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. ============//
#ifndef PORTALREFRACT_DX8_HELPER_H
#define PORTALREFRACT_DX8_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 PortalRefractVarsDX8_t { PortalRefractVarsDX8_t() { memset( this, 0xFF, sizeof(PortalRefractVarsDX8_t) ); }
int m_nStage; int m_nPortalOpenAmount; int m_nPortalStatic; int m_nPortalMaskTexture; int m_nTextureTransform; int m_nPortalColorTexture; int m_nPortalColorScale; };
// Default values (Arrays should only be vec[4])
static const float kDefaultPortalStatic = 0.0f; static const float kDefaultPortalOpenAmount = 0.0f; static const float kDefaultPortalColorScale = 1.0f;
void InitParamsPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, PortalRefractVarsDX8_t &info ); void InitPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, PortalRefractVarsDX8_t &info ); void DrawPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, PortalRefractVarsDX8_t &info );
#endif // PortalRefract_DX8_HELPER_H
|