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-rw-r--r--mp/src/utils/vrad/vraddetailprops.h34
1 files changed, 34 insertions, 0 deletions
diff --git a/mp/src/utils/vrad/vraddetailprops.h b/mp/src/utils/vrad/vraddetailprops.h
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+++ b/mp/src/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