2 @Copyright Looking Glass Studios, Inc.
3 1996,1997,1998,1999,2000 Unpublished Work.
6 // $Header: r:/t2repos/thief2/src/render/mlight.h,v 1.12 2000/01/29 13:39:15 adurant Exp $
15 typedef mxs_vector rgb_vector
;
29 } mls_multi_light
; // 32 bytes or 48 bytes
31 // ambient base for next object
32 EXTERN
float mld_multi_ambient
;
35 EXTERN rgb_vector mld_multi_rgb_ambient
;
38 // should the next object be unlit - ie. full-brite
39 EXTERN BOOL mld_multi_unlit
;
41 EXTERN BOOL mld_multi_ambient_only
;
43 // by what amount do you want the next object "hilit"
44 EXTERN
float mld_multi_hilight
;
46 EXTERN
bool mld_multi_rgb
;
48 // How should the self illumination get scaled
49 // for self illuminated models
50 EXTERN
float mld_illum_scale
;
53 // Set this if you want a colored light in the bulb, rather
54 // than a white light. It will scale accordingly
55 // For instance, if you had a green light, set to 0,1,0
56 // or something like that
57 EXTERN mxs_vector mld_illum_rgb
;
61 // initialize mlight system
62 EXTERN
void ml_init_multi_lighting(void);
64 EXTERN
int ml_multi_set_lights_for_object(int num
, mls_multi_light
*lights
,
65 mxs_vector
*obj_center
, float obj_radius
);
67 // compute lighting due to a single light, useful for non-rendering
68 // information about light on an object
69 EXTERN
float ml_multi_light_on_object(mls_multi_light
*inp
,
70 mxs_vector
*obj_center
);