59 lines
1.6 KiB
C
59 lines
1.6 KiB
C
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/*
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gl_studiodecal.h - studio decal rendering
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Copyright (C) 2018 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#ifndef GL_STUDIODECAL_H
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#define GL_STUDIODECAL_H
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typedef enum
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{
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DECAL_CLIP_MINUSU = 0x1,
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DECAL_CLIP_MINUSV = 0x2,
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DECAL_CLIP_PLUSU = 0x4,
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DECAL_CLIP_PLUSV = 0x8,
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};
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typedef struct
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{
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Vector2D m_UV;
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word m_VertexIndex; // index into the DecalVertex_t list
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bool m_FrontFacing;
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bool m_InValidArea;
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} DecalVertexInfo_t;
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// decal entry
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typedef struct studiodecal_s
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{
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// this part is goes to savelist
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byte flags;
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Vector normal;
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Vector position;
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word modelpose; // m_pModelInstance->pose_stamps[modelpose]
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const DecalGroupEntry *texinfo; // pointer to decal material
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// history
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int depth; // equal for all the decal fragments (used to remove all frgaments)
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// VBO cache
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vbomesh_t mesh; // decal private mesh
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// shader cache
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vbomesh_t* modelmesh; // pointer to studio mesh who owned decal
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shader_t forwardScene;
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shader_t forwardLightSpot;
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shader_t forwardLightOmni;
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shader_t forwardLightProj;
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} studiodecal_t;
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#endif//GL_STUDIODECAL_H
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