qzdoom/src/hwrenderer/utility/hw_lighting.h

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#pragma once
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#include "c_cvars.h"
#include "v_palette.h"
#include "templates.h"
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#include "r_utility.h"
struct Colormap;
int hw_CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor);
PalEntry hw_CalcLightColor(int light, PalEntry pe, int blendfactor);
float hw_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor);
bool hw_CheckFog(sector_t *frontsector, sector_t *backsector);
inline int hw_ClampLight(int lightlevel)
{
return clamp(lightlevel, 0, 255);
}
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EXTERN_CVAR(Int, gl_weaponlight);
inline int getExtraLight()
{
return r_viewpoint.extralight * gl_weaponlight;
}