//========= 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 //----------------------------------------------------------------------------- // 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