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329 lines
12 KiB
C++
329 lines
12 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, 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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// This is what all vs/ps (dx8+) shaders inherit from.
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//===========================================================================//
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#ifndef BASEVSSHADER_H
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#define BASEVSSHADER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shaderlib_dx11/cshader.h"
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#include "shaderlib_dx11/baseshader.h"
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#include "shader_register_map.h"
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#include "ConVar.h"
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#include <renderparm.h>
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#define SUPPORT_DX8 0
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#define SUPPORT_DX7 0
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//-----------------------------------------------------------------------------
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// Helper macro for vertex shaders
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//-----------------------------------------------------------------------------
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#define BEGIN_VS_SHADER_FLAGS(_name, _help, _flags) __BEGIN_SHADER_INTERNAL( CBaseVSShader, _name, _help, _flags )
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#define BEGIN_VS_SHADER(_name,_help) __BEGIN_SHADER_INTERNAL( CBaseVSShader, _name, _help, 0 )
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// useful parameter initialization macro
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#define INIT_FLOAT_PARM( parm, value ) \
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if ( !params[(parm)]->IsDefined() ) \
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{ \
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params[(parm)]->SetFloatValue( (value) ); \
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}
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//-----------------------------------------------------------------------------
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// Base class for shaders, contains helper methods.
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//-----------------------------------------------------------------------------
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class CBaseVSShader : public CBaseShader
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{
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public:
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// Sets up ambient light cube...
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void SetAmbientCubeDynamicStateVertexShader( );
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float GetAmbientLightCubeLuminance( );
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// Helpers for dealing with envmaptint
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void SetEnvMapTintPixelShaderDynamicState( int pixelReg, int tintVar, int alphaVar, bool bConvertFromGammaToLinear = false );
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// Helper methods for pixel shader overbrighting
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void EnablePixelShaderOverbright( int reg, bool bEnable, bool bDivideByTwo );
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// Helper for dealing with modulation
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void SetModulationDynamicState( Vector4D &output );
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void SetModulationDynamicState_LinearColorSpace( Vector4D &output );
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void SetModulationDynamicState_LinearColorSpace_LinearScale( Vector4D &output, float flScale );
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//
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// Standard shader passes!
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//
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void InitParamsUnlitGeneric_DX8(
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int baseTextureVar,
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int detailScaleVar,
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int envmapOptionalVar,
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int envmapVar,
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int envmapTintVar,
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int envmapMaskScaleVar,
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int nDetailBlendMode );
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void InitUnlitGeneric_DX8(
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int baseTextureVar,
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int detailVar,
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int envmapVar,
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int envmapMaskVar );
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// Dx8 Unlit Generic pass
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void VertexShaderUnlitGenericPass( int baseTextureVar, int frameVar,
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int baseTextureTransformVar,
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int detailVar, int detailTransform, bool bDetailTransformIsScale,
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int envmapVar, int envMapFrameVar, int envmapMaskVar,
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int envmapMaskFrameVar, int envmapMaskScaleVar, int envmapTintVar,
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int alphaTestReferenceVar,
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int nDetailBlendModeVar,
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int nOutlineVar,
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int nOutlineColorVar,
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int nOutlineStartVar,
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int nOutlineEndVar,
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int nSeparateDetailUVsVar
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);
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// Helpers for drawing world bump mapped stuff.
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void DrawModelBumpedSpecularLighting( int bumpMapVar, int bumpMapFrameVar,
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int envMapVar, int envMapVarFrame,
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int envMapTintVar, int alphaVar,
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int envMapContrastVar, int envMapSaturationVar,
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int bumpTransformVar,
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bool bBlendSpecular, bool bNoWriteZ = false );
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void DrawWorldBumpedSpecularLighting( int bumpmapVar, int envmapVar,
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int bumpFrameVar, int envmapFrameVar,
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int envmapTintVar, int alphaVar,
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int envmapContrastVar, int envmapSaturationVar,
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int bumpTransformVar, int fresnelReflectionVar,
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bool bBlend, bool bNoWriteZ = false );
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const char *UnlitGeneric_ComputeVertexShaderName( bool bMask,
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bool bEnvmap,
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bool bBaseTexture,
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bool bBaseAlphaEnvmapMask,
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bool bDetail,
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bool bVertexColor,
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bool bEnvmapCameraSpace,
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bool bEnvmapSphere );
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const char *UnlitGeneric_ComputePixelShaderName( bool bMask,
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bool bEnvmap,
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bool bBaseTexture,
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bool bBaseAlphaEnvmapMask,
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bool bDetail,
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bool bMultiplyDetail,
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bool bMaskBaseByDetailAlpha );
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void DrawWorldBaseTexture( int baseTextureVar, int baseTextureTransformVar, int frameVar, int colorVar, int alphaVar );
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void DrawWorldBumpedDiffuseLighting( int bumpmapVar, int bumpFrameVar,
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int bumpTransformVar, bool bMultiply, bool bSSBump );
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void DrawWorldBumpedSpecularLighting( int envmapMaskVar, int envmapMaskFrame,
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int bumpmapVar, int envmapVar,
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int bumpFrameVar, int envmapFrameVar,
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int envmapTintVar, int alphaVar,
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int envmapContrastVar, int envmapSaturationVar,
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int bumpTransformVar, int fresnelReflectionVar,
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bool bBlend );
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void DrawBaseTextureBlend( int baseTextureVar, int baseTextureTransformVar,
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int baseTextureFrameVar,
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int baseTexture2Var, int baseTextureTransform2Var,
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int baseTextureFrame2Var, int colorVar, int alphaVar );
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void DrawWorldBumpedDiffuseLighting_Base_ps14( int bumpmapVar, int bumpFrameVar,
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int bumpTransformVar, int baseTextureVar, int baseTextureTransformVar, int frameVar );
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void DrawWorldBumpedDiffuseLighting_Blend_ps14( int bumpmapVar, int bumpFrameVar, int bumpTransformVar,
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int baseTextureVar, int baseTextureTransformVar, int baseTextureFrameVar,
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int baseTexture2Var, int baseTextureTransform2Var, int baseTextureFrame2Var);
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/*void DrawWorldBumpedUsingVertexShader( int baseTextureVar, int baseTextureTransformVar,
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int bumpmapVar, int bumpFrameVar,
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int bumpTransformVar,
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int envmapMaskVar, int envmapMaskFrame,
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int envmapVar,
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int envmapFrameVar,
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int envmapTintVar, int colorVar, int alphaVar,
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int envmapContrastVar, int envmapSaturationVar, int frameVar, int fresnelReflectionVar,
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bool doBaseTexture2,
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int baseTexture2Var,
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int baseTextureTransform2Var,
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int baseTextureFrame2Var,
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bool bSSBump
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);*/
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// Sets up hw morphing state for the vertex shader
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void SetHWMorphVertexShaderState( Vector4D &dimensions, Vector4D &subrect, VertexTextureSampler_t morphSampler );
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// Computes the shader index for vertex lit materials
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int ComputeVertexLitShaderIndex( bool bVertexLitGeneric, bool hasBump, bool hasEnvmap, bool hasVertexColor, bool bHasNormal ) const;
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BlendType_t EvaluateBlendRequirements( int textureVar, bool isBaseTexture, int detailTextureVar = -1 );
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struct DrawFlashlight_dx90_Vars_t
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{
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DrawFlashlight_dx90_Vars_t()
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{
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// set all ints to -1
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memset( this, 0xFF, sizeof(DrawFlashlight_dx90_Vars_t) );
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// set all bools to a default value.
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m_bBump = false;
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m_bLightmappedGeneric = false;
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m_bWorldVertexTransition = false;
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m_bTeeth = false;
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m_bSSBump = false;
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m_fSeamlessScale = 0.0;
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}
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bool m_bBump;
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bool m_bLightmappedGeneric;
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bool m_bWorldVertexTransition;
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bool m_bTeeth;
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int m_nBumpmapVar;
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int m_nBumpmapFrame;
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int m_nBumpTransform;
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int m_nFlashlightTextureVar;
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int m_nFlashlightTextureFrameVar;
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int m_nBaseTexture2Var;
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int m_nBaseTexture2FrameVar;
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int m_nBumpmap2Var;
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int m_nBumpmap2Frame;
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int m_nBump2Transform;
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int m_nDetailVar;
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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_nTeethForwardVar;
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int m_nTeethIllumFactorVar;
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int m_nAlphaTestReference;
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bool m_bSSBump;
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float m_fSeamlessScale; // 0.0 = not seamless
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};
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void DrawFlashlight_dx90( IMaterialVar** params,
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IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, DrawFlashlight_dx90_Vars_t &vars );
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void HashShadow2DJitter( const float fJitterSeed, float *fU, float* fV );
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//Alpha tested materials can end up leaving garbage in the dest alpha buffer if they write depth.
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//This pass fills in the areas that passed the alpha test with depth in dest alpha
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//by writing only equal depth pixels and only if we should be writing depth to dest alpha
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void DrawEqualDepthToDestAlpha( void );
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private:
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// Helper methods for VertexLitGenericPass
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// void UnlitGenericShadowState( int baseTextureVar, int detailVar, int envmapVar, int envmapMaskVar, bool doSkin );
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void UnlitGenericDynamicState( int baseTextureVar, int frameVar, int baseTextureTransformVar,
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int detailVar, int detailTransform, bool bDetailTransformIsScale, int envmapVar,
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int envMapFrameVar, int envmapMaskVar, int envmapMaskFrameVar,
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int envmapMaskScaleVar, int envmapTintVar );
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// Converts a color + alpha into a vector4
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void ColorVarsToVector( int colorVar, int alphaVar, Vector4D &color );
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};
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FORCEINLINE void SetFlashLightColorFromState( FlashlightState_t const &state, IShaderDynamicAPI *pShaderAPI, int nPSRegister=28, bool bFlashlightNoLambert=false )
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{
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// Old code
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//float flToneMapScale = ( pShaderAPI->GetToneMappingScaleLinear() ).x;
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//float flFlashlightScale = 1.0f / flToneMapScale;
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// Fix to old code to keep flashlight from ever getting brighter than 1.0
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//float flToneMapScale = ( pShaderAPI->GetToneMappingScaleLinear() ).x;
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//if ( flToneMapScale < 1.0f )
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// flToneMapScale = 1.0f;
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//float flFlashlightScale = 1.0f / flToneMapScale;
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// Force flashlight to 25% bright always
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float flFlashlightScale = 0.25f;
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if ( !g_pHardwareConfig->GetHDREnabled() )
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{
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// Non-HDR path requires 2.0 flashlight
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flFlashlightScale = 2.0f;
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}
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// DX10 requires some hackery due to sRGB/blend ordering change from DX9
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if ( g_pHardwareConfig->UsesSRGBCorrectBlending() )
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{
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flFlashlightScale *= 2.5f; // Magic number that works well on the NVIDIA 8800
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}
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// Generate pixel shader constant
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float const *pFlashlightColor = state.m_Color;
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float vPsConst[4] = { flFlashlightScale * pFlashlightColor[0], flFlashlightScale * pFlashlightColor[1], flFlashlightScale * pFlashlightColor[2], pFlashlightColor[3] };
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vPsConst[3] = bFlashlightNoLambert ? 2.0f : 0.0f; // This will be added to N.L before saturate to force a 1.0 N.L term
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// Red flashlight for testing
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//vPsConst[0] = 0.5f; vPsConst[1] = 0.0f; vPsConst[2] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( nPSRegister, ( float * )vPsConst );
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}
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FORCEINLINE float ShadowAttenFromState( FlashlightState_t const &state )
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{
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// DX10 requires some hackery due to sRGB/blend ordering change from DX9, which makes the shadows too light
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if ( g_pHardwareConfig->UsesSRGBCorrectBlending() )
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return state.m_flShadowAtten * 0.1f; // magic number
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return state.m_flShadowAtten;
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}
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FORCEINLINE float ShadowFilterFromState( FlashlightState_t const &state )
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{
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return state.m_flShadowFilterSize / state.m_flShadowMapResolution;
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}
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// convenient material variable access functions for helpers to use.
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FORCEINLINE bool IsTextureSet( int nVar, IMaterialVar **params )
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{
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return ( nVar != -1 ) && ( params[nVar]->IsTexture() );
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}
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FORCEINLINE bool IsBoolSet( int nVar, IMaterialVar **params )
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{
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return ( nVar != -1 ) && ( params[nVar]->GetIntValue() );
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}
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FORCEINLINE int GetIntParam( int nVar, IMaterialVar **params, int nDefaultValue = 0 )
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{
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return ( nVar != -1 ) ? ( params[nVar]->GetIntValue() ) : nDefaultValue;
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}
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FORCEINLINE float GetFloatParam( int nVar, IMaterialVar **params, float flDefaultValue = 0.0 )
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{
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return ( nVar != -1 ) ? ( params[nVar]->GetFloatValue() ) : flDefaultValue;
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}
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FORCEINLINE void InitFloatParam( int nIndex, IMaterialVar **params, float flValue )
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{
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if ( (nIndex != -1) && !params[nIndex]->IsDefined() )
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{
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params[nIndex]->SetFloatValue( flValue );
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}
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}
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FORCEINLINE void InitIntParam( int nIndex, IMaterialVar **params, int nValue )
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{
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if ( (nIndex != -1) && !params[nIndex]->IsDefined() )
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{
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params[nIndex]->SetIntValue( nValue );
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}
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}
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class ConVar;
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#ifdef _DEBUG
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extern ConVar mat_envmaptintoverride;
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extern ConVar mat_envmaptintscale;
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#endif
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#endif // BASEVSSHADER_H
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