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56 lines
1.8 KiB
56 lines
1.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Export functions from l_studio.cpp
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef L_STUDIO_H
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#define L_STUDIO_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "engine/ivmodelrender.h"
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#include "datacache/imdlcache.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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struct LightDesc_t;
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class IStudioRender;
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struct vcollide_t;
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extern IStudioRender *g_pStudioRender;
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void UpdateStudioRenderConfig( void );
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void InitStudioRender( void );
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void ShutdownStudioRender( void );
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unsigned short& FirstShadowOnModelInstance( ModelInstanceHandle_t handle );
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//-----------------------------------------------------------------------------
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// Converts world lights to materialsystem lights
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//-----------------------------------------------------------------------------
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bool WorldLightToMaterialLight( dworldlight_t* worldlight, LightDesc_t& light );
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//-----------------------------------------------------------------------------
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// Computes the center of the studio model for illumination purposes
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//-----------------------------------------------------------------------------
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void R_ComputeLightingOrigin( IClientRenderable *pRenderable, studiohdr_t* pStudioHdr, const matrix3x4_t &matrix, Vector& center );
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void DrawSavedModelDebugOverlays( void );
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// Used to force the value of r_rootlod depending on if sv_cheats is 0 and if we're on a server.
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bool CheckVarRange_r_rootlod();
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bool CheckVarRange_r_lod();
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extern ConVar r_drawmodelstatsoverlay;
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extern ConVar r_drawmodelstatsoverlaydistance;
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extern ConVar r_lod;
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extern ConVar r_drawmodellightorigin;
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#endif
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