Move */main/lighting.h -> common/main/lighting.h
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Lighting system prototypes, structures, etc.
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*
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*/
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#ifndef _LIGHTING_H
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#define _LIGHTING_H
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#define MAX_LIGHT 0x10000 // max value
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#define MIN_LIGHT_DIST (F1_0*4)
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extern fix Beam_brightness;
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extern g3s_lrgb Dynamic_light[MAX_VERTICES];
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extern void set_dynamic_light(void);
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// Compute the lighting from the headlight for a given vertex on a face.
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// Takes:
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// point - the 3d coords of the point
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// face_light - a scale factor derived from the surface normal of the face
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// If no surface normal effect is wanted, pass F1_0 for face_light
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fix compute_headlight_light(vms_vector *point,fix face_light);
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// compute the average dynamic light in a segment. Takes the segment number
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g3s_lrgb compute_seg_dynamic_light(int segnum);
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// compute the lighting for an object. Takes a pointer to the object,
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// and possibly a rotated 3d point. If the point isn't specified, the
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// object's center point is rotated.
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g3s_lrgb compute_object_light(object *obj,vms_vector *rotated_pnt);
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// turn headlight boost on & off
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void toggle_headlight_active(void);
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#endif /* _LIGHTING_H */
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