Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef DECAL_PRIVATE_H
#define DECAL_PRIVATE_H
#ifdef _WIN32
#pragma once
#endif
#include "gl_model_private.h"
#include "idispinfo.h"
#define DECAL_NORMAL 0x00 // Default
#define DECAL_CUSTOM 0x01 // Clan logo, etc.
// JAY: Compress this as much as possible
// decal instance
struct decal_t
{
decal_t *pnext; // linked list for each surface
decal_t *pDestroyList; //
SurfaceHandle_t surfID; // Surface id for persistence / unlinking
IMaterial *material;
float lightmapOffset;
// FIXME:
// make dx and dy in decal space and get rid of position, so that
// position can be rederived from the decal basis.
Vector position; // location of the decal center in world space.
Vector saxis; // direction of the s axis in world space
float dx; // Offsets into surface texture (in texture coordinates, so we don't need floats)
float dy;
float scale; // Pixel scale
float flSize; // size of decal, used for rejecting on dispinfo planes
float fadeDuration; // Negative value means to fade in
float fadeStartTime;
color32 color;
void *userdata; // For player decals only, decal index ( first player at slot 1 )
DispDecalHandle_t m_DispDecal; // Handle to displacement decals associated with this
unsigned short clippedVertCount;
unsigned short cacheHandle;
unsigned short m_iDecalPool; // index into the decal pool.
short flags; // Decal flags DECAL_* !!!SAVED AS A BYTE (SEE HOST_CMD.C)
short entityIndex; // Entity this is attached to
// NOTE: The following variables are dynamic variables.
// We could put these into a separate array and reference them
// by index to reduce memory costs of this...
int m_iSortTree; // MaterialSort tree id
int m_iSortMaterial; // MaterialSort id.
};
#define FDECAL_PERMANENT 0x01 // This decal should not be removed in favor of any new decals
#define FDECAL_REFERENCE 0x02 // This is a decal that's been moved from another level
#define FDECAL_CUSTOM 0x04 // This is a custom clan logo and should not be saved/restored
#define FDECAL_HFLIP 0x08 // Flip horizontal (U/S) axis
#define FDECAL_VFLIP 0x10 // Flip vertical (V/T) axis
// NOTE: There are used by footprints; maybe we separate into a separate struct?
#define FDECAL_USESAXIS 0x80 // Uses the s axis field to determine orientation
#define FDECAL_DYNAMIC 0x100 // Indicates the decal is dynamic
#define FDECAL_SECONDPASS 0x200 // Decals that have to be drawn after everything else
#define FDECAL_DONTSAVE 0x800 // Decal was loaded from adjacent level, don't save out to save file for this level
#define FDECAL_PLAYERSPRAY 0x1000 // Decal is a player spray
#define FDECAL_DISTANCESCALE 0x2000 // Decal is dynamically scaled based on distance.
#define FDECAL_HASUPDATED 0x4000 // Decal has not been updated this frame yet
// Max decal (see r_decal.cpp for initialization).
extern int g_nMaxDecals;
struct worldbrushdata_t;
void R_DecalUnlink( decal_t *pdecal, worldbrushdata_t *model );
#endif // DECAL_PRIVATE_H