m_pStaticCmds;
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 900 > > m_SemiStaticCmdsOut;
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bool m_bVertexShaderFastPath;
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bool m_bPixelShaderFastPath;
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bool m_bPixelShaderForceFastPathBecauseOutline;
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bool m_bFullyOpaque;
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bool m_bFullyOpaqueWithoutAlphaTest;
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CLightmappedGeneric_DX9_Context *m_pPaintSubcontext; //passed off to the lightmapped paint shader if we're running that
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void ResetStaticCmds( void )
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{
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if ( m_pStaticCmds )
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{
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delete[] m_pStaticCmds;
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m_pStaticCmds = NULL;
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}
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}
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CLightmappedGeneric_DX9_Context( void )
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{
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m_pStaticCmds = NULL;
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m_pPaintSubcontext = NULL;
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}
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~CLightmappedGeneric_DX9_Context( void )
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{
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ResetStaticCmds();
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if( m_pPaintSubcontext )
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{
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delete m_pPaintSubcontext;
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}
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}
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};
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void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info );
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void InitLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, LightmappedGeneric_DX9_Vars_t &info );
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void DrawLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
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IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
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LightmappedGeneric_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr );
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#endif // LIGHTMAPPEDGENERIC_DX9_HELPER_H
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