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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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