Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef VERTEXLITGENERIC_DX95_HELPER_H
#define VERTEXLITGENERIC_DX95_HELPER_H
#include <string.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseVSShader; class IMaterialVar; class IShaderDynamicAPI; class IShaderShadow;
//-----------------------------------------------------------------------------
// Init params/ init/ draw methods
//-----------------------------------------------------------------------------
struct VertexLitGeneric_DX95_Vars_t { VertexLitGeneric_DX95_Vars_t() { memset( this, 0xFF, sizeof(VertexLitGeneric_DX95_Vars_t) ); }
int m_nBaseTexture; int m_nBaseTextureFrame; int m_nBaseTexture2; int m_nBaseTextureFrame2; int m_nBaseTexture3; int m_nBaseTextureFrame3; int m_nBaseTextureTransform; int m_nAlbedo; int m_nSelfIllumTint; int m_nDetail; int m_nDetailFrame; int m_nDetailScale; int m_nEnvmap; int m_nEnvmapFrame; int m_nEnvmapMask; int m_nEnvmapMaskFrame; int m_nEnvmapMaskTransform; int m_nEnvmapTint; int m_nBumpmap; int m_nBumpFrame; int m_nBumpmap2; int m_nBumpFrame2; int m_nBumpMask; int m_nBumpmap3; int m_nBumpFrame3; int m_nBumpTransform; int m_nEnvmapContrast; int m_nEnvmapSaturation; int m_nAlphaTestReference; int m_nFlashlightTexture; int m_nFlashlightTextureFrame; int m_nSelfIllumEnvMapMask_Alpha;
};
void InitParamsVertexLitGeneric_DX95( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, bool bVertexLitGeneric, VertexLitGeneric_DX95_Vars_t &info ); void InitVertexLitGeneric_DX95( CBaseVSShader *pShader, IMaterialVar** params, bool bVertexLitGeneric, VertexLitGeneric_DX95_Vars_t &info ); void DrawVertexLitGeneric_DX95( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bVertexLitGeneric, VertexLitGeneric_DX95_Vars_t &info );
#endif // VERTEXLITGENERIC_DX95_HELPER_H
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