//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef VRADDETAILPROPS_H #define VRADDETAILPROPS_H #ifdef _WIN32 #pragma once #endif #include "bspfile.h" #include "anorms.h" // Calculate the lighting at whatever surface the ray hits. // Note: this ADDS to the values already in color. So if you want absolute // values in there, then clear the values in color[] first. void CalcRayAmbientLighting( const Vector &vStart, const Vector &vEnd, Vector color[MAX_LIGHTSTYLES], // The color contribution from each lightstyle. Vector &colorSum // The contribution from each lightstyle, summed up. ); void ComputeDetailPropLighting( int iThread ); #endif // VRADDETAILPROPS_H