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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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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef GL_LIGHTMAP_H
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#define GL_LIGHTMAP_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "surfacehandle.h"
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#define MAX_LIGHTMAPS 256
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// NOTE: This is used for a hack that deals with viewmodels creating dlights
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// behind walls
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#define DLIGHT_BEHIND_PLANE_DIST -15
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extern bool g_RebuildLightmaps;
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extern int r_dlightactive;
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// Marks dlights as visible or not visible
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void R_MarkDLightVisible( int dlight );
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void R_MarkDLightNotVisible( int dlight );
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// Must call these at the start + end of rendering each view
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void R_DLightStartView();
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void R_DLightEndView();
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// Can we use another dynamic light, or is it just too expensive?
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bool R_CanUseVisibleDLight( int dlight );
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struct msurfacelighting_t;
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void R_AddDynamicLights( SurfaceHandle_t surfID, msurfacelighting_t *pLighting, const matrix3x4_t& entityToWorld );
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void R_BuildLightMap( struct dlight_t *pLights, class ICallQueue *pCallQueue, SurfaceHandle_t surfID, const matrix3x4_t& entityToWorld );
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void R_RedownloadAllLightmaps();
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void GL_RebuildLightmaps( void );
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void FASTCALL R_RenderDynamicLightmaps( dlight_t *pLights, ICallQueue *pCallQueue, SurfaceHandle_t surfID, const matrix3x4_t& entityToWorld );
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int R_AddLightmapPolyChain( SurfaceHandle_t surfID );
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int R_AddLightmapSurfaceChain( SurfaceHandle_t surfID );
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void R_SetLightmapBlendingMode( void );
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extern Vector4D blocklights[NUM_BUMP_VECTS+1][ MAX_LIGHTMAP_DIM_INCLUDING_BORDER * MAX_LIGHTMAP_DIM_INCLUDING_BORDER ];
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#endif // GL_LIGHTMAP_H
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