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Searched refs:numlights (Results 1 – 25 of 84) sorted by relevance

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/dports/games/brainparty/brainparty/
H A Dflashlight.cpp65 int numlights = 4; in ShowLayout() local
70 numlights = 4; in ShowLayout()
75 numlights = 5; in ShowLayout()
80 numlights = 6; in ShowLayout()
85 numlights = 7; in ShowLayout()
90 numlights = 8; in ShowLayout()
95 numlights = 9; in ShowLayout()
100 numlights = 10; in ShowLayout()
105 numlights = 11; in ShowLayout()
110 numlights = 12; in ShowLayout()
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/dports/games/rottdc/rottdc-1.0-2/rott/
H A Drt_view.c641 int numlights; in UpdateLightLevel() local
650 numlights=(LightsInArea[area]-numtiles)>>1; in UpdateLightLevel()
652 if (numlights<0) in UpdateLightLevel()
653 numlights=0; in UpdateLightLevel()
654 if (numlights>GENERALNUMLIGHTS) in UpdateLightLevel()
655 numlights=GENERALNUMLIGHTS; in UpdateLightLevel()
656 targetmin=baseminshade+(GENERALNUMLIGHTS-numlights); in UpdateLightLevel()
657 targetmax=basemaxshade-numlights; in UpdateLightLevel()
674 targetlevel=baseminshade+(GENERALNUMLIGHTS-numlights); in UpdateLightLevel()
/dports/games/redeclipse/base-2.0.0/config/glsl/
H A Ddeferred.cfg116 numlights = (+ $arg6 0)
149 @(if $numlights [result [
150 uniform vec4 lightpos[@@numlights];
151 uniform vec4 lightcolor[@@numlights];
153 uniform vec4 spotparams[@@numlights];
156 uniform vec4 shadowparams[@@numlights];
157 uniform vec2 shadowoffset[@@numlights];
395 @(if (|| $baselight [> $numlights 1]) [result [
444 ]] [if (+ $numlights (dlopt "c")) [result [
451 @(? (|| $baselight [> $numlights 1]) [
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/dports/games/tesseract-data/tesseract/config/glsl/
H A Ddeferred.cfg77 numlights = (+ $arg6 0)
107 @(if $numlights [result [
108 uniform vec4 lightpos[@@numlights];
109 uniform vec3 lightcolor[@@numlights];
111 uniform vec4 spotparams[@@numlights];
114 uniform vec4 shadowparams[@@numlights];
115 uniform vec2 shadowoffset[@@numlights];
345 @(if (|| $baselight [> $numlights 1]) [result [
390 @(if (|| (> $numlights 0) [dlopt "c"]) [result [
473 @(? (= (+ $numlights (dlopt "c")) 1) [
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/dports/devel/tbb/oneTBB-2020.3/examples/parallel_for/tachyon/src/
H A Dshade.cpp61 numlights=0; in reset_lights()
65 lightlist[numlights]=li; in add_light()
66 numlights++; in add_light()
105 for (i=0; i<numlights; i++) { /* loop for light contributions */ in shader()
H A Dglobal.h57 extern int numlights;
H A Dglobal.cpp59 int numlights = 0; variable
/dports/devel/taskflow/taskflow-3.2.0/3rd-party/tbb/examples/parallel_for/tachyon/src/
H A Dshade.cpp61 numlights=0; in reset_lights()
65 lightlist[numlights]=li; in add_light()
66 numlights++; in add_light()
105 for (i=0; i<numlights; i++) { /* loop for light contributions */ in shader()
H A Dglobal.h57 extern int numlights;
H A Dglobal.cpp59 int numlights = 0; variable
/dports/devel/onetbb/oneTBB-2021.4.0/examples/parallel_for/tachyon/src/
H A Dshade.cpp61 numlights = 0; in reset_lights()
65 lightlist[numlights] = li; in add_light()
66 numlights++; in add_light()
104 for (i = 0; i < numlights; i++) { /* loop for light contributions */ in shader()
H A Dglobal.hpp57 extern int numlights;
H A Dglobal.cpp59 int numlights = 0; variable
/dports/games/devilutionX/devilutionX-1.2.1/Source/
H A Dlighting.cpp13 int numlights; variable
1013 numlights = 0; in InitLighting()
1032 if (numlights < MAXLIGHTS) { in AddLight()
1033 lid = lightactive[numlights++]; in AddLight()
1127 for (i = 0; i < numlights; i++) { in ProcessLightList()
1137 for (i = 0; i < numlights; i++) { in ProcessLightList()
1144 while (i < numlights) { in ProcessLightList()
1146 numlights--; in ProcessLightList()
1147 temp = lightactive[numlights]; in ProcessLightList()
1148 lightactive[numlights] = lightactive[i]; in ProcessLightList()
/dports/games/doomlegacy/doomlegacy_1.48.8_source/src/
H A Dr_bsp.c856 frontsector->numlights = sub->sector->numlights = 0; in R_Subsector()
859 sub->sector->numlights = frontsector->numlights; in R_Subsector()
1024 if(count != sector->numlights) in R_Prep3DFloors()
1030 sector->numlights = count; in R_Prep3DFloors()
1076 sector->numlights = i; in R_Prep3DFloors()
1139 for( ; light1 < & sector->lightlist[sector->numlights]; light1++) in R_GetPlaneLight()
1153 ff_light_t * lightend = & sector->lightlist[sector->numlights]; // past last in R_GetPlaneLight_viewz()
/dports/games/bloodfrontier/bloodfrontier/src/engine/
H A Dshader.cpp817 int numlights = 0, lights[MAXDYNLIGHTS]; in gendynlightvariant() local
831 lights[numlights++] = i; in gendynlightvariant()
832 if(numlights>=limit) break; in gendynlightvariant()
845 lights[numlights++] = maxtc-reservetc; in gendynlightvariant()
848 if(!numlights) return; in gendynlightvariant()
874 k==i || k+1==numlights ? ";\n" : ","); in gendynlightvariant()
883 loopk(min(i+1, numlights)) in gendynlightvariant()
899 k<numlights ? in gendynlightvariant()
903 else if(k>=numlights) formatstring(tc)( in gendynlightvariant()
915 if(k < numlights) vsdl.put(tc, strlen(tc)); in gendynlightvariant()
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H A Dshadowmap.cpp43 int numlights = 0, numcasters = 0; in guessshadowdir() local
55 numlights++; in guessshadowdir()
63 numlights++; in guessshadowdir()
81 if(!numlights || !numcasters) return; in guessshadowdir()
82 lightpos.div(numlights); in guessshadowdir()
/dports/games/redeclipse16/base-1.6.0/src/engine/
H A Dshadowmap.cpp35 int numlights = 0; in guessshadowdir() local
47 numlights++; in guessshadowdir()
54 numlights++; in guessshadowdir()
59 if(!numlights) return; in guessshadowdir()
60 lightpos.div(numlights); in guessshadowdir()
/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/
H A Dr_bsp.c867 frontsector->numlights = sub->sector->numlights = 0; in R_Subsector()
870 sub->sector->numlights = frontsector->numlights; in R_Subsector()
1114 if (count != sector->numlights) in R_Prep3DFloors()
1118 sector->numlights = count; in R_Prep3DFloors()
1168 sector->numlights = i; in R_Prep3DFloors()
1215 for (i = 1; i < sector->numlights; i++) in R_GetPlaneLight()
1219 return sector->numlights - 1; in R_GetPlaneLight()
1222 for (i = 1; i < sector->numlights; i++) in R_GetPlaneLight()
1226 return sector->numlights - 1; in R_GetPlaneLight()
/dports/games/xonotic/Xonotic/source/darkplaces/
H A Dcl_main.c801 …for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++) in CL_RelinkLightFlashes()
809 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight; in CL_RelinkLightFlashes()
1486 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS) in CL_LinkNetworkEntity()
1499 …ef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r… in CL_LinkNetworkEntity()
1531 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS) in CL_LinkNetworkEntity()
1545 …ef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r… in CL_LinkNetworkEntity()
1548 …dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS) in CL_LinkNetworkEntity()
1557 …ef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r… in CL_LinkNetworkEntity()
1769 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS) in CL_RelinkBeams()
1776 …ef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r… in CL_RelinkBeams()
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/dports/games/darkplaces/darkplaces/
H A Dcl_main.c801 …for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++) in CL_RelinkLightFlashes()
809 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight; in CL_RelinkLightFlashes()
1486 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS) in CL_LinkNetworkEntity()
1499 …ef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r… in CL_LinkNetworkEntity()
1531 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS) in CL_LinkNetworkEntity()
1545 …ef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r… in CL_LinkNetworkEntity()
1548 …dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS) in CL_LinkNetworkEntity()
1557 …ef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r… in CL_LinkNetworkEntity()
1769 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS) in CL_RelinkBeams()
1776 …ef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r… in CL_RelinkBeams()
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/dports/games/nexuiz/Nexuiz/sources/darkplaces/
H A Dcl_main.c730 …for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++) in CL_RelinkLightFlashes()
738 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight; in CL_RelinkLightFlashes()
1340 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS) in CL_LinkNetworkEntity()
1353 …r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlig… in CL_LinkNetworkEntity()
1385 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS) in CL_LinkNetworkEntity()
1399 …r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlig… in CL_LinkNetworkEntity()
1402 …dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS) in CL_LinkNetworkEntity()
1411 …r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlig… in CL_LinkNetworkEntity()
1614 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS) in CL_RelinkBeams()
1621 …r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlig… in CL_RelinkBeams()
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/dports/games/sauerbraten/sauerbraten/src/engine/
H A Dshadowmap.cpp46 int numlights = 0, numcasters = 0; in guessshadowdir() local
54 if(!e.attr1) { lightpos.add(e.o); numlights++; } in guessshadowdir()
69 if(!numlights || !numcasters) return; in guessshadowdir()
70 lightpos.div(numlights); in guessshadowdir()
/dports/games/alienarena/alienarena-7.66/source/ref_gl/
H A Dr_shadows.c393 float numlights, weight; in SHD_DrawAliasShadowVolume() local
414 numlights = 0; in SHD_DrawAliasShadowVolume()
437 numlights+=weight; in SHD_DrawAliasShadowVolume()
439 if(numlights > 0.0) in SHD_DrawAliasShadowVolume()
442 light[o] = -currententity->origin[o] + lightAdd[o]/numlights; in SHD_DrawAliasShadowVolume()
/dports/games/alienarena-data/alienarena-7.66/source/ref_gl/
H A Dr_shadows.c393 float numlights, weight; in SHD_DrawAliasShadowVolume() local
414 numlights = 0; in SHD_DrawAliasShadowVolume()
437 numlights+=weight; in SHD_DrawAliasShadowVolume()
439 if(numlights > 0.0) in SHD_DrawAliasShadowVolume()
442 light[o] = -currententity->origin[o] + lightAdd[o]/numlights; in SHD_DrawAliasShadowVolume()

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