dxx-rebirth/main/lighting.h
2003-10-10 09:36:35 +00:00

81 lines
2.6 KiB
C

/* $Id: lighting.h,v 1.2 2003-10-10 09:36:35 btb Exp $ */
/*
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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Lighting system prototypes, structures, etc.
*
* Old Log:
* Revision 1.1 1995/05/16 15:58:51 allender
* Initial revision
*
* 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_LIGHT 0x10000 // max value
#define MIN_LIGHT_DIST (F1_0*4)
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);
// turn headlight boost on & off
void toggle_headlight_active(void);
#endif /* _LIGHTING_H */