2020-06-28 06:54:42 +00:00
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/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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2020-10-06 12:32:14 +00:00
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#ifndef ICB_LIGHT_PC_H
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#define ICB_LIGHT_PC_H
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2020-06-28 06:54:42 +00:00
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2020-10-06 07:51:20 +00:00
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#include "engines/icb/light.h"
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2020-06-28 06:54:42 +00:00
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namespace ICB {
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// Globals telling you "extra" parameters about the lights
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extern uint32 useLampWidth;
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extern uint32 useLampBounce;
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extern int32 lampWidth[3];
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extern int32 lampBounce[3];
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int prepareLightsGlobalPC(MATRIXPC *lightDirects);
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int prepareLightsPC(VECTOR *pos, PSXrgb *ambient, PSXLampList *lamplist, PSXShadeList *shadelist, MATRIXPC *lDirects, LampInfo *linfo);
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} // End of namespace ICB
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#endif // #ifndef LIGHT_PC_H
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