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51 lines
1.7 KiB
51 lines
1.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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#ifndef WEAPON_SHEEN_PASS_HELPER_H |
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#define WEAPON_SHEEN_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 WeaponSheenPassVars_t |
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{ |
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WeaponSheenPassVars_t() { memset( this, 0xFF, sizeof(WeaponSheenPassVars_t) ); } |
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int m_nSheenMap; |
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int m_nSheenMapMask; |
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int m_nSheenMapMaskFrame; |
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int m_nSheenMapTint; |
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int m_nSheenMapMaskScaleX; |
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int m_nSheenMapMaskScaleY; |
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int m_nSheenMapMaskOffsetX; |
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int m_nSheenMapMaskOffsetY; |
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int m_nSheenMapMaskDirection; |
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int m_nSheenIndex; |
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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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static const float kDefaultSheenColorTint[4] = { 0.0f, 1.0f, 0.0f, 1.0f }; |
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void InitParamsWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, WeaponSheenPassVars_t &info ); |
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void InitWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, WeaponSheenPassVars_t &info ); |
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void DrawWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, |
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IShaderShadow* pShaderShadow, WeaponSheenPassVars_t &info, VertexCompressionType_t vertexCompression ); |
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bool ShouldDrawMaterialSheen ( IMaterialVar** params, WeaponSheenPassVars_t &info ); |
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#endif // WEAPON_SHEEN_PASS_HELPER_H
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