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69 lines
2.4 KiB
69 lines
2.4 KiB
//========= Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ============//
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#ifndef EYE_REFRACT_HELPER_H
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#define EYE_REFRACT_HELPER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <string.h>
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CBaseVSShader;
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class IMaterialVar;
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class IShaderDynamicAPI;
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class IShaderShadow;
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//-----------------------------------------------------------------------------
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// Init params/ init/ draw methods
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//-----------------------------------------------------------------------------
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struct Eye_Refract_Vars_t
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{
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Eye_Refract_Vars_t() { memset( this, 0xFF, sizeof(Eye_Refract_Vars_t) ); }
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int m_nFrame;
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int m_nIris;
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int m_nIrisFrame;
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int m_nEyeOrigin;
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int m_nIrisU;
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int m_nIrisV;
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int m_nDilation;
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int m_nGlossiness;
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int m_nEntityOrigin; // Needed for intro
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int m_nWarpParam;
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int m_nCorneaTexture;
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int m_nAmbientOcclTexture;
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int m_nEnvmap;
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int m_nSphereTexKillCombo;
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int m_nRaytraceSphere;
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int m_nParallaxStrength;
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int m_nCorneaBumpStrength;
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int m_nAmbientOcclColor;
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int m_nEyeballRadius;
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int m_nDiffuseWarpTexture;
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int m_nAmbientOcclusion;
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};
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// Default values (Arrays should only be vec[4])
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static const int kDefaultIntro = 0;
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static const float kDefaultEyeOrigin[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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static const float kDefaultIrisU[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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static const float kDefaultIrisV[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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static const float kDefaultDilation = 0.5f;
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static const float kDefaultGlossiness = 1.0f;
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static const float kDefaultWarpParam = 0.0f;
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static const int kDefaultSphereTexKillCombo = 0;
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static const int kDefaultRaytraceSphere = 0;
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static const float kDefaultParallaxStrength = 0.25f;
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static const float kDefaultCorneaBumpStrength = 1.0f;
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static const float kDefaultAmbientOcclColor[4] = { 0.33f, 0.33f, 0.33f, 0.0f };
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static const float kDefaultEyeballRadius = 0.5f;
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void InitParams_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Eye_Refract_Vars_t &info );
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void Init_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, Eye_Refract_Vars_t &info );
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void Draw_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression );
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#endif // EYES_DX8_DX9_HELPER_H
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