source-engine/public/materialsystem/deformations.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef DEFORMATIONS_H
#define DEFORMATIONS_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
// nonlinear transformations which may be applied to model vertices when rendering. must be powers of two
enum DeformationType_t
{
DEFORMATION_CLAMP_TO_BOX_IN_WORLDSPACE = 1, // minxyz.minsoftness / maxxyz.maxsoftness
};
struct DeformationBase_t // base class. don't use this
{
DeformationType_t m_eType;
};
struct BoxDeformation_t : DeformationBase_t
{
// don't change the layout without changing code in shaderapidx8!!!!
Vector m_SourceMins; // cube to clamp within
float m_flPad0;
Vector m_SourceMaxes;
float m_flPad1;
Vector m_ClampMins;
float m_flPad2;
Vector m_ClampMaxes;
float m_flPad3;
FORCEINLINE BoxDeformation_t( void )
{
m_eType = DEFORMATION_CLAMP_TO_BOX_IN_WORLDSPACE;
// invalid cube
m_SourceMins.Init( 0,0,0 );
m_SourceMaxes.Init( -1, -1, -1 );
// no clamp
m_ClampMins.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );
m_ClampMaxes.Init( FLT_MAX, FLT_MAX, FLT_MAX );
}
};
#endif