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Move refLight_t out of the IPC types header
refLightType_t and refLight_t are not used in IPC so they should not be in tr_types.h.
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2 files changed

+39
-46
lines changed

2 files changed

+39
-46
lines changed

src/engine/renderer/tr_local.h

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@@ -400,6 +400,45 @@ enum class ssaoMode {
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CUBESIDE_CLIPALL = 1 | 2 | 4 | 8 | 16 | 32
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};
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enum class refLightType_t
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{
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RL_OMNI, // point light
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RL_PROJ, // spot light
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RL_DIRECTIONAL, // sun light
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RL_MAX_REF_LIGHT_TYPE
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};
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struct refLight_t
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{
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refLightType_t rlType;
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qhandle_t attenuationShader;
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vec3_t origin;
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quat_t rotation;
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vec3_t center;
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vec3_t color; // range from 0.0 to 1.0, should be color normalized
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float scale; // r_lightScale if not set
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// omni-directional light specific
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float radius;
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// projective light specific
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vec3_t projTarget;
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vec3_t projRight;
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vec3_t projUp;
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vec3_t projStart;
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vec3_t projEnd;
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bool noShadows;
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short noShadowID; // don't cast shadows of all entities with this id
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bool inverseShadows; // don't cast light and draw shadows by darken the scene
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// this is useful for drawing player shadows with shadow mapping
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};
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// a trRefLight_t has all the information passed in by
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// the client game, as well as some locally derived info
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struct trRefLight_t

src/engine/renderer/tr_types.h

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@@ -220,52 +220,6 @@ struct refEntity_t
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// ================================================================================================
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// XreaL BEGIN
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enum class refLightType_t
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{
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RL_OMNI, // point light
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RL_PROJ, // spot light
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RL_DIRECTIONAL, // sun light
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RL_MAX_REF_LIGHT_TYPE
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};
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struct refLight_t
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{
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refLightType_t rlType;
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// int lightfx;
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qhandle_t attenuationShader;
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vec3_t origin;
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quat_t rotation;
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vec3_t center;
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vec3_t color; // range from 0.0 to 1.0, should be color normalized
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float scale; // r_lightScale if not set
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// omni-directional light specific
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float radius;
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// projective light specific
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vec3_t projTarget;
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vec3_t projRight;
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vec3_t projUp;
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vec3_t projStart;
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vec3_t projEnd;
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bool8_t noShadows;
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short noShadowID; // don't cast shadows of all entities with this id
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bool8_t inverseShadows; // don't cast light and draw shadows by darken the scene
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// this is useful for drawing player shadows with shadow mapping
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};
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// XreaL END
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// ================================================================================================
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struct refdef_t
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{
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int x, y, width, height;

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