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Amiga ACS 1998 #6
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amigaacscoverdisc1998-061998.iso
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descent
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lighting.h
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C/C++ Source or Header
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1998-06-08
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/*
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: f:/miner/source/main/rcs/lighting.h $
* $Revision: 2.0 $
* $Author: john $
* $Date: 1995/02/27 11:27:52 $
*
* Lighting system prototypes, structures, etc.
*
* $Log: lighting.h $
* 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