Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef WEAPON_SHEEN_PASS_HELPER_H
#define WEAPON_SHEEN_PASS_HELPER_H
#ifdef _WIN32
#pragma once
#endif
#include <string.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseVSShader; class IMaterialVar; class IShaderDynamicAPI; class IShaderShadow;
//-----------------------------------------------------------------------------
// Init params/ init/ draw methods
//-----------------------------------------------------------------------------
struct WeaponSheenPassVars_t { WeaponSheenPassVars_t() { memset( this, 0xFF, sizeof(WeaponSheenPassVars_t) ); }
int m_nSheenMap; int m_nSheenMapMask; int m_nSheenMapMaskFrame; int m_nSheenMapTint; int m_nSheenMapMaskScaleX; int m_nSheenMapMaskScaleY; int m_nSheenMapMaskOffsetX; int m_nSheenMapMaskOffsetY; int m_nSheenMapMaskDirection; int m_nSheenIndex;
int m_nBumpmap; int m_nBumpFrame; int m_nBumpTransform; };
static const float kDefaultSheenColorTint[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
void InitParamsWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, WeaponSheenPassVars_t &info ); void InitWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, WeaponSheenPassVars_t &info ); void DrawWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, WeaponSheenPassVars_t &info, VertexCompressionType_t vertexCompression );
bool ShouldDrawMaterialSheen ( IMaterialVar** params, WeaponSheenPassVars_t &info );
#endif // WEAPON_SHEEN_PASS_HELPER_H
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