Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef VOLUME_CLOUDS_HELPER_H
#define VOLUME_CLOUDS_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 VolumeCloudsVars_t { VolumeCloudsVars_t() { memset( this, 0xFF, sizeof( VolumeCloudsVars_t ) ); }
int m_nRefractAmount; int m_nTexture1; int m_nTexture2; int m_nTexture3; int m_nTime; };
// Default values (Arrays should only be vec[4])
static const float kDefaultRefractAmount = 0.1f;
void InitParamsVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, VolumeCloudsVars_t &info ); void InitVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, VolumeCloudsVars_t &info ); void DrawVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, VolumeCloudsVars_t &info, VertexCompressionType_t vertexCompression );
#endif // VolumeClouds_HELPER_H
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