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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+
+#ifndef R_LOCAL_H
+#define R_LOCAL_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "surfacehandle.h"
+#include "bspfile.h"
+
+extern int r_framecount;
+
+// NOTE: We store all 256 here so that 255 can be accessed easily...
+extern int d_lightstylevalue[256]; // 8.8 fraction of base light value
+extern int d_lightstyleframe[256]; // Frame when the light style value changed
+extern int d_lightstylenumframes[256]; // number of frames in the lightstyle
+extern ConVar r_lightmapcolorscale;
+extern ConVar r_decals;
+extern ConVar mp_decals;
+extern ConVar r_lightmap;
+extern ConVar r_lightstyle;
+
+extern int r_dlightchanged; // which ones changed
+extern int r_dlightactive; // which ones are active
+extern VMatrix g_BrushToWorldMatrix;
+
+class IClientEntity;
+
+colorVec R_LightPoint (Vector& p);
+
+// returns surfID
+SurfaceHandle_t R_LightVec (const Vector& start, const Vector& end, bool bUseLightStyles, Vector& c, float *textureS = NULL, float *textureT = NULL, float *lightmapS = NULL, float *lightmapT = NULL);
+
+// This is to allow us to do R_LightVec on a brush model
+void R_LightVecUseModel(model_t* pModel = 0);
+
+void R_InitStudio( void );
+void R_LoadSkys (void);
+void R_DecalInit ( void );
+void R_AnimateLight (void);
+
+void MarkDLightsOnStaticProps( void );
+
+//-----------------------------------------------------------------------------
+// Method to get at the light style value
+//-----------------------------------------------------------------------------
+
+inline float LightStyleValue( int style )
+{
+ Assert( style >= 0 && style < MAX_LIGHTSTYLES );
+ return ( float )d_lightstylevalue[style] * (1.0f / 264.0f);
+}
+
+#endif // R_LOCAL_H