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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef VRADDETAILPROPS_H
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#define VRADDETAILPROPS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "bspfile.h"
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#include "mathlib/anorms.h"
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// Calculate the lighting at whatever surface the ray hits.
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// Note: this ADDS to the values already in color. So if you want absolute
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// values in there, then clear the values in color[] first.
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void CalcRayAmbientLighting(
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int iThread,
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const Vector &vStart,
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const Vector &vEnd,
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float tanTheta, // tangent of the inner angle of the cone
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Vector color[MAX_LIGHTSTYLES] // The color contribution from each lightstyle.
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);
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bool CastRayInLeaf( int iThread, const Vector &start, const Vector &end, int leafIndex, float *pFraction, Vector *pNormal );
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void ComputeDetailPropLighting( int iThread );
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#endif // VRADDETAILPROPS_H
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