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Searched refs:lightDef (Results 1 – 23 of 23) sorted by relevance

/dports/games/dhewm3/dhewm3-1.5.1/neo/renderer/
H A DInteraction.cpp446 lightDef = NULL; in idInteraction()
473 interaction->lightDef = ldef; in AllocAndLink()
645 this->lightDef->lastInteraction = this; in MakeEmpty()
649 this->lightDef->firstInteraction = this; in MakeEmpty()
694 return lightDef->viewLight->scissorRect; in CalcInteractionScissorRectangle()
706 return lightDef->viewLight->scissorRect; in CalcInteractionScissorRectangle()
740 if ( lightDef->parms.pointLight ) { in CalcInteractionScissorRectangle()
741 …stum.ClippedProjectionBounds( frustum, idBox( lightDef->parms.origin, lightDef->parms.lightRadius,… in CalcInteractionScissorRectangle()
787 if ( lightDef->parms.pointLight ) { in CullInteractionByViewFrustum()
788 …frustum.ConstrainToBox( idBox( lightDef->parms.origin, lightDef->parms.lightRadius, lightDef->parm… in CullInteractionByViewFrustum()
[all …]
H A Dtr_shadowbounds.cpp529 idScreenRect R_CalcIntersectionScissor( const idRenderLightLocal * lightDef, in R_CalcIntersectionScissor() argument
537 polyhedron lvol = PolyhedronFromBounds( lightDef->frustumTris->bounds ); in R_CalcIntersectionScissor()
561 idVec4 lightpos = idVec4(lightDef->globalLightOrigin.x, in R_CalcIntersectionScissor()
562 lightDef->globalLightOrigin.y, in R_CalcIntersectionScissor()
563 lightDef->globalLightOrigin.z, in R_CalcIntersectionScissor()
594 return lightDef->viewLight->scissorRect; in R_CalcIntersectionScissor()
629 rect.Intersect( lightDef->viewLight->scissorRect ); in R_CalcIntersectionScissor()
H A Dtr_light.cpp471 vLight->lightDef = light; in R_SetLightDefViewLight()
607 if ( inter->lightDef == ldef ) { in CreateLightDefInteractions()
718 const idRenderLightLocal *light = vLight->lightDef; in R_ClippedLightScissorRectangle()
802 if ( vLight->lightDef->parms.pointLight ) { in R_CalcLightScissorRectangle()
804 idRenderLightLocal *lightDef = vLight->lightDef; in R_CalcLightScissorRectangle() local
805 …viewDef->viewFrustum.ProjectionBounds( idBox( lightDef->parms.origin, lightDef->parms.lightRadius,… in R_CalcLightScissorRectangle()
815 tri = vLight->lightDef->frustumTris; in R_CalcLightScissorRectangle()
887 light = vLight->lightDef; in R_AddLightSurfaces()
1540 if ( inter->lightDef->viewCount != tr.viewCount ) { in R_AddModelSurfaces()
1555 if ( inter->lightDef->viewCount != tr.viewCount ) { in R_AddModelSurfaces()
H A DInteraction.h110 idRenderLightLocal * lightDef; variable
H A Dtr_local.h304 idRenderLightLocal * lightDef; member
1645 idScreenRect R_CalcIntersectionScissor( const idRenderLightLocal * lightDef,
H A DRenderWorld_demo.cpp323 idRenderLightLocal *light = viewLight->lightDef; in WriteVisibleDefs()
H A Dtr_rendertools.cpp1590 light = vLight->lightDef; in RB_ShowLights()
1613 index = backEnd.viewDef->renderWorld->lightDefs.FindIndex( vLight->lightDef ); in RB_ShowLights()
H A Dtr_main.cpp1024 bounds.AddBounds( vLight->lightDef->frustumTris->bounds ); in R_ConstrainViewFrustum()
/dports/games/dhewm3/dhewm3-1.5.1/neo/tools/radiant/
H A DCamWnd.cpp1255 if ( ent->lightDef >= 0 ) { in BuildEntityRenderState()
1256 g_qeglobals.rw->FreeLightDef( ent->lightDef ); in BuildEntityRenderState()
1257 ent->lightDef = -1; in BuildEntityRenderState()
1375 if (update && ent->lightDef >= 0) { in BuildEntityRenderState()
1378 if (ent->lightDef >= 0) { in BuildEntityRenderState()
1379 g_qeglobals.rw->FreeLightDef(ent->lightDef); in BuildEntityRenderState()
1381 ent->lightDef = g_qeglobals.rw->AddLightDef( &lightParms ); in BuildEntityRenderState()
1823 if (ret == false && ent->modelDef || ent->lightDef) { in UpdateRenderEntities()
1840 if (ent->lightDef >= 0) { in FreeRendererState()
1841 g_qeglobals.rw->FreeLightDef( ent->lightDef ); in FreeRendererState()
[all …]
H A DEditorEntity.h38 qhandle_t lightDef; member
H A DGLWidget.h84 qhandle_t lightDef; variable
H A DGLWidget.cpp374 lightDef = world->AddLightDef( &parms ); in draw()
651 lightDef = world->AddLightDef( &parms ); in draw()
H A DEditorEntity.cpp476 ent->lightDef = -1; in Entity_New()
/dports/games/dhewm3/dhewm3-1.5.1/neo/ui/
H A DRenderWindow.cpp96 lightDef = world->AddLightDef( &rLight ); in PreRender()
124 world->UpdateLightDef(lightDef, &rLight); in Render()
H A DRenderWindow.h64 qhandle_t lightDef; variable
/dports/math/fricas/fricas-1.3.7/src/graph/include/
H A Dactions.h145 #define lightDef 108 /* for 3D */ macro
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/
H A Ddef_main.cpp1695 ded_light_t &lightDef = DED_Definitions()->lights[i]; in Def_PostInit() local
1697 if (lightDef.up) defineLightmap(*lightDef.up); in Def_PostInit()
1698 if (lightDef.down) defineLightmap(*lightDef.down); in Def_PostInit()
1699 if (lightDef.sides) defineLightmap(*lightDef.sides); in Def_PostInit()
1700 if (lightDef.flare) defineFlaremap(*lightDef.flare); in Def_PostInit()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/libdoomsday/src/defs/
H A Ddedparser.cpp2662 defn::MaterialDecoration lightDef(mainDef.light(light)); in DENG2_PIMPL()
2665 … Record &st = (lightDef.stageCount()? lightDef.stage(0) : lightDef.addStage()); in DENG2_PIMPL()
2675 RV_VEC_VAR("Pattern offset", lightDef.def()["patternOffset"], 2) in DENG2_PIMPL()
2676 RV_VEC_VAR("Pattern skip", lightDef.def()["patternSkip"], 2) in DENG2_PIMPL()
/dports/games/dhewm3/dhewm3-1.5.1/neo/d3xp/
H A DPlayer.cpp3804 if ( lightDef ) {
3806 gameLocal.SpawnEntityDef( *lightDef, &temp, false );
3953 idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
6679 if ( lightDef ) {
6684 idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
6685 idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" );
6687 gameLocal.SpawnEntityDef( *lightDef, &temp, false );
7491 idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
7492 idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" );
9428 idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
[all …]
/dports/math/fricas/fricas-1.3.7/src/graph/viewman/
H A Dfun3D.c200 case lightDef: in funView3D()
/dports/math/fricas/fricas-1.3.7/src/graph/view3D/
H A DspadAction3d.c380 case lightDef: in spadAction()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/world/base/
H A Dmap.cpp1831 ded_light_t *lightDef = &defs.lights[i];
1833 if (lightDef->state[0]) continue;
1834 if (oldUniqueId.compareWithoutCase(lightDef->uniqueMapID)) continue;
1840 addBiasSource(BiasSource::fromDef(*lightDef));
/dports/math/fricas/fricas-1.3.7/src/algebra/
H A Dview3D.spad84 lightDef ==> 108
594 sendI(VIEW, lightDef)