Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef CLOAK_DX9_HELPER_H
#define CLOAK_DX9_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 Cloak_DX9_Vars_t { Cloak_DX9_Vars_t() { memset( this, 0xFF, sizeof( *this ) ); }
int m_nBaseTexture; int m_nRefractAmount; int m_nRefractTint; int m_nNormalMap; int m_nBumpFrame; int m_nBumpTransform; int m_nRefractTintTexture; int m_nRefractTintTextureFrame; int m_nFresnelReflection; int m_nMasked; int m_nCloakFactor; int m_nDiffuseWarpTexture;
int m_nPhongExponent; int m_nPhongTint; int m_nPhongAlbedoTint; int m_nPhongExponentTexture; int m_nPhongBoost; int m_nPhongFresnelRanges;
// Rim lighting parameters
int m_nRimLight; int m_nRimLightPower; int m_nRimLightBoost; int m_nRimMask; };
void InitParamsCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Cloak_DX9_Vars_t &info ); void InitCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, Cloak_DX9_Vars_t &info ); void DrawCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Cloak_DX9_Vars_t &info, VertexCompressionType_t vertexCompression );
#endif // CLOAK_DX9_HELPER_H
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