#pragma once #include "c_cvars.h" #include "v_palette.h" #include "templates.h" #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); } EXTERN_CVAR(Int, gl_weaponlight); inline int getExtraLight() { return r_viewpoint.extralight * gl_weaponlight; }