raze-gles/polymer/eduke32/source/sw/src/light.h

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
void SectorLightShade(SPRITEp sp, short intensity);
VOID DiffuseLighting(SPRITEp sp);
VOID DoLightingMatch(short match, short state);
VOID InitLighting(VOID);
VOID DoLighting(VOID);
// Descriptive Light variables mapped from other variables
#define LIGHT_Match(sp) (SP_TAG2((sp)))
#define LIGHT_Type(sp) (SP_TAG3((sp)))
#define LIGHT_MaxTics(sp) (SP_TAG4((sp)))
#define LIGHT_MaxBright(sp) (SP_TAG5((sp)))
#define LIGHT_MaxDark(sp) (SP_TAG6((sp)))
#define LIGHT_ShadeInc(sp) (SP_TAG7((sp)))
#define LIGHT_Dir(sp) (!!(TEST((sp)->extra, SPRX_BOOL10)))
#define LIGHT_DirChange(sp) (FLIP((sp)->extra, SPRX_BOOL10))
#define LIGHT_Shade(sp) ((sp)->shade)
#define LIGHT_FloorShade(sp) ((sp)->xoffset)
#define LIGHT_CeilingShade(sp) ((sp)->yoffset)
#define LIGHT_Tics(sp) ((sp)->z)
#define LIGHT_DiffuseNum(sp) (SP_TAG3((sp)))
#define LIGHT_DiffuseMult(sp) (SP_TAG4((sp)))
enum LightTypes {LIGHT_CONSTANT, LIGHT_FLICKER, LIGHT_FADE, LIGHT_FLICKER_ON, LIGHT_FADE_TO_ON_OFF};