Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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