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 PARTICLELITGENERIC_DX9_HELPER_H
  8. #define PARTICLELITGENERIC_DX9_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 ParticleLitGeneric_DX9_Vars_t
  21. {
  22. ParticleLitGeneric_DX9_Vars_t() { memset( this, 0xFF, sizeof(ParticleLitGeneric_DX9_Vars_t) ); }
  23. int m_nBaseTexture;
  24. int m_nBaseTextureFrame;
  25. int m_nBaseTextureTransform;
  26. int m_nBumpmap;
  27. int m_nBumpFrame;
  28. int m_nBumpTransform;
  29. int m_nAlphaTestReference;
  30. int m_nFlashlightTexture;
  31. int m_nFlashlightTextureFrame;
  32. };
  33. void InitParamsParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, ParticleLitGeneric_DX9_Vars_t &info );
  34. void InitParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, ParticleLitGeneric_DX9_Vars_t &info );
  35. void DrawParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
  36. IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, ParticleLitGeneric_DX9_Vars_t &info );
  37. #endif // PARTICLELITGENERIC_DX9_HELPER_H