xash3d-fwgs/ref/vk/vk_brush.h
Ivan Avdeev a284567002 rt: refactor loading surface lights, fix #417
Do not entangle brush model loading with loading surface lights.
Do a separate pass over brush model surfaces for the sole purpose of
finding light sources. Enables consistent live-reloading light data
after patching entities/surface/rad files.
2023-03-02 22:32:08 -08:00

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C

#pragma once
#include "xash3d_types.h"
#include "vk_render.h" // cl_entity_t
struct ref_viewpass_s;
struct draw_list_s;
struct model_s;
struct cl_entity_s;
qboolean VK_BrushInit( void );
void VK_BrushShutdown( void );
qboolean VK_BrushModelLoad(struct model_s *mod);
void VK_BrushModelDestroy(struct model_s *mod);
void VK_BrushModelDraw( const cl_entity_t *ent, int render_mode, float blend, const matrix4x4 model );
void VK_BrushStatsClear( void );
const texture_t *R_TextureAnimation( const cl_entity_t *ent, const msurface_t *s, const struct texture_s *base_override );
void R_VkBrushModelCollectEmissiveSurfaces( const struct model_s *mod, qboolean is_worldmodel );