//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //============================================================================= #ifndef WORLDVERTEXTRANSITION_DX8_HELPER_H #define WORLDVERTEXTRANSITION_DX8_HELPER_H #include //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class CBaseVSShader; class IMaterialVar; class IShaderDynamicAPI; class IShaderShadow; //----------------------------------------------------------------------------- // Init params/ init/ draw methods //----------------------------------------------------------------------------- struct WorldVertexTransitionEditor_DX8_Vars_t { WorldVertexTransitionEditor_DX8_Vars_t() { memset( this, 0xFF, sizeof(WorldVertexTransitionEditor_DX8_Vars_t) ); } int m_nBaseTextureVar; int m_nBaseTextureFrameVar; int m_nBaseTextureTransformVar; int m_nBaseTexture2Var; int m_nBaseTexture2FrameVar; int m_nBaseTexture2TransformVar; }; void InitParamsWorldVertexTransitionEditor_DX8( IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info ); void InitWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info ); void DrawWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, WorldVertexTransitionEditor_DX8_Vars_t &info ); #endif // WORLDVERTEXTRANSITION_DX8_HELPER_H