Counter Strike : Global Offensive Source Code
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//========= Copyright (c) 1996-2007, Valve Corporation, All rights reserved. ============//
#ifndef LIGHT_SHAFTS_HELPER_H
#define LIGHT_SHAFTS_HELPER_H
#ifdef _WIN32
#pragma once
#endif
#include <string.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseVSShader; class IMaterialVar; class IShaderDynamicAPI; class IShaderShadow;
//-----------------------------------------------------------------------------
// Init params/ init/ draw methods
//-----------------------------------------------------------------------------
struct LightShaftsVars_t { LightShaftsVars_t() { memset( this, 0xFF, sizeof( LightShaftsVars_t ) ); }
int m_nShadowDepthTexture;
int m_nNoiseTexture; int m_nNoiseStrength;
int m_nCookieTexture; int m_nCookieFrameNum;
int m_nWorldToTexture; int m_nFlashlightColor; int m_nAttenFactors; int m_nOriginFarZ; int m_nQuatOrientation; int m_nShadowFilterSize; int m_nShadowAtten; int m_nShadowJitterSeed; int m_nUberlight; int m_nEnableShadows; int m_nFlashlightTime; int m_nNumPlanes;
// Uberlight parameters
int m_nUberNearFar; int m_nUberHeightWidth; int m_nUberRoundness;
int m_nTime;
int m_nVolumetricIntensity; };
void InitParamsLightShafts( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightShaftsVars_t &info ); void InitLightShafts( CBaseVSShader *pShader, IMaterialVar** params, LightShaftsVars_t &info ); void DrawLightShafts( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, LightShaftsVars_t &info, VertexCompressionType_t vertexCompression );
#endif // LIGHT_SHAFTS_HELPER_H
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