Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef VERTEXLITGENERIC_DX95_HELPER_H
#define VERTEXLITGENERIC_DX95_HELPER_H
#include <string.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseVSShader;
class IMaterialVar;
class IShaderDynamicAPI;
class IShaderShadow;
//-----------------------------------------------------------------------------
// Init params/ init/ draw methods
//-----------------------------------------------------------------------------
struct VertexLitGeneric_DX95_Vars_t
{
VertexLitGeneric_DX95_Vars_t() { memset( this, 0xFF, sizeof(VertexLitGeneric_DX95_Vars_t) ); }
int m_nBaseTexture;
int m_nBaseTextureFrame;
int m_nBaseTexture2;
int m_nBaseTextureFrame2;
int m_nBaseTexture3;
int m_nBaseTextureFrame3;
int m_nBaseTextureTransform;
int m_nAlbedo;
int m_nSelfIllumTint;
int m_nDetail;
int m_nDetailFrame;
int m_nDetailScale;
int m_nEnvmap;
int m_nEnvmapFrame;
int m_nEnvmapMask;
int m_nEnvmapMaskFrame;
int m_nEnvmapMaskTransform;
int m_nEnvmapTint;
int m_nBumpmap;
int m_nBumpFrame;
int m_nBumpmap2;
int m_nBumpFrame2;
int m_nBumpMask;
int m_nBumpmap3;
int m_nBumpFrame3;
int m_nBumpTransform;
int m_nEnvmapContrast;
int m_nEnvmapSaturation;
int m_nAlphaTestReference;
int m_nFlashlightTexture;
int m_nFlashlightTextureFrame;
int m_nSelfIllumEnvMapMask_Alpha;
};
void InitParamsVertexLitGeneric_DX95( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, bool bVertexLitGeneric, VertexLitGeneric_DX95_Vars_t &info );
void InitVertexLitGeneric_DX95( CBaseVSShader *pShader, IMaterialVar** params, bool bVertexLitGeneric, VertexLitGeneric_DX95_Vars_t &info );
void DrawVertexLitGeneric_DX95( CBaseVSShader *pShader, IMaterialVar** params,
IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bVertexLitGeneric, VertexLitGeneric_DX95_Vars_t &info );
#endif // VERTEXLITGENERIC_DX95_HELPER_H