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