gzdoom/src/gl/renderer/gl_lightdata.h

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#ifndef __GL_LIGHTDATA
#define __GL_LIGHTDATA
#include "v_palette.h"
#include "p_3dfloors.h"
#include "r_data/renderstyle.h"
#include "gl/renderer/gl_colormap.h"
inline int gl_ClampLight(int lightlevel)
{
return clamp(lightlevel, 0, 255);
}
void gl_GetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending,
int *tm, int *sb, int *db, int *be);
void gl_SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog);
int gl_CalcLightLevel(int lightlevel, int rellight, bool weapon);
void gl_SetColor(int light, int rellight, const FColormap &cm, float alpha, bool weapon=false);
float gl_GetFogDensity(int lightlevel, PalEntry fogcolor);
struct sector_t;
bool gl_CheckFog(FColormap *cm, int lightlevel);
bool gl_CheckFog(sector_t *frontsector, sector_t *backsector);
void gl_SetFog(int lightlevel, int rellight, const FColormap *cm, bool isadditive);
inline bool gl_isBlack(PalEntry color)
{
return color.r + color.g + color.b == 0;
}
inline bool gl_isWhite(PalEntry color)
{
return color.r + color.g + color.b == 3*0xff;
}
extern DWORD gl_fixedcolormap;
inline bool gl_isFullbright(PalEntry color, int lightlevel)
{
return gl_fixedcolormap || (gl_isWhite(color) && lightlevel==255);
}
void gl_DeleteAllAttachedLights();
void gl_RecreateAllAttachedLights();
extern int fogdensity;
extern int outsidefogdensity;
extern int skyfog;
inline void FColormap::CopyFrom3DLight(lightlist_t *light)
{
LightColor = light->extra_colormap->Color;
desaturation = light->extra_colormap->Desaturate;
blendfactor = light->extra_colormap->Color.a;
if (light->caster && (light->caster->flags&FF_FADEWALLS) && (light->extra_colormap->Fade & 0xffffff) != 0)
FadeColor = light->extra_colormap->Fade;
}
#endif