Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef EMISSIVE_SCROLL_BLENDED_PASS_HELPER_H
#define EMISSIVE_SCROLL_BLENDED_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 EmissiveScrollBlendedPassVars_t
{
EmissiveScrollBlendedPassVars_t() { memset( this, 0xFF, sizeof(EmissiveScrollBlendedPassVars_t) ); }
int m_nBlendStrength; // Amount this layer is blended in globally
int m_nBaseTexture;
int m_nFlowTexture;
int m_nEmissiveTexture;
int m_nEmissiveTint;
int m_nEmissiveScrollVector;
int m_nTime;
};
// Default values (Arrays should only be vec[4])
static const float kDefaultEmissiveBlendStrength = 0.0f;
static const float kDefaultEmissiveTint[4] = { 1.0f, 1.0f, 1.0f, 0.0f } ;
static const float kDefaultEmissiveScrollVector[4] = { 0.11f, 0.124f, 0.0f, 0.0f } ;
void InitParamsEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, EmissiveScrollBlendedPassVars_t &info );
void InitEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, EmissiveScrollBlendedPassVars_t &info );
void DrawEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, EmissiveScrollBlendedPassVars_t &info, VertexCompressionType_t vertexCompression );
#endif // EMISSIVE_SCROLL_BLENDED_PASS_HELPER_H