#ifndef __GLC_DATA_H #define __GLC_DATA_H #include "doomtype.h" #include "vectors.h" struct GLRenderSettings { SBYTE lightmode; bool nocoloredspritelighting; bool nolightfade; bool notexturefill; bool brightfog; bool lightadditivesurfaces; bool attenuate; int8_t map_lightmode; int8_t map_nocoloredspritelighting; int8_t map_notexturefill; int8_t map_brightfog; int8_t map_lightadditivesurfaces; int8_t map_attenuate; 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); struct GLSectorStackPortal; struct FPortal { DVector2 mDisplacement; int plane; GLSectorStackPortal *glportal; // for quick access to the render data. This is only valid during BSP traversal! GLSectorStackPortal *GetRenderState(); }; struct FGLLinePortal { // defines the complete span of this portal, if this is of type PORTT_LINKED. vertex_t *v1 = nullptr, *v2 = nullptr; // vertices, from v1 to v2 TArray lines; int validcount = 0; }; extern TArray portals; extern TArray linePortalToGL; extern TArray currentmapsection; void gl_InitPortals(); void gl_BuildPortalCoverage(FPortalCoverage *coverage, subsector_t *subsector, const DVector2 &displacement); void gl_InitData(); extern long gl_frameMS; #endif