Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================//
  6. #ifndef VRADDETAILPROPS_H
  7. #define VRADDETAILPROPS_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. #include "bspfile.h"
  12. #include "mathlib/anorms.h"
  13. // Calculate the lighting at whatever surface the ray hits.
  14. // Note: this ADDS to the values already in color. So if you want absolute
  15. // values in there, then clear the values in color[] first.
  16. void CalcRayAmbientLighting(
  17. int iThread,
  18. const Vector &vStart,
  19. const Vector &vEnd,
  20. float tanTheta, // tangent of the inner angle of the cone
  21. Vector color[MAX_LIGHTSTYLES] // The color contribution from each lightstyle.
  22. );
  23. bool CastRayInLeaf( int iThread, const Vector &start, const Vector &end, int leafIndex, float *pFraction, Vector *pNormal );
  24. void ComputeDetailPropLighting( int iThread );
  25. #endif // VRADDETAILPROPS_H