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OpenRCT2/src/drawing/lightfx.h
2016-10-24 13:06:44 +01:00

81 lines
2.4 KiB
C

#pragma region Copyright (c) 2014-2016 OpenRCT2 Developers
/*****************************************************************************
* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
*
* OpenRCT2 is the work of many authors, a full list can be found in contributors.md
* For more information, visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* A full copy of the GNU General Public License can be found in licence.txt
*****************************************************************************/
#pragma endregion
#ifndef _LIGHTFX_H
#define _LIGHTFX_H
#ifdef __ENABLE_LIGHTFX__
#include "../common.h"
#include "drawing.h"
typedef struct SDL_Texture;
enum LIGHTFX_LIGHT_TYPE {
LIGHTFX_LIGHT_TYPE_NONE = 0,
LIGHTFX_LIGHT_TYPE_RESERVED_01 = 1,
LIGHTFX_LIGHT_TYPE_LANTERN_0 = 4,
LIGHTFX_LIGHT_TYPE_LANTERN_1 = 5,
LIGHTFX_LIGHT_TYPE_LANTERN_2 = 6,
LIGHTFX_LIGHT_TYPE_LANTERN_3 = 7,
LIGHTFX_LIGHT_TYPE_SPOT_0 = 8,
LIGHTFX_LIGHT_TYPE_SPOT_1 = 9,
LIGHTFX_LIGHT_TYPE_SPOT_2 = 10,
LIGHTFX_LIGHT_TYPE_SPOT_3 = 11,
LIGHTFX_LIGHT_TYPE_RESERVED_FF = 0xFF
};
enum LIGHTFX_LIGHT_QUALIFIER {
LIGHTFX_LIGHT_QUALIFIER_SPRITE = 0x1,
LIGHTFX_LIGHT_QUALIFIER_MAP = 0x2
};
extern void lightfx_init();
extern void lightfx_update_buffers(rct_drawpixelinfo*);
extern void lightfx_prepare_light_list();
extern void lightfx_swap_buffers();
extern void lightfx_render_lights_to_frontbuffer();
extern void lightfx_update_viewport_settings();
extern void* lightfx_get_front_buffer();
const SDL_Color * lightfx_get_palette();
extern void lightfx_add_3d_light(uint32 lightID, uint16 lightIDqualifier, sint16 x, sint16 y, uint16 z, uint8 lightType);
extern void lightfx_add_3d_light_magic_from_drawing_tile(sint16 offsetX, sint16 offsetY, sint16 offsetZ, uint8 lightType);
extern void lightfx_add_lights_magic_vehicles();
extern uint32 lightfx_get_light_polution();
void lightfx_apply_palette_filter(uint8 i, uint8 *r, uint8 *g, uint8 *b);
void lightfx_render_to_texture(
struct SDL_Texture * texture,
uint8 * bits,
uint32 width,
uint32 height,
uint32 * palette,
uint32 * lightPalette);
#endif // __ENABLE_LIGHTFX__
#endif