Counter Strike : Global Offensive Source Code
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  1. //====== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. =======
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================
  6. #ifndef EYES_DX8_DX9_HELPER_H
  7. #define EYES_DX8_DX9_HELPER_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. #include <string.h>
  12. //-----------------------------------------------------------------------------
  13. // Forward declarations
  14. //-----------------------------------------------------------------------------
  15. class CBaseVSShader;
  16. class IMaterialVar;
  17. class IShaderDynamicAPI;
  18. class IShaderShadow;
  19. //-----------------------------------------------------------------------------
  20. // Init params/ init/ draw methods
  21. //-----------------------------------------------------------------------------
  22. struct Eyes_DX8_DX9_Vars_t
  23. {
  24. Eyes_DX8_DX9_Vars_t() { memset( this, 0xFF, sizeof(Eyes_DX8_DX9_Vars_t) ); }
  25. int m_nBaseTexture;
  26. int m_nFrame;
  27. int m_nIris;
  28. int m_nIrisFrame;
  29. int m_nGlint;
  30. int m_nEyeOrigin;
  31. int m_nEyeUp;
  32. int m_nIrisU;
  33. int m_nIrisV;
  34. int m_nGlintU;
  35. int m_nGlintV;
  36. int m_nDilation;
  37. int m_nEntityOrigin;
  38. int m_nWarpParam;
  39. };
  40. void InitParamsEyes_DX8_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Eyes_DX8_DX9_Vars_t &info );
  41. void InitEyes_DX8_DX9( CBaseVSShader *pShader, IMaterialVar** params, Eyes_DX8_DX9_Vars_t &info );
  42. void DrawEyes_DX8_DX9( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
  43. IShaderShadow* pShaderShadow, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression );
  44. #endif // EYES_DX8_DX9_HELPER_H