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Leviathan/Client/Game/engine/Renderer/KRenderDefine.h
T
2026-06-01 12:46:52 +02:00

32 lines
958 B
C

#pragma once
// Adds various effect textures.
// Texture pack
#include "KSmartPtr.h"
DECL_SPTR(K3DTexture)
struct TEXPACK
{
K3DTextureSPtr spTexture; // Texture Diffuse
K3DTextureSPtr spTexture_Bump; // Bump Map
K3DTextureSPtr spTexture_Illumin; // Self-illumination texture
K3DTextureSPtr spTexture_Specular; // Specular texture
K3DTextureSPtr spTexture_SpecularColor; // Specular color map texture
K3DTextureSPtr spTexture_Light; // Light map texture
K3DTextureSPtr spTexture_Fix; // Arbitrary fixed texture
K3DTextureSPtr spTexture_MTE; // MTE texture
int nTextureMode;
};
// Moved here so that the viewport depends only on the renderer
enum SHADOW_TYPE
{
SHADOW_NO_CAST = 1 << 0, // No shadow generation
SHADOW_DY_CAST = 1 << 1, // Dynamic shadow caster
SHADOW_ST_CAST = 1 << 2, // Static shadow caster
SHADOW_NO_RECV = 1 << 3, // Does not receive shadows
SHADOW_RECV = 1 << 4, // Receives shadows
};