quakeforge/include/QF/GL/qf_lightmap.h
Bill Currie dbd3d6502a Nuke qboolean from orbit
I never liked it, but with C2x coming out, it's best to handle bools
properly. I haven't gone through all the uses of int as bool (I'll leave
that for fixing when I encounter them), but this gets QF working with
both c2x (really, gnu2x because of raw strings).
2023-06-13 18:06:11 +09:00

61 lines
1.8 KiB
C

/*
gl_lightmap.h
GL lightmap stuff from the renderer.
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __QF_GL_lightmap_h
#define __QF_GL_lightmap_h
#include "QF/GL/types.h"
// LordHavoc: since lightmaps are now allocated only as needed, allow a ridiculous number :)
#define MAX_LIGHTMAPS 1024
#define BLOCK_WIDTH 64
#define BLOCK_HEIGHT 64
typedef struct glRect_s {
unsigned short l, t, w, h;
} glRect_t;
extern int lm_src_blend, lm_dest_blend;
extern model_t *gl_currentmodel;
extern GLuint gl_lightmap_textures[MAX_LIGHTMAPS];
extern bool gl_lightmap_modified[MAX_LIGHTMAPS];
extern instsurf_t *gl_lightmap_polys;
extern glRect_t gl_lightmap_rectchange[MAX_LIGHTMAPS];
void gl_lightmap_init (void);
void GL_BuildLightmaps (struct model_s **models, int num_models);
void gl_R_BlendLightmaps (void);
void gl_R_CalcLightmaps (void);
struct transform_s;
extern void (*gl_R_BuildLightMap) (const vec4f_t *transform,
mod_brush_t *brush, msurface_t *surf);
int gl_R_LightmapTexture (void) __attribute__((pure));
void gl_R_FlushLightmaps (void);
#endif // __QF_GL_lightmap_h