mirror of
https://git.code.sf.net/p/quake/quakeforge
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1e65ec22f9
This gives a rather significant speed boost to timedemo demo1: from about 2300-2360fps up to 2520-2600fps, at least when using multi-texture. Since it was necessary for testing the scrap, gl got the ability to set the console background texture, too.
61 lines
1.8 KiB
C
61 lines
1.8 KiB
C
/*
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gl_lightmap.h
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GL 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_GL_lightmap_h
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#define __QF_GL_lightmap_h
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#include "QF/GL/types.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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typedef struct glRect_s {
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unsigned short l, t, w, h;
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} glRect_t;
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extern int lm_src_blend, lm_dest_blend;
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extern model_t *gl_currentmodel;
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extern GLuint gl_lightmap_textures[MAX_LIGHTMAPS];
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extern qboolean gl_lightmap_modified[MAX_LIGHTMAPS];
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extern instsurf_t *gl_lightmap_polys;
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extern glRect_t gl_lightmap_rectchange[MAX_LIGHTMAPS];
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void gl_lightmap_init (void);
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void GL_BuildLightmaps (struct model_s **models, int num_models);
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void gl_R_BlendLightmaps (void);
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void gl_R_CalcLightmaps (void);
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struct transform_s;
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extern void (*gl_R_BuildLightMap) (const struct transform_s *transform,
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mod_brush_t *brush, msurface_t *surf);
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int gl_R_LightmapTexture (void) __attribute__((pure));
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void gl_R_FlushLightmaps (void);
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#endif // __QF_GL_lightmap_h
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