mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-16 08:10:32 +02:00
dmap now contains path tracing optimizations stored in iceproc files.
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@@ -153,6 +153,8 @@ typedef struct node_s {
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// needed for FindSideForPortal
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int area; // determined by flood filling up to areaportals
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int originalArea; // area before automatic refinement
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int areaRefineFlood; // temporary flood marker for automatic refinement
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int occupied; // 1 or greater can reach entity
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uEntity_t * occupant; // for leak file testing
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@@ -256,6 +258,7 @@ typedef struct {
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bool noTJunc;
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bool nomerge;
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bool noFlood;
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bool autoAreaRefine; // split designer-authored areas with generated BSP portals
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bool noClipSides; // don't cut sides by solid leafs, use the entire thing
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bool noLightCarve; // extra triangle subdivision by light frustums
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shadowOptLevel_t shadowOptLevel;
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@@ -339,6 +342,8 @@ void GLS_EndScene( void );
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typedef struct {
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int area0, area1;
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side_t *side;
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idWinding *winding; // generated portals don't have a map brush side
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bool generated;
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} interAreaPortal_t;
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extern interAreaPortal_t interAreaPortals[MAX_INTER_AREA_PORTALS];
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@@ -348,6 +353,7 @@ bool FloodEntities( tree_t *tree );
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void FillOutside( uEntity_t *e );
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void FloodAreas( uEntity_t *e );
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void MakeTreePortals( tree_t *tree );
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void ClearInterAreaPortals( void );
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void FreePortal( uPortal_t *p );
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//=============================================================================
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