//========= Copyright © 1996-2005, 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