summaryrefslogtreecommitdiff
path: root/engine/gl_lightmap.h
diff options
context:
space:
mode:
Diffstat (limited to 'engine/gl_lightmap.h')
-rw-r--r--engine/gl_lightmap.h52
1 files changed, 52 insertions, 0 deletions
diff --git a/engine/gl_lightmap.h b/engine/gl_lightmap.h
new file mode 100644
index 0000000..a1771b9
--- /dev/null
+++ b/engine/gl_lightmap.h
@@ -0,0 +1,52 @@
+//========= 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