quakeforge/include/QF/GLSL/qf_lightmap.h
Bill Currie 8a5658ed61 Implement the bulk of the lightmap code.
Now just to get surface rendering going and hook in the lights.
2012-01-07 14:53:23 +09:00

46 lines
1.3 KiB
C

/*
qf_lightmap.h
GLSL 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
$Id$
*/
#ifndef __QF_GLSL_lightmap_h
#define __QF_GLSL_lightmap_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
extern model_t *currentmodel;
extern mvertex_t *r_pcurrentvertbase;
void BuildSurfaceDisplayList (msurface_t *fa);
void gl_lightmap_init (void);
void R_BuildLightmaps (struct model_s **models, int num_models);
void R_CalcLightmaps (void);
extern void (*R_BuildLightMap) (msurface_t *surf);
#endif//__QF_GLSL_lightmap_h