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main
source/engine/renderer/renderlightparms.h
97 строк
3 KB
Justin Marshall
Added cleaned up structs and classes to proper header files.
09 авг 2026, 03:17
09 авг 2026, 03:17
61cb846
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#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; };