/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/lighting.h,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:43:15 $ * * Lighting system prototypes, structures, etc. * * $Log: lighting.h,v $ * Revision 1.1.1.1 2006/03/17 19:43:15 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:12:34 donut * Import of d1x 1.37 source. * * Revision 2.0 1995/02/27 11:27:52 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.6 1994/11/28 21:50:56 mike * optimizations. * * Revision 1.5 1994/06/07 16:51:58 matt * Made object lighting work correctly; changed name of Ambient_light to * Dynamic_light; cleaned up polygobj object rendering a little. * * Revision 1.4 1994/05/31 18:41:35 matt * Added comments * * Revision 1.3 1994/05/23 15:00:08 mike * Change MIN_LIGHT_DIST. * * Revision 1.2 1994/05/22 15:30:09 mike * First version. * * Revision 1.1 1994/05/22 15:16:44 mike * Initial revision * * */ #ifndef _LIGHTING_H #define _LIGHTING_H #define MAX_DIST 0x400000 //no light beyond this dist #define MAX_DIST_LOG 5 // log(MAX_DIST-expressed-as-integer) #define MAX_LIGHT 0x10000 //max value #define NEAREST_LIGHT_DIST (F1_0*60) #define MIN_LIGHT_DIST (F1_0*4) #define BEAM_CUTOFF 0xa000 //what is out of beam? extern fix Beam_brightness; extern fix Dynamic_light[MAX_VERTICES]; extern void set_dynamic_light(void); //Compute the lighting from the headlight for a given vertex on a face. //Takes: // point - the 3d coords of the point // face_light - a scale factor derived from the surface normal of the face //If no surface normal effect is wanted, pass F1_0 for face_light fix compute_headlight_light(vms_vector *point,fix face_light); //compute the average dynamic light in a segment. Takes the segment number fix compute_seg_dynamic_light(int segnum); //compute the lighting for an object. Takes a pointer to the object, //and possibly a rotated 3d point. If the point isn't specified, the //object's center point is rotated. fix compute_object_light(object *obj,vms_vector *rotated_pnt); #endif