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