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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef VOLUME_CLOUDS_HELPER_H
#define VOLUME_CLOUDS_HELPER_H
#ifdef _WIN32
#pragma once
#endif
#include <string.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseVSShader;
class IMaterialVar;
class IShaderDynamicAPI;
class IShaderShadow;
//-----------------------------------------------------------------------------
// Init params/ init/ draw methods
//-----------------------------------------------------------------------------
struct VolumeCloudsVars_t {
VolumeCloudsVars_t() { memset(this, 0xFF, sizeof(VolumeCloudsVars_t)); }
int m_nRefractAmount;
int m_nTexture1;
int m_nTexture2;
int m_nTexture3;
int m_nTime;
};
// Default values (Arrays should only be vec[4])
static const float kDefaultRefractAmount = 0.1f;
void InitParamsVolumeClouds(CBaseVSShader *pShader, IMaterialVar **params,
const char *pMaterialName,
VolumeCloudsVars_t &info);
void InitVolumeClouds(CBaseVSShader *pShader, IMaterialVar **params,
VolumeCloudsVars_t &info);
void DrawVolumeClouds(CBaseVSShader *pShader, IMaterialVar **params,
IShaderDynamicAPI *pShaderAPI,
IShaderShadow *pShaderShadow, VolumeCloudsVars_t &info,
VertexCompressionType_t vertexCompression);
#endif // VolumeClouds_HELPER_H