Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef WORLDVERTEXTRANSITION_DX8_HELPER_H
#define WORLDVERTEXTRANSITION_DX8_HELPER_H
#include <string.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseVSShader; class IMaterialVar; class IShaderDynamicAPI; class IShaderShadow;
//-----------------------------------------------------------------------------
// Init params/ init/ draw methods
//-----------------------------------------------------------------------------
struct WorldVertexTransitionEditor_DX8_Vars_t { WorldVertexTransitionEditor_DX8_Vars_t() { memset( this, 0xFF, sizeof(WorldVertexTransitionEditor_DX8_Vars_t) ); }
int m_nBaseTextureVar; int m_nBaseTextureFrameVar; int m_nBaseTextureTransformVar; int m_nBaseTexture2Var; int m_nBaseTexture2FrameVar; int m_nBaseTexture2TransformVar; };
void InitParamsWorldVertexTransitionEditor_DX8( IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info ); void InitWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info ); void DrawWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, WorldVertexTransitionEditor_DX8_Vars_t &info );
#endif // WORLDVERTEXTRANSITION_DX8_HELPER_H
|