gzdoom-gles/src/gl/data/gl_data.h

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#ifndef __GLC_DATA_H
#define __GLC_DATA_H
#include "doomtype.h"
struct GLRenderSettings
{
SBYTE lightmode;
bool nocoloredspritelighting;
bool notexturefill;
bool brightfog;
SBYTE map_lightmode;
SBYTE map_nocoloredspritelighting;
SBYTE map_notexturefill;
SBYTE map_brightfog;
FVector3 skyrotatevector;
FVector3 skyrotatevector2;
float pixelstretch;
};
extern GLRenderSettings glset;
#include "r_defs.h"
#include "a_sharedglobal.h"
#include "c_cvars.h"
extern int extralight;
EXTERN_CVAR(Int, gl_weaponlight);
inline int getExtraLight()
{
return extralight * gl_weaponlight;
}
void gl_RecalcVertexHeights(vertex_t * v);
FTextureID gl_GetSpriteFrame(unsigned sprite, int frame, int rot, angle_t ang, bool *mirror);
class AStackPoint;
struct GLSectorStackPortal;
struct FPortal
{
fixed_t xDisplacement;
fixed_t yDisplacement;
int plane;
GLSectorStackPortal *glportal; // for quick access to the render data. This is only valid during BSP traversal!
GLSectorStackPortal *GetGLPortal();
};
struct FGLLinePortal
{
// defines the complete span of this portal
vertex_t *v1, *v2; // vertices, from v1 to v2
fixed_t dx, dy; // precalculated v2 - v1 for side checking
FLinePortal *reference; // one of the associated line portals, for retrieving translation info etc.
};
extern TArray<FPortal *> portals;
extern TArray<FGLLinePortal*> linePortalToGL;
extern TArray<BYTE> currentmapsection;
void gl_InitPortals();
void gl_BuildPortalCoverage(FPortalCoverage *coverage, subsector_t *subsector, FPortal *portal);
void gl_InitData();
extern long gl_frameMS;
#endif