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https://github.com/w23/xash3d-fwgs
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a284567002
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.
23 lines
678 B
C
23 lines
678 B
C
#pragma once
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#include "xash3d_types.h"
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#include "vk_render.h" // cl_entity_t
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struct ref_viewpass_s;
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struct draw_list_s;
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struct model_s;
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struct cl_entity_s;
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qboolean VK_BrushInit( void );
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void VK_BrushShutdown( void );
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qboolean VK_BrushModelLoad(struct model_s *mod);
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void VK_BrushModelDestroy(struct model_s *mod);
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void VK_BrushModelDraw( const cl_entity_t *ent, int render_mode, float blend, const matrix4x4 model );
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void VK_BrushStatsClear( void );
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const texture_t *R_TextureAnimation( const cl_entity_t *ent, const msurface_t *s, const struct texture_s *base_override );
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void R_VkBrushModelCollectEmissiveSurfaces( const struct model_s *mod, qboolean is_worldmodel );
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