Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef CLOAK_BLENDED_PASS_HELPER_H
#define CLOAK_BLENDED_PASS_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 CloakBlendedPassVars_t { CloakBlendedPassVars_t() { memset( this, 0xFF, sizeof(CloakBlendedPassVars_t) ); }
int m_nCloakFactor; int m_nCloakColorTint; int m_nRefractAmount;
int m_nBumpmap; int m_nBumpFrame; int m_nBumpTransform; };
// Default values (Arrays should only be vec[4])
static const float kDefaultCloakFactor = 0.0f; static const float kDefaultCloakColorTint[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; static const float kDefaultRefractAmount = 0.1f;
void InitParamsCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, CloakBlendedPassVars_t &info ); void InitCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, CloakBlendedPassVars_t &info ); void DrawCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, CloakBlendedPassVars_t &info, VertexCompressionType_t vertexCompression ); bool CloakBlendedPassIsFullyOpaque ( IMaterialVar** params, CloakBlendedPassVars_t &info );
#endif // CLOAK_BLENDED_PASS_HELPER_H
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