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