-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathEngine.UnObj.pas
More file actions
62 lines (57 loc) · 3.51 KB
/
Engine.UnObj.pas
File metadata and controls
62 lines (57 loc) · 3.51 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
{
For now only values I need for the DxEditPlus.
}
unit Engine.UnObj;
interface
const
// Regular in-game flags.
PF_Invisible = $00000001; // Poly is invisible.
PF_Masked = $00000002; // Poly should be drawn masked.
PF_Translucent = $00000004; // Poly is transparent.
PF_NotSolid = $00000008; // Poly is not solid, doesn't block.
PF_Environment = $00000010; // Poly should be drawn environment mapped.
PF_ForceViewZone = $00000010; // Force current iViewZone in OccludeBSP (reuse Environment flag)
PF_Semisolid = $00000020; // Poly is semi-solid = collision solid, Csg nonsolid.
PF_Modulated = $00000040; // Modulation transparency.
PF_FakeBackdrop = $00000080; // Poly looks exactly like backdrop.
PF_TwoSided = $00000100; // Poly is visible from both sides.
PF_AutoUPan = $00000200; // Automatically pans in U direction.
PF_AutoVPan = $00000400; // Automatically pans in V direction.
PF_NoSmooth = $00000800; // Don't smooth textures.
PF_BigWavy = $00001000; // Poly has a big wavy pattern in it.
PF_SpecialPoly = $00001000; // Game-specific poly-level render control (reuse BigWavy flag)
PF_SmallWavy = $00002000; // Small wavy pattern (for water/enviro reflection).
PF_Flat = $00004000; // Flat surface.
PF_LowShadowDetail = $00008000; // Low detail shadows.
PF_NoMerge = $00010000; // Don't merge poly's nodes before lighting when rendering.
PF_CloudWavy = $00020000; // Polygon appears wavy like clouds.
PF_DirtyShadows = $00040000; // Dirty shadows.
PF_BrightCorners = $00080000; // Brighten convex corners.
PF_SpecialLit = $00100000; // Only speciallit lights apply to this poly.
PF_Gouraud = $00200000; // Gouraud shaded.
PF_NoBoundRejection = $00200000; // Disable bound rejection in OccludeBSP (reuse Gouraud flag)
PF_Unlit = $00400000; // Unlit.
PF_HighShadowDetail = $00800000; // High detail shadows.
PF_Portal = $04000000; // Portal between iZones.
PF_Mirrored = $08000000; // Reflective surface.
// Editor flags.
PF_Memorized = $01000000; // Editor: Poly is remembered.
PF_Selected = $02000000; // Editor: Poly is selected.
PF_Highlighted = $10000000; // Editor: Poly is highlighted.
PF_FlatShaded = $40000000; // FPoly has been split by SplitPolyWithPlane.
// Internal.
PF_EdProcessed = $40000000; // FPoly was already processed in editorBuildFPolys.
PF_EdCut = $80000000; // FPoly has been split by SplitPolyWithPlane.
PF_RenderFog = $40000000; // Render with fogmapping.
PF_Occlude = $80000000; // Occludes even if PF_NoOcclude.
PF_RenderHint = $01000000; // Rendering optimization hint.
// Combinations of flags.
PF_NoOcclude = PF_Masked or PF_Translucent or PF_Invisible or PF_Modulated;
PF_NoEdit = PF_Memorized or PF_Selected or PF_EdProcessed or PF_NoMerge or PF_EdCut;
PF_NoImport = PF_NoEdit or PF_NoMerge or PF_Memorized or PF_Selected or PF_EdProcessed or PF_EdCut;
PF_AddLast = PF_Semisolid or PF_NotSolid;
PF_NoAddToBSP = PF_EdCut or PF_EdProcessed or PF_Selected or PF_Memorized;
PF_NoShadows = PF_Unlit or PF_Invisible or PF_Environment or PF_FakeBackdrop;
PF_Transient = PF_Highlighted;
implementation
end.