qzdoom/src/gl/renderer/gl_lightdata.h
Christoph Oelckers 44a087554f - moved the OpenGL fog properties to FLevelLocals to simplify their handling.
- added access to the glow properties for ZSCript and ACS.
2017-03-14 13:54:24 +01:00

47 lines
1.3 KiB
C

#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);
int gl_CalcLightLevel(int lightlevel, int rellight, bool weapon);
void gl_SetColor(int light, int rellight, bool fullbright, const FColormap &cm, float alpha, bool weapon=false);
float gl_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity);
struct sector_t;
bool gl_CheckFog(sector_t *frontsector, sector_t *backsector);
void gl_SetFog(int lightlevel, int rellight, bool fullbright, 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;
}
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