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63 lines
1.8 KiB
63 lines
1.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#ifndef CLOAK_DX9_HELPER_H |
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#define CLOAK_DX9_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 Cloak_DX9_Vars_t |
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{ |
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Cloak_DX9_Vars_t() { memset( this, 0xFF, sizeof( *this ) ); } |
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int m_nBaseTexture; |
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int m_nRefractAmount; |
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int m_nRefractTint; |
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int m_nNormalMap; |
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int m_nBumpFrame; |
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int m_nBumpTransform; |
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int m_nRefractTintTexture; |
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int m_nRefractTintTextureFrame; |
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int m_nFresnelReflection; |
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int m_nMasked; |
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int m_nCloakFactor; |
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int m_nDiffuseWarpTexture; |
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int m_nPhongExponent; |
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int m_nPhongTint; |
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int m_nPhongAlbedoTint; |
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int m_nPhongExponentTexture; |
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int m_nPhongBoost; |
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int m_nPhongFresnelRanges; |
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// Rim lighting parameters |
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int m_nRimLight; |
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int m_nRimLightPower; |
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int m_nRimLightBoost; |
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int m_nRimMask; |
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}; |
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void InitParamsCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, |
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Cloak_DX9_Vars_t &info ); |
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void InitCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, Cloak_DX9_Vars_t &info ); |
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void DrawCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, |
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IShaderShadow* pShaderShadow, Cloak_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ); |
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#endif // CLOAK_DX9_HELPER_H
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