Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //=============================================================================
  7. #ifndef WORLDVERTEXTRANSITION_DX8_HELPER_H
  8. #define WORLDVERTEXTRANSITION_DX8_HELPER_H
  9. #include <string.h>
  10. //-----------------------------------------------------------------------------
  11. // Forward declarations
  12. //-----------------------------------------------------------------------------
  13. class CBaseVSShader;
  14. class IMaterialVar;
  15. class IShaderDynamicAPI;
  16. class IShaderShadow;
  17. //-----------------------------------------------------------------------------
  18. // Init params/ init/ draw methods
  19. //-----------------------------------------------------------------------------
  20. struct WorldVertexTransitionEditor_DX8_Vars_t
  21. {
  22. WorldVertexTransitionEditor_DX8_Vars_t() { memset( this, 0xFF, sizeof(WorldVertexTransitionEditor_DX8_Vars_t) ); }
  23. int m_nBaseTextureVar;
  24. int m_nBaseTextureFrameVar;
  25. int m_nBaseTextureTransformVar;
  26. int m_nBaseTexture2Var;
  27. int m_nBaseTexture2FrameVar;
  28. int m_nBaseTexture2TransformVar;
  29. };
  30. void InitParamsWorldVertexTransitionEditor_DX8( IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info );
  31. void InitWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info );
  32. void DrawWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params,
  33. IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, WorldVertexTransitionEditor_DX8_Vars_t &info );
  34. #endif // WORLDVERTEXTRANSITION_DX8_HELPER_H