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Expand file tree Collapse file tree 2 files changed +39
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lines changed Original file line number Diff line number Diff line change @@ -400,6 +400,45 @@ enum class ssaoMode {
400400 CUBESIDE_CLIPALL = 1 | 2 | 4 | 8 | 16 | 32
401401 };
402402
403+ enum class refLightType_t
404+ {
405+ RL_OMNI, // point light
406+ RL_PROJ, // spot light
407+ RL_DIRECTIONAL, // sun light
408+
409+ RL_MAX_REF_LIGHT_TYPE
410+ };
411+
412+ struct refLight_t
413+ {
414+ refLightType_t rlType;
415+
416+ qhandle_t attenuationShader;
417+
418+ vec3_t origin;
419+ quat_t rotation;
420+ vec3_t center;
421+ vec3_t color; // range from 0.0 to 1.0, should be color normalized
422+
423+ float scale; // r_lightScale if not set
424+
425+ // omni-directional light specific
426+ float radius;
427+
428+ // projective light specific
429+ vec3_t projTarget;
430+ vec3_t projRight;
431+ vec3_t projUp;
432+ vec3_t projStart;
433+ vec3_t projEnd;
434+
435+ bool noShadows;
436+ short noShadowID; // don't cast shadows of all entities with this id
437+
438+ bool inverseShadows; // don't cast light and draw shadows by darken the scene
439+ // this is useful for drawing player shadows with shadow mapping
440+ };
441+
403442// a trRefLight_t has all the information passed in by
404443// the client game, as well as some locally derived info
405444 struct trRefLight_t
Original file line number Diff line number Diff line change @@ -220,52 +220,6 @@ struct refEntity_t
220220
221221// ================================================================================================
222222
223- // XreaL BEGIN
224-
225- enum class refLightType_t
226- {
227- RL_OMNI , // point light
228- RL_PROJ , // spot light
229- RL_DIRECTIONAL , // sun light
230-
231- RL_MAX_REF_LIGHT_TYPE
232- };
233-
234- struct refLight_t
235- {
236- refLightType_t rlType ;
237- // int lightfx;
238-
239- qhandle_t attenuationShader ;
240-
241- vec3_t origin ;
242- quat_t rotation ;
243- vec3_t center ;
244- vec3_t color ; // range from 0.0 to 1.0, should be color normalized
245-
246- float scale ; // r_lightScale if not set
247-
248- // omni-directional light specific
249- float radius ;
250-
251- // projective light specific
252- vec3_t projTarget ;
253- vec3_t projRight ;
254- vec3_t projUp ;
255- vec3_t projStart ;
256- vec3_t projEnd ;
257-
258- bool8_t noShadows ;
259- short noShadowID ; // don't cast shadows of all entities with this id
260-
261- bool8_t inverseShadows ; // don't cast light and draw shadows by darken the scene
262- // this is useful for drawing player shadows with shadow mapping
263- };
264-
265- // XreaL END
266-
267- // ================================================================================================
268-
269223struct refdef_t
270224{
271225 int x , y , width , height ;
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