Searched refs:ambient_shade (Results 1 – 7 of 7) sorted by relevance
/dports/games/alephone/alephone-release-20190331/Source_Files/RenderMain/ |
H A D | scottish_textures.h | 129 _fixed ambient_shade; member 183 _fixed ambient_shade; member
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H A D | scottish_textures.cpp | 146 …ading_table(void * &result,view_data *view, void *shading_tables, short depth,_fixed ambient_shade) in calculate_shading_table() argument 151 if ((ambient_shade)<0) in calculate_shading_table() 153 table_index= SHADE_TO_SHADING_TABLE_INDEX(-(ambient_shade)); in calculate_shading_table() 159 …_index= SHADE_TO_SHADING_TABLE_INDEX((ambient_shade>shade) ? (ambient_shade + (shade>>1)) : (shade… in calculate_shading_table() 749 …view, rectangle->shading_tables, (short)MIN(rectangle->depth, SHRT_MAX), rectangle->ambient_shade); in texture_rectangle() 993 …ading_table, view, polygon->shading_tables, (short)MIN(world_x, SHRT_MAX), polygon->ambient_shade); in _pretexture_vertical_polygon_lines() 1091 …shading_table, view, polygon->shading_tables, (short)MIN(depth, SHRT_MAX), polygon->ambient_shade); in _pretexture_horizontal_polygon_lines() 1115 _fixed ambient_shade= FIXED_ONE; // MPW C died if we passed the constant directly to the macro in _prelandscape_horizontal_polygon_lines() local 1137 calculate_shading_table(shading_table, view, polygon->shading_tables, 0, ambient_shade); in _prelandscape_horizontal_polygon_lines()
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H A D | render.cpp | 804 …rectangle->ambient_shade= (rectangle->ambient_shade*(transfer_phase-FIXED_ONE_HALF))>>(FIXED_FRACT… in instantiate_rectangle_transfer_mode() 1025 …textured_rectangle.ambient_shade= get_light_intensity(get_polygon_data(view->origin_polygon_index)… in render_viewer_sprite_layer() 1026 …textured_rectangle.ambient_shade= MAX(shape_information->minimum_light_intensity, textured_rectang… in render_viewer_sprite_layer()
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H A D | OGL_Render.cpp | 1385 else if (RenderPolygon.ambient_shade < 0) in RenderAsRealWall() 1387 GLfloat Light = (- RenderPolygon.ambient_shade)/GLfloat(FIXED_ONE); in RenderAsRealWall() 1403 SplitDepths[1] = - FindCrossoverDepth(RenderPolygon.ambient_shade); in RenderAsRealWall() 1405 SplitDepths[2] = - FindCrossoverDepth(FIXED_ONE - (RenderPolygon.ambient_shade>>1)); in RenderAsRealWall() 1411 GLfloat Light = RenderPolygon.ambient_shade/GLfloat(FIXED_ONE); in RenderAsRealWall() 1552 …FindShadingColor(-ExtendedVertexList[k].Vertex[2],RenderPolygon.ambient_shade,ExtendedVertexList[k… in RenderAsRealWall() 2435 …GLfloat AvgLight = (RenderRectangle.ceiling_light + RenderRectangle.ambient_shade)/GLfloat(2*FIXED… in RenderModel() 2436 …GLfloat LightDiff = (RenderRectangle.ceiling_light - RenderRectangle.ambient_shade)/GLfloat(2*FIXE… in RenderModel() 2541 else if (RenderRectangle.ambient_shade < 0) in DoLightingAndBlending() 2543 GLfloat Light = (- RenderRectangle.ambient_shade)/GLfloat(FIXED_ONE); in DoLightingAndBlending() [all …]
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H A D | RenderRasterize_Shader.cpp | 263 GLdouble shade = PIN(static_cast<GLfloat>(rect.ambient_shade)/static_cast<GLfloat>(FIXED_ONE),0,1); in setupSpriteTexture() 796 …GLdouble shade = PIN(static_cast<GLfloat>(RenderRectangle.ambient_shade)/static_cast<GLfloat>(FIXE… in RenderModel() 1137 …rect.ambient_shade= get_light_intensity(get_polygon_data(view->origin_polygon_index)->floor_lights… in render_viewer_sprite_layer() 1138 rect.ambient_shade= MAX(shape_information->minimum_light_intensity, rect.ambient_shade); in render_viewer_sprite_layer()
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H A D | RenderRasterize.cpp | 444 textured_polygon.ambient_shade= get_light_intensity(surface->lightsource_index); in render_node_floor_or_ceiling() 571 …textured_polygon.ambient_shade= get_light_intensity(surface->lightsource_index) + surface->ambient… in render_node_side() 572 textured_polygon.ambient_shade= PIN(textured_polygon.ambient_shade, 0, FIXED_ONE); in render_node_side()
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H A D | RenderPlaceObjs.cpp | 388 …render_object->rectangle.ambient_shade= MAX(shape_information->minimum_light_intensity, floor_inte… in build_render_object()
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