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62 lines
1.8 KiB
62 lines
1.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//=============================================================================// |
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#ifndef R_LOCAL_H |
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#define R_LOCAL_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "surfacehandle.h" |
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#include "bspfile.h" |
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extern int r_framecount; |
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// NOTE: We store all 256 here so that 255 can be accessed easily... |
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extern int d_lightstylevalue[256]; // 8.8 fraction of base light value |
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extern int d_lightstyleframe[256]; // Frame when the light style value changed |
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extern int d_lightstylenumframes[256]; // number of frames in the lightstyle |
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extern ConVar r_lightmapcolorscale; |
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extern ConVar r_decals; |
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extern ConVar mp_decals; |
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extern ConVar r_lightmap; |
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extern ConVar r_lightstyle; |
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extern int r_dlightchanged; // which ones changed |
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extern int r_dlightactive; // which ones are active |
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extern VMatrix g_BrushToWorldMatrix; |
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class IClientEntity; |
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colorVec R_LightPoint (Vector& p); |
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// returns surfID |
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SurfaceHandle_t R_LightVec (const Vector& start, const Vector& end, bool bUseLightStyles, Vector& c, float *textureS = NULL, float *textureT = NULL, float *lightmapS = NULL, float *lightmapT = NULL); |
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// This is to allow us to do R_LightVec on a brush model |
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void R_LightVecUseModel(model_t* pModel = 0); |
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void R_InitStudio( void ); |
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void R_LoadSkys (void); |
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void R_DecalInit ( void ); |
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void R_AnimateLight (void); |
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void MarkDLightsOnStaticProps( void ); |
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//----------------------------------------------------------------------------- |
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// Method to get at the light style value |
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//----------------------------------------------------------------------------- |
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inline float LightStyleValue( int style ) |
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{ |
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Assert( style >= 0 && style < MAX_LIGHTSTYLES ); |
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return ( float )d_lightstylevalue[style] * (1.0f / 264.0f); |
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} |
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#endif // R_LOCAL_H
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