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46 lines
1.8 KiB
C++
46 lines
1.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef EMISSIVE_SCROLL_BLENDED_PASS_HELPER_H
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#define EMISSIVE_SCROLL_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 EmissiveScrollBlendedPassVars_t
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{
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EmissiveScrollBlendedPassVars_t() { memset( this, 0xFF, sizeof(EmissiveScrollBlendedPassVars_t) ); }
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int m_nBlendStrength; // Amount this layer is blended in globally
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int m_nBaseTexture;
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int m_nFlowTexture;
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int m_nEmissiveTexture;
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int m_nEmissiveTint;
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int m_nEmissiveScrollVector;
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int m_nTime;
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};
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// Default values (Arrays should only be vec[4])
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static const float kDefaultEmissiveBlendStrength = 0.0f;
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static const float kDefaultEmissiveTint[4] = { 1.0f, 1.0f, 1.0f, 0.0f } ;
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static const float kDefaultEmissiveScrollVector[4] = { 0.11f, 0.124f, 0.0f, 0.0f } ;
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void InitParamsEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, EmissiveScrollBlendedPassVars_t &info );
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void InitEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, EmissiveScrollBlendedPassVars_t &info );
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void DrawEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, EmissiveScrollBlendedPassVars_t &info, VertexCompressionType_t vertexCompression );
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#endif // EMISSIVE_SCROLL_BLENDED_PASS_HELPER_H
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