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