Searched refs:GLDynamicLight (Results 1 – 21 of 21) sorted by relevance
/dports/games/openspades/openspades-0.1.3/Sources/Draw/ |
H A D | GLDynamicLightShader.h | 52 static bool Cull(const GLDynamicLight &light, const AABB3 &); 54 static bool SphereCull(const GLDynamicLight &light, const Vector3 ¢er, 62 int operator()(GLRenderer *renderer, GLProgram *, const GLDynamicLight &light,
|
H A D | GLDynamicLight.h | 27 class GLDynamicLight { 32 GLDynamicLight(const client::DynamicLightParam ¶m);
|
H A D | GLDynamicLightShader.cpp | 55 const GLDynamicLight &light, int texStage) { in operator ()() 104 bool GLDynamicLightShader::Cull(const GLDynamicLight &light, const spades::AABB3 &box) { in Cull() 112 bool GLDynamicLightShader::SphereCull(const GLDynamicLight &light, in SphereCull()
|
H A D | GLDynamicLight.cpp | 25 GLDynamicLight::GLDynamicLight(const client::DynamicLightParam ¶m) : param(param) { in GLDynamicLight() function in spades::draw::GLDynamicLight
|
H A D | GLMapRenderer.h | 76 const std::vector<GLDynamicLight> &lights); 93 void RenderDynamicLightPass(std::vector<GLDynamicLight> lights);
|
H A D | GLModel.h | 50 std::vector<GLDynamicLight> lights) = 0;
|
H A D | GLModelRenderer.h | 59 void RenderDynamicLightPass(std::vector<GLDynamicLight> lights);
|
H A D | GLMapChunk.h | 93 void RenderDLightPass(std::vector<GLDynamicLight> lights);
|
H A D | GLVoxelModel.h | 89 std::vector<GLDynamicLight> lights) override;
|
H A D | GLOptimizedVoxelModel.h | 96 std::vector<GLDynamicLight> lights) override;
|
H A D | GLModelRenderer.cpp | 101 void GLModelRenderer::RenderDynamicLightPass(std::vector<GLDynamicLight> lights) { in RenderDynamicLightPass()
|
H A D | GLRenderer.h | 85 std::vector<GLDynamicLight> lights;
|
H A D | GLMapRenderer.cpp | 309 void GLMapRenderer::RenderDynamicLightPass(std::vector<GLDynamicLight> lights) { in RenderDynamicLightPass() 409 const std::vector<GLDynamicLight> &lights) { in DrawColumnDLight()
|
H A D | GLSoftLitSpriteRenderer.cpp | 119 const std::vector<GLDynamicLight> &lights = renderer->lights; in Render() 138 const GLDynamicLight &l = lights[j]; in Render()
|
H A D | GLRenderer.cpp | 510 lights.push_back(GLDynamicLight(light)); in AddLight() 923 const GLDynamicLight &dl = lights[i]; in EndScene()
|
H A D | GLMapChunk.cpp | 438 void GLMapChunk::RenderDLightPass(std::vector<GLDynamicLight> lights) { in RenderDLightPass()
|
H A D | GLVoxelModel.cpp | 476 std::vector<GLDynamicLight> lights) { in RenderDynamicLightPass()
|
H A D | GLOptimizedVoxelModel.cpp | 749 std::vector<GLDynamicLight> lights) { in RenderDynamicLightPass()
|
/dports/games/heretic/glheretic-1.2/opengl/ |
H A D | gl_struct.h | 163 } GLDynamicLight; typedef 197 GLDynamicLight a_stGLLight[MAX_LIGHT_SOURCES];
|
H A D | gl_lights.c | 323 GLDynamicLight *p_stGLLight; in GL_DynamicLight4f() 469 { memcpy(&a_stGLLight[i],&a_stGLLight[i+1],sizeof(GLDynamicLight)); in GL_RemoveLightSource() 1010 GLDynamicLight *p_stGLLight; in GL_DrawLightsOnPolygon() 1099 GLDynamicLight *p_stGLLight; in fn_vComputeLightsRadius() 1177 GLDynamicLight *p_stGLLight; in _GL_DrawLightForFloorCeiling() 1301 GLDynamicLight *p_stGLLight; in GL_DrawLightForFloorCeiling()
|
/dports/games/openspades/openspades-0.1.3/OpenSpades.xcodeproj/ |
H A D | project.pbxproj | 50 …1318EA7954004DBA18 /* GLDynamicLight.cpp in Sources */ = {isa = PBXBuildFile; fileRef = E80B289417… 337 …0056179E /* GLDynamicLight.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType =… 338 …6B50056179E /* GLDynamicLight.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType … 1209 E80B289417A9D6B40056179E /* GLDynamicLight.cpp */, 1210 E80B289517A9D6B50056179E /* GLDynamicLight.h */, 2265 E82E671318EA7954004DBA18 /* GLDynamicLight.cpp in Sources */,
|