Descent3/lib/lightmap.h
Chris Sarbora e6ba1906c9
Remove MacOS (Classic) code and all references (1/3)
The MACINTOSH define refers to MacOS Classic (not OS X) which we do not
plan to support. Rather than carry the cruft forever, let's delete it.

NOTE: legacy/ is unused but we're keeping it around, so MACINTOSH uses
there are left alone.

Process used for this commit:
```
git rm -r mac
find . \( -iname "*.c" -or -iname "*.cpp" -or -iname "*.h" \) \
  -exec unifdef -UMACINTOSH -o {} {} \;
git restore legacy
git add .
```

Test Plan:
On Mac, build both Debug and Release
```
cmake --build --preset mac --config Debug
cmake --build --preset mac --config Release
```
2024-04-27 07:38:14 -07:00

68 lines
2.1 KiB
C

/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program 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.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef LIGHTMAP_H
#define LIGHTMAP_H
#include "pstypes.h"
#define MAX_LIGHTMAPS (65534)
#define BAD_LM_INDEX 65535
// lightmap flags
#define LF_CHANGED 1 // this bitmap has changed since last frame (useful for hardware cacheing)
#define LF_LIMITS 2 // This lightmap has a specific area that has changed since last frame
#define LF_WRAP 4 // This lightmap should be drawn with wrapping (not clamping)
#define LF_BRAND_NEW 8 // This lightmap is brand new and hasn't been to the video card yet
typedef struct {
ubyte width, height; // Width and height in pixels
ushort *data; // 16bit data
ushort used;
ubyte flags;
short cache_slot; // for the renderers use
ubyte square_res; // for renderers use
ubyte cx1, cy1, cx2, cy2; // Change x and y coords
} bms_lightmap;
extern bms_lightmap GameLightmaps[MAX_LIGHTMAPS];
// Sets all the lightmaps to unused
void lm_InitLightmaps();
void lm_ShutdownLightmaps(void);
// Allocs a lightmap of w x h size
// Returns lightmap handle if successful, -1 if otherwise
int lm_AllocLightmap(int w, int h);
// Given a handle, frees the lightmap memory and flags this lightmap as unused
void lm_FreeLightmap(int handle);
// returns a lightmaps width else -1 if something is wrong
int lm_w(int handle);
// returns a lightmaps height , else -1 if something is wrong
int lm_h(int handle);
// returns a lightmaps data else NULL if something is wrong
ushort *lm_data(int handle);
#endif