#include <DecalBuilder.h>
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| DecalBuilder () |
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virtual | ~DecalBuilder () |
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void | AddBloodsplat (const Vec3f &pos, Color color, float radius) |
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void | Reset (bool bPreserveBloodsplats) |
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char | BuildAndApplyDecals (int light_level, LocationFlags locationFlags, const Planef &FacePlane, int NumFaceVerts, RenderVertexSoft *FaceVerts, char ClipFlags, int uSectorID) |
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bool | Build_Decal_Geometry (int LightLevel, LocationFlags locationFlags, Bloodsplat *blood, float DecalRadius, Color uColorMultiplier, float DecalDotDist, stru314 *FacetNormals, int numfaceverts, RenderVertexSoft *faceverts, char uClipFlags) |
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bool | ApplyBloodsplatDecals_IndoorFace (int uFaceID) |
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bool | ApplyBloodSplat_OutdoorFace (ODMFace *pFace) |
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bool | ApplyBloodSplatToTerrain (bool fading, const Vec3f &terrnorm, float *tridotdist, RenderVertexSoft *triverts, const int whichsplat) |
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void | DrawDecals (float z_bias) |
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void | DrawBloodsplats () |
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void | DrawDecalDebugOutlines () |
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◆ DecalBuilder()
DecalBuilder::DecalBuilder |
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◆ ~DecalBuilder()
virtual DecalBuilder::~DecalBuilder |
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inlinevirtual |
◆ AddBloodsplat()
void DecalBuilder::AddBloodsplat |
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const Vec3f & |
pos, |
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Color |
color, |
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float |
radius |
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◆ ApplyBloodSplat_OutdoorFace()
bool DecalBuilder::ApplyBloodSplat_OutdoorFace |
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ODMFace * |
pFace | ) |
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◆ ApplyBloodsplatDecals_IndoorFace()
bool DecalBuilder::ApplyBloodsplatDecals_IndoorFace |
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int |
uFaceID | ) |
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◆ ApplyBloodSplatToTerrain()
bool DecalBuilder::ApplyBloodSplatToTerrain |
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bool |
fading, |
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const Vec3f & |
terrnorm, |
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float * |
tridotdist, |
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RenderVertexSoft * |
triverts, |
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const int |
whichsplat |
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- Original binary offset:
- 0x0049BE8A
Attemps to apply a certain bloodsplat onto the supplied terrain triangle.
- Parameters
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| fading | Whether blood splat should be fading. |
| terrnorm | Normal vector of supplied triangle. |
[out] | tridotdist | Plane dot distance of supplied vertices. |
| triverts | Vertices of terrain triangle to apply splat onto. |
| whichsplat | Index of which bloodsplat in bloodsplat_container->pBloodsplats_to_apply[index] to use. |
- Returns
- True if bloodsplat_container->uNumBloodsplats > 0, false otherwise.
◆ Build_Decal_Geometry()
bool DecalBuilder::Build_Decal_Geometry |
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int |
LightLevel, |
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LocationFlags |
locationFlags, |
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Bloodsplat * |
blood, |
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float |
DecalRadius, |
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Color |
uColorMultiplier, |
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float |
DecalDotDist, |
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stru314 * |
FacetNormals, |
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int |
numfaceverts, |
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RenderVertexSoft * |
faceverts, |
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char |
uClipFlags |
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◆ BuildAndApplyDecals()
char DecalBuilder::BuildAndApplyDecals |
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int |
light_level, |
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LocationFlags |
locationFlags, |
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const Planef & |
FacePlane, |
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int |
NumFaceVerts, |
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RenderVertexSoft * |
FaceVerts, |
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char |
ClipFlags, |
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int |
uSectorID |
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◆ DrawBloodsplats()
void DecalBuilder::DrawBloodsplats |
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◆ DrawDecalDebugOutlines()
void DecalBuilder::DrawDecalDebugOutlines |
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◆ DrawDecals()
void DecalBuilder::DrawDecals |
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float |
z_bias | ) |
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◆ Reset()
void DecalBuilder::Reset |
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bool |
bPreserveBloodsplats | ) |
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◆ bloodsplat_container
◆ Decals
std::array<Decal, 1024> DecalBuilder::Decals |
◆ DecalsCount
unsigned int DecalBuilder::DecalsCount |
◆ field_30C010
float DecalBuilder::field_30C010 = 0 |
◆ field_30C014
float DecalBuilder::field_30C014 = 0 |
◆ field_30C018
float DecalBuilder::field_30C018 = 0 |
◆ field_30C01C
float DecalBuilder::field_30C01C = 0 |
◆ field_30C020
float DecalBuilder::field_30C020 = 0 |
◆ field_30C024
float DecalBuilder::field_30C024 = 0 |
◆ field_30C028
float DecalBuilder::field_30C028 = 0 |
◆ field_30C02C
float DecalBuilder::field_30C02C = 0 |
◆ field_30C034
float DecalBuilder::field_30C034 = 0 |
◆ flt_30C030
float DecalBuilder::flt_30C030 = 0 |
◆ uNumSplatsThisFace
int DecalBuilder::uNumSplatsThisFace = 0 |
◆ WhichSplatsOnThisFace
std::array<int, 1024> DecalBuilder::WhichSplatsOnThisFace = {{}} |
The documentation for this struct was generated from the following files: