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authorJoe Ludwig <[email protected]>2013-07-17 18:26:59 -0700
committerJoe Ludwig <[email protected]>2013-07-17 18:26:59 -0700
commite16ea21dc8a710237ade8413207f58d403c616a3 (patch)
tree85dcfbda9881e4e022dedafefbc2727e2fd2aa59 /mp/src/materialsystem/stdshaders/example_model_dx9_helper.h
parentMerge pull request #36 from AnAkIn1/fogplayerparams_fix (diff)
downloadsource-sdk-2013-e16ea21dc8a710237ade8413207f58d403c616a3.tar.xz
source-sdk-2013-e16ea21dc8a710237ade8413207f58d403c616a3.zip
* Added support for building shaders in your mod
* Added nav mesh support * fixed many warnings and misc bugs * Fixed the create*projects scripts in mp * Added a bunch of stuff to .gitignore
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+//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
+//
+// Example shader that can be applied to models
+//
+//==================================================================================================
+
+#ifndef EXAMPLE_MODEL_DX9_HELPER_H
+#define EXAMPLE_MODEL_DX9_HELPER_H
+
+#include <string.h>
+
+//-----------------------------------------------------------------------------
+// Forward declarations
+//-----------------------------------------------------------------------------
+class CBaseVSShader;
+class IMaterialVar;
+class IShaderDynamicAPI;
+class IShaderShadow;
+
+//-----------------------------------------------------------------------------
+// Init params/ init/ draw methods
+//-----------------------------------------------------------------------------
+struct ExampleModel_DX9_Vars_t
+{
+ ExampleModel_DX9_Vars_t() { memset( this, 0xFF, sizeof(*this) ); }
+
+ int m_nBaseTexture;
+ int m_nBaseTextureFrame;
+ int m_nBaseTextureTransform;
+ int m_nAlphaTestReference;
+ int m_nFlashlightTexture;
+ int m_nFlashlightTextureFrame;
+};
+
+void InitParamsExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params,
+ const char *pMaterialName, ExampleModel_DX9_Vars_t &info );
+
+void InitExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params,
+ ExampleModel_DX9_Vars_t &info );
+
+void DrawExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
+ IShaderShadow* pShaderShadow,
+ ExampleModel_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
+ CBasePerMaterialContextData **pContextDataPtr );
+
+#endif // EXAMPLE_MODEL_DX9_HELPER_H