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tech5/source/engine/renderer/renderlightparms.h
T

98 lines
3.3 KiB
C++

#pragma once
// Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata.
// Original PDB header: w:\tech5\engine\renderer\renderlightparms.h
// Recovered logical types: 2
// Signatures retain Xbox 360 ABI evidence and may still require manual review.
// IDA Local Type ordinal 13575; PDB kind: class.
class idRenderLightParms
{
public:
idMat3 axis;
idVec3 origin;
int allowLightOnlyInViewID;
int suppressLightInViewID;
lightType_t lightType;
lightClass_t lightClass;
lightFallOff_t lightFalloff;
bool noShadows;
bool slowLight;
const idMaterial *shader;
idVec3 lightRadius;
idVec3 lightCenter;
idVec3 target;
idVec3 right;
idVec3 up;
idVec3 start;
idVec3 end;
idVec3 dynamicModelLightingScale;
float dimShadowStretch;
float maxVisibleRange;
float fadeVisibilityOver;
float staticSpecularScale;
idVec3 staticSpecularVector;
bool bakedParallelShadows;
const idIESfile *iesFile;
float iesPowerScale;
float iesAreaScale;
float areaLightSize;
float shadowSampleScale;
int slowMultiPass;
};
// IDA Local Type ordinal 22923; PDB kind: struct.
struct renderLightsParms_t
{
const renderSettings_t *settings;
const idRenderView *renderView;
renderDrawSurfParms_t drawSurfParms;
renderShadowBufferParms_t shadowBufferParms;
const idRenderLightCommitted **viewLights;
int numViewLights;
const idRenderModelCommitted **viewModels;
int numViewModels;
const idRenderModelSurface **viewWorldSurfaces;
int numViewWorldSurfaces;
const idDeclRenderParm *rpLightRotation;
const idDeclRenderParm *rpLightTranslation;
const idDeclRenderParm *rpLightScale;
const idDeclRenderParm *rpLightOscillationAmp;
const idDeclRenderParm *rpLightOscillationFreq;
const idDeclRenderParm *rpLightOscillationPhase;
const idDeclRenderParm *rpWindowPosToProjectedTexS;
const idDeclRenderParm *rpWindowPosToProjectedTexT;
const idDeclRenderParm *rpWindowPosToProjectedTexR;
const idDeclRenderParm *rpWindowPosToProjectedTexQ;
const idDeclRenderParm *rpWindowPosToProjectedShadowS;
const idDeclRenderParm *rpWindowPosToProjectedShadowT;
const idDeclRenderParm *rpWindowPosToProjectedShadowR;
const idDeclRenderParm *rpWindowPosToProjectedShadowQ;
const idDeclRenderParm *rpShadowProjectionS;
const idDeclRenderParm *rpShadowProjectionT;
const idDeclRenderParm *rpShadowProjectionR;
const idDeclRenderParm *rpShadowProjectionQ;
const idDeclRenderParm *rpGlobalLightOrigin;
const idDeclRenderParm *rpStaticSpecularScale;
const idDeclRenderParm *rpStaticSpecularVector;
const idDeclRenderParm *rpLightProjectionS;
const idDeclRenderParm *rpLightProjectionT;
const idDeclRenderParm *rpLightProjectionR;
const idDeclRenderParm *rpLightProjectionQ;
const idDeclRenderParm *rpLocalToLightS;
const idDeclRenderParm *rpLocalToLightT;
const idDeclRenderParm *rpLocalToLightR;
const idDeclRenderParm *rpLocalToLightQ;
const idDeclRenderParm *rpLightFade;
const idDeclRenderProg *progDepthOnly;
const idDeclRenderProg *progBlendedLightDebugDraw;
const idDeclRenderProg *progDeferredPointLight;
const idDeclRenderProg *progDeferredSpotLight;
const idDeclRenderProg *progDeferredParallelLight;
const idRenderDestination *renderDestDefault;
const idTriangles *zeroOneCubeTris;
const bool *binaryModelState;
int *numShadows;
};