Counter Strike : Global Offensive Source Code
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  1. //========= Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ============//
  2. #ifndef CLOAK_BLENDED_PASS_HELPER_H
  3. #define CLOAK_BLENDED_PASS_HELPER_H
  4. #ifdef _WIN32
  5. #pragma once
  6. #endif
  7. #include <string.h>
  8. //-----------------------------------------------------------------------------
  9. // Forward declarations
  10. //-----------------------------------------------------------------------------
  11. class CBaseVSShader;
  12. class IMaterialVar;
  13. class IShaderDynamicAPI;
  14. class IShaderShadow;
  15. //-----------------------------------------------------------------------------
  16. // Init params/ init/ draw methods
  17. //-----------------------------------------------------------------------------
  18. struct CloakBlendedPassVars_t
  19. {
  20. CloakBlendedPassVars_t() { memset( this, 0xFF, sizeof(CloakBlendedPassVars_t) ); }
  21. int m_nCloakFactor;
  22. int m_nCloakColorTint;
  23. int m_nRefractAmount;
  24. int m_nBumpmap;
  25. int m_nBumpFrame;
  26. int m_nBumpTransform;
  27. };
  28. // Default values (Arrays should only be vec[4])
  29. static const float kDefaultCloakFactor = 0.0f;
  30. static const float kDefaultCloakColorTint[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  31. static const float kDefaultRefractAmount = 0.1f;
  32. void InitParamsCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, CloakBlendedPassVars_t &info );
  33. void InitCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, CloakBlendedPassVars_t &info );
  34. void DrawCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
  35. IShaderShadow* pShaderShadow, CloakBlendedPassVars_t &info, VertexCompressionType_t vertexCompression );
  36. bool CloakBlendedPassIsFullyOpaque ( IMaterialVar** params, CloakBlendedPassVars_t &info );
  37. #endif // CLOAK_BLENDED_PASS_HELPER_H