//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //===========================================================================// #if !defined( MODEL_TYPES_H ) #define MODEL_TYPES_H #ifdef _WIN32 #pragma once #endif #define STUDIO_NONE 0x00000000 #define STUDIO_RENDER 0x00000001 #define STUDIO_VIEWXFORMATTACHMENTS 0x00000002 #define STUDIO_DRAWTRANSLUCENTSUBMODELS 0x00000004 #define STUDIO_TWOPASS 0x00000008 #define STUDIO_STATIC_LIGHTING 0x00000010 #define STUDIO_WIREFRAME 0x00000020 #define STUDIO_ITEM_BLINK 0x00000040 #define STUDIO_NOSHADOWS 0x00000080 #define STUDIO_WIREFRAME_VCOLLIDE 0x00000100 #define STUDIO_NOLIGHTING_OR_CUBEMAP 0x00000200 #define STUDIO_SKIP_FLEXES 0x00000400 #define STUDIO_DONOTMODIFYSTENCILSTATE 0x00000800 // TERROR // not a studio flag, but used to signify that the draw call should cause a depth imposter to be drawn as well. #define STUDIO_DEPTH_ONLY 0x01000000 // Not a studio flag, but used to flag model to render using special settings for AO pre-pass #define STUDIO_AOPREPASSTEXURE 0x02000000 // Not a studio flag, but used to flag model to keep the shadow state it starts with #define STUDIO_KEEP_SHADOWS 0x04000000 // Not a studio flag, but used to flag model as using shadow depth material override #define STUDIO_SSAODEPTHTEXTURE 0x08000000 // Not a studio flag, but used to flag model as a non-sorting brush model #define STUDIO_TRANSPARENCY 0x80000000 // Not a studio flag, but used to flag model as using shadow depth material override #define STUDIO_SHADOWDEPTHTEXTURE 0x40000000 // Not a studio flag, but used to flag model as doing custom rendering into shadow texture #define STUDIO_SHADOWTEXTURE 0x20000000 #define STUDIO_SKIP_DECALS 0x10000000 enum modtype_t { mod_bad = 0, mod_brush, mod_sprite, mod_studio }; #endif // MODEL_TYPES_H