Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "disp_defs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// ---------------------------------------------------------------------- //
// Global tables.
// ---------------------------------------------------------------------- //
// These map CCoreDispSurface neighbor orientations (which are actually edge indices)
// into our 'degrees of rotation' representation.
int g_CoreDispNeighborOrientationMap[4][4] =
{
{ORIENTATION_CCW_180, ORIENTATION_CCW_270, ORIENTATION_CCW_0, ORIENTATION_CCW_90},
{ORIENTATION_CCW_90, ORIENTATION_CCW_180, ORIENTATION_CCW_270, ORIENTATION_CCW_0},
{ORIENTATION_CCW_0, ORIENTATION_CCW_90, ORIENTATION_CCW_180, ORIENTATION_CCW_270},
{ORIENTATION_CCW_270, ORIENTATION_CCW_0, ORIENTATION_CCW_90, ORIENTATION_CCW_180}
};
// ---------------------------------------------------------------------- //
// Global variables.
// ---------------------------------------------------------------------- //
CUtlVector<unsigned char> g_DispLMAlpha;
CUtlVector<unsigned char, CHunkMemory<unsigned char> > g_DispLightmapSamplePositions;
CUtlVector<CDispGroup*> g_DispGroups;
bool g_bDispOrthoRender = false;
ConVar r_DrawDisp( "r_DrawDisp", "1", FCVAR_CHEAT, "Toggles rendering of displacment maps" );
ConVar r_DispWalkable( "r_DispWalkable", "0", FCVAR_CHEAT );
ConVar r_DispBuildable( "r_DispBuildable", "0", FCVAR_CHEAT );