Team Fortress 2 Source Code as on 22/4/2020
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//========= 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