2012-01-07 05:53:23 +00:00
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/*
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qf_lightmap.h
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GLSL lightmap stuff from the renderer.
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_GLSL_lightmap_h
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#define __QF_GLSL_lightmap_h
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// LordHavoc: since lightmaps are now allocated only as needed, allow a ridiculous number :)
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#define MAX_LIGHTMAPS 1024
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#define BLOCK_WIDTH 64
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#define BLOCK_HEIGHT 64
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2023-03-05 07:56:09 +00:00
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void glsl_Lightmap_Shutdown (void);
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2021-07-22 06:39:28 +00:00
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struct transform_s;
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2012-02-22 07:32:34 +00:00
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void glsl_R_BuildLightmaps (struct model_s **models, int num_models);
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void glsl_R_CalcLightmaps (void);
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[scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 01:32:09 +00:00
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extern void (*glsl_R_BuildLightMap) (const vec4f_t *transform,
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2021-07-22 06:39:28 +00:00
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mod_brush_t *brush, msurface_t *surf);
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2018-10-09 03:35:01 +00:00
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int glsl_R_LightmapTexture (void) __attribute__((pure));
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2012-07-02 11:01:28 +00:00
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void glsl_R_FlushLightmaps (void);
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2012-01-07 05:53:23 +00:00
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#endif//__QF_GLSL_lightmap_h
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