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Searched refs:GLDynamicLight (Results 1 – 21 of 21) sorted by relevance

/dports/games/openspades/openspades-0.1.3/Sources/Draw/
H A DGLDynamicLightShader.h52 static bool Cull(const GLDynamicLight &light, const AABB3 &);
54 static bool SphereCull(const GLDynamicLight &light, const Vector3 &center,
62 int operator()(GLRenderer *renderer, GLProgram *, const GLDynamicLight &light,
H A DGLDynamicLight.h27 class GLDynamicLight {
32 GLDynamicLight(const client::DynamicLightParam &param);
H A DGLDynamicLightShader.cpp55 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 DGLDynamicLight.cpp25 GLDynamicLight::GLDynamicLight(const client::DynamicLightParam &param) : param(param) { in GLDynamicLight() function in spades::draw::GLDynamicLight
H A DGLMapRenderer.h76 const std::vector<GLDynamicLight> &lights);
93 void RenderDynamicLightPass(std::vector<GLDynamicLight> lights);
H A DGLModel.h50 std::vector<GLDynamicLight> lights) = 0;
H A DGLModelRenderer.h59 void RenderDynamicLightPass(std::vector<GLDynamicLight> lights);
H A DGLMapChunk.h93 void RenderDLightPass(std::vector<GLDynamicLight> lights);
H A DGLVoxelModel.h89 std::vector<GLDynamicLight> lights) override;
H A DGLOptimizedVoxelModel.h96 std::vector<GLDynamicLight> lights) override;
H A DGLModelRenderer.cpp101 void GLModelRenderer::RenderDynamicLightPass(std::vector<GLDynamicLight> lights) { in RenderDynamicLightPass()
H A DGLRenderer.h85 std::vector<GLDynamicLight> lights;
H A DGLMapRenderer.cpp309 void GLMapRenderer::RenderDynamicLightPass(std::vector<GLDynamicLight> lights) { in RenderDynamicLightPass()
409 const std::vector<GLDynamicLight> &lights) { in DrawColumnDLight()
H A DGLSoftLitSpriteRenderer.cpp119 const std::vector<GLDynamicLight> &lights = renderer->lights; in Render()
138 const GLDynamicLight &l = lights[j]; in Render()
H A DGLRenderer.cpp510 lights.push_back(GLDynamicLight(light)); in AddLight()
923 const GLDynamicLight &dl = lights[i]; in EndScene()
H A DGLMapChunk.cpp438 void GLMapChunk::RenderDLightPass(std::vector<GLDynamicLight> lights) { in RenderDLightPass()
H A DGLVoxelModel.cpp476 std::vector<GLDynamicLight> lights) { in RenderDynamicLightPass()
H A DGLOptimizedVoxelModel.cpp749 std::vector<GLDynamicLight> lights) { in RenderDynamicLightPass()
/dports/games/heretic/glheretic-1.2/opengl/
H A Dgl_struct.h163 } GLDynamicLight; typedef
197 GLDynamicLight a_stGLLight[MAX_LIGHT_SOURCES];
H A Dgl_lights.c323 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 Dproject.pbxproj50 …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 */,