59 lines
1.3 KiB
C
59 lines
1.3 KiB
C
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =====//
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//
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// Purpose:
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//
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//===========================================================================//
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#ifndef DEFORMATIONS_H
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#define DEFORMATIONS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier0/platform.h"
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// nonlinear transformations which may be applied to model vertices when rendering. must be powers of two
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enum DeformationType_t
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{
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DEFORMATION_CLAMP_TO_BOX_IN_WORLDSPACE = 1, // minxyz.minsoftness / maxxyz.maxsoftness
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};
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struct DeformationBase_t // base class. don't use this
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{
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DeformationType_t m_eType;
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};
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struct BoxDeformation_t : DeformationBase_t
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{
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// don't change the layout without changing code in shaderapidx8!!!!
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Vector m_SourceMins; // cube to clamp within
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float m_flPad0;
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Vector m_SourceMaxes;
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float m_flPad1;
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Vector m_ClampMins;
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float m_flPad2;
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Vector m_ClampMaxes;
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float m_flPad3;
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FORCEINLINE BoxDeformation_t( void )
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{
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m_eType = DEFORMATION_CLAMP_TO_BOX_IN_WORLDSPACE;
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// invalid cube
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m_SourceMins.Init( 0,0,0 );
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m_SourceMaxes.Init( -1, -1, -1 );
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// no clamp
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m_ClampMins.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );
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m_ClampMaxes.Init( FLT_MAX, FLT_MAX, FLT_MAX );
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}
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};
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#endif
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