mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-24 23:26:50 +00:00
53 lines
1.7 KiB
C
53 lines
1.7 KiB
C
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $Workfile: $
|
|
// $Date: $
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#ifndef GL_LIGHTMAP_H
|
|
#define GL_LIGHTMAP_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
#include "surfacehandle.h"
|
|
|
|
#define MAX_LIGHTMAPS 256
|
|
|
|
// NOTE: This is used for a hack that deals with viewmodels creating dlights
|
|
// behind walls
|
|
#define DLIGHT_BEHIND_PLANE_DIST -15
|
|
|
|
extern bool g_RebuildLightmaps;
|
|
|
|
extern int r_dlightactive;
|
|
|
|
// Marks dlights as visible or not visible
|
|
void R_MarkDLightVisible( int dlight );
|
|
void R_MarkDLightNotVisible( int dlight );
|
|
|
|
// Must call these at the start + end of rendering each view
|
|
void R_DLightStartView();
|
|
void R_DLightEndView();
|
|
|
|
// Can we use another dynamic light, or is it just too expensive?
|
|
bool R_CanUseVisibleDLight( int dlight );
|
|
|
|
struct msurfacelighting_t;
|
|
|
|
void R_AddDynamicLights( SurfaceHandle_t surfID, msurfacelighting_t *pLighting, const matrix3x4_t& entityToWorld );
|
|
void R_BuildLightMap( struct dlight_t *pLights, class ICallQueue *pCallQueue, SurfaceHandle_t surfID, const matrix3x4_t& entityToWorld );
|
|
void R_RedownloadAllLightmaps();
|
|
void GL_RebuildLightmaps( void );
|
|
void FASTCALL R_RenderDynamicLightmaps( dlight_t *pLights, ICallQueue *pCallQueue, SurfaceHandle_t surfID, const matrix3x4_t& entityToWorld );
|
|
int R_AddLightmapPolyChain( SurfaceHandle_t surfID );
|
|
int R_AddLightmapSurfaceChain( SurfaceHandle_t surfID );
|
|
void R_SetLightmapBlendingMode( void );
|
|
|
|
extern Vector4D blocklights[NUM_BUMP_VECTS+1][ MAX_LIGHTMAP_DIM_INCLUDING_BORDER * MAX_LIGHTMAP_DIM_INCLUDING_BORDER ];
|
|
|
|
#endif // GL_LIGHTMAP_H
|