Counter Strike : Global Offensive Source Code
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//========= Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ============//
#ifndef EYE_REFRACT_HELPER_H
#define EYE_REFRACT_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 Eye_Refract_Vars_t
{
Eye_Refract_Vars_t() { memset( this, 0xFF, sizeof(Eye_Refract_Vars_t) ); }
int m_nFrame;
int m_nIris;
int m_nIrisFrame;
int m_nEyeOrigin;
int m_nIrisU;
int m_nIrisV;
int m_nDilation;
int m_nGlossiness;
int m_nEntityOrigin; // Needed for intro
int m_nWarpParam;
int m_nCorneaTexture;
int m_nAmbientOcclTexture;
int m_nEnvmap;
int m_nSphereTexKillCombo;
int m_nRaytraceSphere;
int m_nParallaxStrength;
int m_nCorneaBumpStrength;
int m_nAmbientOcclColor;
int m_nEyeballRadius;
int m_nDiffuseWarpTexture;
int m_nAmbientOcclusion;
};
// Default values (Arrays should only be vec[4])
static const int kDefaultIntro = 0;
static const float kDefaultEyeOrigin[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
static const float kDefaultIrisU[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
static const float kDefaultIrisV[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
static const float kDefaultDilation = 0.5f;
static const float kDefaultGlossiness = 1.0f;
static const float kDefaultWarpParam = 0.0f;
static const int kDefaultSphereTexKillCombo = 0;
static const int kDefaultRaytraceSphere = 0;
static const float kDefaultParallaxStrength = 0.25f;
static const float kDefaultCorneaBumpStrength = 1.0f;
static const float kDefaultAmbientOcclColor[4] = { 0.33f, 0.33f, 0.33f, 0.0f };
static const float kDefaultEyeballRadius = 0.5f;
void InitParams_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Eye_Refract_Vars_t &info );
void Init_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, Eye_Refract_Vars_t &info );
void Draw_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression );
#endif // EYES_DX8_DX9_HELPER_H