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 VOLUME_CLOUDS_HELPER_H
#define VOLUME_CLOUDS_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 VolumeCloudsVars_t
{
VolumeCloudsVars_t() { memset( this, 0xFF, sizeof( VolumeCloudsVars_t ) ); }
int m_nRefractAmount;
int m_nTexture1;
int m_nTexture2;
int m_nTexture3;
int m_nTime;
};
// Default values (Arrays should only be vec[4])
static const float kDefaultRefractAmount = 0.1f;
void InitParamsVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, VolumeCloudsVars_t &info );
void InitVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, VolumeCloudsVars_t &info );
void DrawVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, VolumeCloudsVars_t &info, VertexCompressionType_t vertexCompression );
#endif // VolumeClouds_HELPER_H