Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. #ifndef EMISSIVE_SCROLL_BLENDED_PASS_HELPER_H
  3. #define EMISSIVE_SCROLL_BLENDED_PASS_HELPER_H
  4. #ifdef _WIN32
  5. #pragma once
  6. #endif
  7. #include <string.h>
  8. //-----------------------------------------------------------------------------
  9. // Forward declarations
  10. //-----------------------------------------------------------------------------
  11. class CBaseVSShader;
  12. class IMaterialVar;
  13. class IShaderDynamicAPI;
  14. class IShaderShadow;
  15. //-----------------------------------------------------------------------------
  16. // Init params/ init/ draw methods
  17. //-----------------------------------------------------------------------------
  18. struct EmissiveScrollBlendedPassVars_t
  19. {
  20. EmissiveScrollBlendedPassVars_t() { memset( this, 0xFF, sizeof(EmissiveScrollBlendedPassVars_t) ); }
  21. int m_nBlendStrength; // Amount this layer is blended in globally
  22. int m_nBaseTexture;
  23. int m_nFlowTexture;
  24. int m_nEmissiveTexture;
  25. int m_nEmissiveTint;
  26. int m_nEmissiveScrollVector;
  27. int m_nTime;
  28. };
  29. // Default values (Arrays should only be vec[4])
  30. static const float kDefaultEmissiveBlendStrength = 0.0f;
  31. static const float kDefaultEmissiveTint[4] = { 1.0f, 1.0f, 1.0f, 0.0f } ;
  32. static const float kDefaultEmissiveScrollVector[4] = { 0.11f, 0.124f, 0.0f, 0.0f } ;
  33. void InitParamsEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, EmissiveScrollBlendedPassVars_t &info );
  34. void InitEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, EmissiveScrollBlendedPassVars_t &info );
  35. void DrawEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
  36. IShaderShadow* pShaderShadow, EmissiveScrollBlendedPassVars_t &info, VertexCompressionType_t vertexCompression );
  37. #endif // EMISSIVE_SCROLL_BLENDED_PASS_HELPER_H