#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(); }; extern TArray portals; extern TArray currentmapsection; void gl_InitPortals(); void gl_BuildPortalCoverage(FPortalCoverage *coverage, subsector_t *subsector, FPortal *portal); void gl_InitData(); extern long gl_frameMS; #endif