materialsystem/shaderapidx9/shaderapidx8.cpp
void CShaderAPIDx8::CompileAmbientCube( CompiledLightingState_t *pCompiledState, int nLightCount, const MaterialLightingState_t *pLightingState )
{
	Vector4D *vecCube = pCompiledState->m_AmbientLightCube;
	const Vector *pAmbient = pLightingState->m_vecAmbientCube;
	vecCube[0].Init( pAmbient[0].x, pAmbient[0].y, pAmbient[0].z, 1.0f );
	vecCube[1].Init( pAmbient[1].x, pAmbient[1].y, pAmbient[1].z, 1.0f );
	vecCube[2].Init( pAmbient[2].x, pAmbient[2].y, pAmbient[2].z, 1.0f );
	vecCube[3].Init( pAmbient[3].x, pAmbient[3].y, pAmbient[3].z, 1.0f );
	vecCube[4].Init( pAmbient[4].x, pAmbient[4].y, pAmbient[4].z, 1.0f );
	vecCube[5].Init( pAmbient[5].x, pAmbient[5].y, pAmbient[5].z, 1.0f );
}
//-----------------------------------------------------------------------------
// Compiles the ambient cube lighting state
//-----------------------------------------------------------------------------
Compiles the ambient cube lighting state
Compiles the ambient cube lighting state
void CShaderAPIDx8::CompileAmbientCube( CompiledLightingState_t *pCompiledState, int nLightCount, const MaterialLightingState_t *pLightingState )
{
	Vector4D *vecCube = pCompiledState->m_AmbientLightCube;
	const Vector *pAmbient = pLightingState->m_vecAmbientCube;
	vecCube[0].Init( pAmbient[0].x, pAmbient[0].y, pAmbient[0].z, 1.0f );
	vecCube[1].Init( pAmbient[1].x, pAmbient[1].y, pAmbient[1].z, 1.0f );
	vecCube[2].Init( pAmbient[2].x, pAmbient[2].y, pAmbient[2].z, 1.0f );
	vecCube[3].Init( pAmbient[3].x, pAmbient[3].y, pAmbient[3].z, 1.0f );
	vecCube[4].Init( pAmbient[4].x, pAmbient[4].y, pAmbient[4].z, 1.0f );
	vecCube[5].Init( pAmbient[5].x, pAmbient[5].y, pAmbient[5].z, 1.0f );
}
void CShaderAPIDx8 :: CompileAmbientCube ( CompiledLightingState_t * pCompiledState , int nLightCount , const MaterialLightingState_t * pLightingState ) { Vector4D * vecCube = pCompiledState -> m_AmbientLightCube ; const Vector * pAmbient = pLightingState -> m_vecAmbientCube ; vecCube [ 0 ] . Init ( pAmbient [ 0 ] . x , pAmbient [ 0 ] . y , pAmbient [ 0 ] . z , 1.0f ) ; vecCube [ 1 ] . Init ( pAmbient [ 1 ] . x , pAmbient [ 1 ] . y , pAmbient [ 1 ] . z , 1.0f ) ; vecCube [ 2 ] . Init ( pAmbient [ 2 ] . x , pAmbient [ 2 ] . y , pAmbient [ 2 ] . z , 1.0f ) ; vecCube [ 3 ] . Init ( pAmbient [ 3 ] . x , pAmbient [ 3 ] . y , pAmbient [ 3 ] . z , 1.0f ) ; vecCube [ 4 ] . Init ( pAmbient [ 4 ] . x , pAmbient [ 4 ] . y , pAmbient [ 4 ] . z , 1.0f ) ; vecCube [ 5 ] . Init ( pAmbient [ 5 ] . x , pAmbient [ 5 ] . y , pAmbient [ 5 ] . z , 1.0f ) ; }
Compiles the ambient cube lighting state
Compiles the ambient cube lighting state