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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef EYES_DX8_DX9_HELPER_H
#define EYES_DX8_DX9_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 Eyes_DX8_DX9_Vars_t
{
Eyes_DX8_DX9_Vars_t() { memset( this, 0xFF, sizeof(Eyes_DX8_DX9_Vars_t) ); }
int m_nBaseTexture;
int m_nFrame;
int m_nIris;
int m_nIrisFrame;
int m_nGlint;
int m_nEyeOrigin;
int m_nEyeUp;
int m_nIrisU;
int m_nIrisV;
int m_nGlintU;
int m_nGlintV;
int m_nDilation;
int m_nIntro;
int m_nEntityOrigin;
int m_nWarpParam;
};
void InitParamsEyes_DX8_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Eyes_DX8_DX9_Vars_t &info );
void InitEyes_DX8_DX9( CBaseVSShader *pShader, IMaterialVar** params, Eyes_DX8_DX9_Vars_t &info );
void DrawEyes_DX8_DX9( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression );
#endif // EYES_DX8_DX9_HELPER_H
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