quakeforge/include/QF/GL/qf_lightmap.h
Bill Currie 1e65ec22f9 [gl] Use a scrap for lightmaps
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.
2022-05-11 00:33:47 +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 qboolean 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 struct transform_s *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