#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, int sectorfogdensity); 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