Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. #ifndef PORTALREFRACT_DX8_HELPER_H
  3. #define PORTALREFRACT_DX8_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 PortalRefractVarsDX8_t
  19. {
  20. PortalRefractVarsDX8_t() { memset( this, 0xFF, sizeof(PortalRefractVarsDX8_t) ); }
  21. int m_nStage;
  22. int m_nPortalOpenAmount;
  23. int m_nPortalStatic;
  24. int m_nPortalMaskTexture;
  25. int m_nTextureTransform;
  26. int m_nPortalColorTexture;
  27. int m_nPortalColorScale;
  28. };
  29. // Default values (Arrays should only be vec[4])
  30. static const float kDefaultPortalStatic = 0.0f;
  31. static const float kDefaultPortalOpenAmount = 0.0f;
  32. static const float kDefaultPortalColorScale = 1.0f;
  33. void InitParamsPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, PortalRefractVarsDX8_t &info );
  34. void InitPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, PortalRefractVarsDX8_t &info );
  35. void DrawPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
  36. IShaderShadow* pShaderShadow, PortalRefractVarsDX8_t &info );
  37. #endif // PortalRefract_DX8_HELPER_H