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46 lines
1.7 KiB
46 lines
1.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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#ifndef CLOAK_BLENDED_PASS_HELPER_H |
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#define CLOAK_BLENDED_PASS_HELPER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include <string.h> |
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//----------------------------------------------------------------------------- |
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// Forward declarations |
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//----------------------------------------------------------------------------- |
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class CBaseVSShader; |
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class IMaterialVar; |
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class IShaderDynamicAPI; |
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class IShaderShadow; |
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//----------------------------------------------------------------------------- |
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// Init params/ init/ draw methods |
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//----------------------------------------------------------------------------- |
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struct CloakBlendedPassVars_t |
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{ |
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CloakBlendedPassVars_t() { memset( this, 0xFF, sizeof(CloakBlendedPassVars_t) ); } |
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int m_nCloakFactor; |
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int m_nCloakColorTint; |
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int m_nRefractAmount; |
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int m_nBumpmap; |
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int m_nBumpFrame; |
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int m_nBumpTransform; |
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}; |
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// Default values (Arrays should only be vec[4]) |
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static const float kDefaultCloakFactor = 0.0f; |
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static const float kDefaultCloakColorTint[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; |
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static const float kDefaultRefractAmount = 0.1f; |
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void InitParamsCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, CloakBlendedPassVars_t &info ); |
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void InitCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, CloakBlendedPassVars_t &info ); |
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void DrawCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, |
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IShaderShadow* pShaderShadow, CloakBlendedPassVars_t &info, VertexCompressionType_t vertexCompression ); |
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bool CloakBlendedPassIsFullyOpaque ( IMaterialVar** params, CloakBlendedPassVars_t &info ); |
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#endif // CLOAK_BLENDED_PASS_HELPER_H
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