Team Fortress 2 Source Code as on 22/4/2020
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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
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