/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 . * */ #ifndef WATCHMAKER_SHADOWS_H #define WATCHMAKER_SHADOWS_H #include "watchmaker/render.h" namespace Watchmaker { extern SHADOWBOX *ShadowBoxesList[]; extern unsigned int gNumShadowBoxesList; extern void *g_pddsShadowBuffer; extern void *g_pddsShadowZBuffer; //extern D3DSTENCILOP g_StencDecOp,g_StencIncOp; bool RenderShadow(SHADOW *pShad, void *lpVBuf); bool RenderShadowBox(SHADOWBOX *pSB, int VBO); bool DrawShadow(unsigned int x1, unsigned int y1, unsigned int x2, unsigned int y2, WORD intens); extern DWORD g_max_StencilVal; // maximum value the stencil buffer will hold extern bool RenderProjectiveShadow(SHADOW *pShad); bool DrawProjectiveShadow(SHADOW *pShad); } // End of namespace Watchmaker #endif // WATCHMAKER_SHADOWS_H