Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef PARTICLELITGENERIC_DX9_HELPER_H
#define PARTICLELITGENERIC_DX9_HELPER_H
#include <string.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseVSShader; class IMaterialVar; class IShaderDynamicAPI; class IShaderShadow;
//-----------------------------------------------------------------------------
// Init params/ init/ draw methods
//-----------------------------------------------------------------------------
struct ParticleLitGeneric_DX9_Vars_t { ParticleLitGeneric_DX9_Vars_t() { memset( this, 0xFF, sizeof(ParticleLitGeneric_DX9_Vars_t) ); }
int m_nBaseTexture; int m_nBaseTextureFrame; int m_nBaseTextureTransform; int m_nBumpmap; int m_nBumpFrame; int m_nBumpTransform; int m_nAlphaTestReference; int m_nFlashlightTexture; int m_nFlashlightTextureFrame; };
void InitParamsParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, ParticleLitGeneric_DX9_Vars_t &info ); void InitParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, ParticleLitGeneric_DX9_Vars_t &info ); void DrawParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, ParticleLitGeneric_DX9_Vars_t &info );
#endif // PARTICLELITGENERIC_DX9_HELPER_H
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