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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /utils/vrad/vraddetailprops.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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Diffstat (limited to 'utils/vrad/vraddetailprops.h')
-rw-r--r--utils/vrad/vraddetailprops.h34
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diff --git a/utils/vrad/vraddetailprops.h b/utils/vrad/vraddetailprops.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef VRADDETAILPROPS_H
+#define VRADDETAILPROPS_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "bspfile.h"
+#include "mathlib/anorms.h"
+
+
+// Calculate the lighting at whatever surface the ray hits.
+// Note: this ADDS to the values already in color. So if you want absolute
+// values in there, then clear the values in color[] first.
+void CalcRayAmbientLighting(
+ int iThread,
+ const Vector &vStart,
+ const Vector &vEnd,
+ float tanTheta, // tangent of the inner angle of the cone
+ Vector color[MAX_LIGHTSTYLES] // The color contribution from each lightstyle.
+ );
+
+bool CastRayInLeaf( int iThread, const Vector &start, const Vector &end, int leafIndex, float *pFraction, Vector *pNormal );
+
+void ComputeDetailPropLighting( int iThread );
+
+
+#endif // VRADDETAILPROPS_H