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cool-source-archive/materialsystem/stdshadersdx11/vertexlitgeneric_dx11_helper.h
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

195 lines
4.8 KiB
C++

//========= Copyright © 1996-2005, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef VERTEXLITGENERIC_DX11_HELPER_H
#define VERTEXLITGENERIC_DX11_HELPER_H
#include <string.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseVSShader;
class IMaterialVar;
class IShaderDynamicAPI;
class IShaderShadow;
//-----------------------------------------------------------------------------
// Structure that defines that constants used by the shader
//-----------------------------------------------------------------------------
ALIGN16 struct VertexLitGeneric_CBuffer_t
{
// Vertex shader
Vector4D cBaseTextureTransform[2];
Vector4D cDetailTextureTransform[2];
Vector4D cMorphDimensions;
Vector4D cMorphSubrect;
Vector4D cSeamlessScale;
Vector4D cModulationColor;
// Pixel shader
Vector4D cDetailTint;
Vector4D cGlowParams;
Vector4D cGlowColor;
Vector4D cMaskRangeParams;
Vector4D cOutlineColor;
Vector4D cOutlineParams;
Vector4D cEnvMapSaturation_SelfIllumMask;
Vector4D cEnvMapTint;
Vector4D cConstScaleBiasExp;
Vector4D cEnvMapContrast;
Vector4D cSelfIllumTint;
Vector4D cDepthFeathering;
IntVector4D cShaderControls;
// Pixel shader (phong)
Vector4D cFresnelSpecParams;
Vector4D cSpecularRimParams;
Vector4D cPhongRimParams;
Vector4D cSpecExponent;
IntVector4D cDetailBlendMode;
Vector4D g_FogParams;
Vector4D g_FogColor;
float cAlphaTestRef;
};
extern ConstantBufferHandle_t g_hVertexLitGeneric_CBuffer;
//-----------------------------------------------------------------------------
// Init params/ init/ draw methods
//-----------------------------------------------------------------------------
struct VertexLitGeneric_DX11_Vars_t
{
VertexLitGeneric_DX11_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_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_nPhongExponentFactor;
int m_nPhongFresnelRanges;
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;
// new --------------------------------
int m_nBlendTintByBaseAlpha;
int m_nTintReplacesBaseColor;
int m_nTwoSidedLighting;
};
void InitParamsVertexLitGeneric_DX11( CBaseVSShader *pShader, IMaterialVar **params, const char *pMaterialName, bool bVertexLitGeneric, VertexLitGeneric_DX11_Vars_t &info );
void InitVertexLitGeneric_DX11( CBaseVSShader *pShader, IMaterialVar **params, bool bVertexLitGeneric, VertexLitGeneric_DX11_Vars_t &info );
void DrawVertexLitGeneric_DX11( CBaseVSShader *pShader, IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow,
bool bVertexLitGeneric, VertexLitGeneric_DX11_Vars_t &info, VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContextDataPtr, bool bForceFlashlight = false
);
#endif // VERTEXLITGENERIC_DX11_HELPER_H