//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef REFRACT_DX9_HELPER_H #define REFRACT_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 Refract_DX9_Vars_t { Refract_DX9_Vars_t() { memset( this, 0xFF, sizeof( *this ) ); } int m_nBaseTexture; int m_nFrame; int m_nRefractAmount; int m_nRefractTint; int m_nNormalMap; int m_nNormalMap2; int m_nBumpFrame; int m_nBumpFrame2; int m_nBumpTransform; int m_nBumpTransform2; int m_nBlurAmount; int m_nFadeOutOnSilhouette; int m_nEnvmap; int m_nEnvmapFrame; int m_nEnvmapTint; int m_nEnvmapContrast; int m_nEnvmapSaturation; int m_nRefractTintTexture; int m_nRefractTintTextureFrame; int m_nFresnelReflection; int m_nNoWriteZ; int m_nMasked; int m_nVertexColorModulate; int m_nForceAlphaWrite; }; void InitParamsRefract_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Refract_DX9_Vars_t &info ); void InitRefract_DX9( CBaseVSShader *pShader, IMaterialVar** params, Refract_DX9_Vars_t &info ); void DrawRefract_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Refract_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ); #endif // REFRACT_DX9_HELPER_H