2013-06-23 07:49:34 +00:00
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#ifndef __GLC_DATA_H
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#define __GLC_DATA_H
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#include "doomtype.h"
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struct GLRenderSettings
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{
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SBYTE lightmode;
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bool nocoloredspritelighting;
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bool notexturefill;
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bool brightfog;
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SBYTE map_lightmode;
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SBYTE map_nocoloredspritelighting;
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SBYTE map_notexturefill;
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SBYTE map_brightfog;
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FVector3 skyrotatevector;
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FVector3 skyrotatevector2;
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2014-12-29 22:52:20 +00:00
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float pixelstretch;
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2013-06-23 07:49:34 +00:00
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};
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extern GLRenderSettings glset;
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#include "r_defs.h"
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#include "a_sharedglobal.h"
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#include "c_cvars.h"
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extern int extralight;
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EXTERN_CVAR(Int, gl_weaponlight);
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inline int getExtraLight()
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{
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2014-05-11 20:57:42 +00:00
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return extralight * gl_weaponlight;
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2013-06-23 07:49:34 +00:00
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}
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void gl_RecalcVertexHeights(vertex_t * v);
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FTextureID gl_GetSpriteFrame(unsigned sprite, int frame, int rot, angle_t ang, bool *mirror);
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class AStackPoint;
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struct GLSectorStackPortal;
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struct FPortal
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{
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fixed_t xDisplacement;
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fixed_t yDisplacement;
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int plane;
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GLSectorStackPortal *glportal; // for quick access to the render data. This is only valid during BSP traversal!
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GLSectorStackPortal *GetGLPortal();
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};
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extern TArray<FPortal *> portals;
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extern TArray<BYTE> currentmapsection;
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void gl_InitPortals();
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void gl_BuildPortalCoverage(FPortalCoverage *coverage, subsector_t *subsector, FPortal *portal);
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2014-06-19 13:22:00 +00:00
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void gl_InitData();
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2013-06-23 07:49:34 +00:00
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2014-05-11 20:57:42 +00:00
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extern long gl_frameMS;
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2013-06-23 07:49:34 +00:00
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#endif
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