/dports/games/brainparty/brainparty/ |
H A D | flashlight.cpp | 65 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() [all …]
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/dports/games/rottdc/rottdc-1.0-2/rott/ |
H A D | rt_view.c | 641 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()
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/dports/games/redeclipse/base-2.0.0/config/glsl/ |
H A D | deferred.cfg | 116 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]) [ [all …]
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/dports/games/tesseract-data/tesseract/config/glsl/ |
H A D | deferred.cfg | 77 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) [ [all …]
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/dports/devel/tbb/oneTBB-2020.3/examples/parallel_for/tachyon/src/ |
H A D | shade.cpp | 61 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()
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H A D | global.h | 57 extern int numlights;
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H A D | global.cpp | 59 int numlights = 0; variable
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/dports/devel/taskflow/taskflow-3.2.0/3rd-party/tbb/examples/parallel_for/tachyon/src/ |
H A D | shade.cpp | 61 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()
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H A D | global.h | 57 extern int numlights;
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H A D | global.cpp | 59 int numlights = 0; variable
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/dports/devel/onetbb/oneTBB-2021.4.0/examples/parallel_for/tachyon/src/ |
H A D | shade.cpp | 61 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()
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H A D | global.hpp | 57 extern int numlights;
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H A D | global.cpp | 59 int numlights = 0; variable
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/dports/games/devilutionX/devilutionX-1.2.1/Source/ |
H A D | lighting.cpp | 13 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()
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/dports/games/doomlegacy/doomlegacy_1.48.8_source/src/ |
H A D | r_bsp.c | 856 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()
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/dports/games/bloodfrontier/bloodfrontier/src/engine/ |
H A D | shader.cpp | 817 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() [all …]
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H A D | shadowmap.cpp | 43 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()
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/dports/games/redeclipse16/base-1.6.0/src/engine/ |
H A D | shadowmap.cpp | 35 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()
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/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/ |
H A D | r_bsp.c | 867 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()
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/dports/games/xonotic/Xonotic/source/darkplaces/ |
H A D | cl_main.c | 801 …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() [all …]
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/dports/games/darkplaces/darkplaces/ |
H A D | cl_main.c | 801 …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() [all …]
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/dports/games/nexuiz/Nexuiz/sources/darkplaces/ |
H A D | cl_main.c | 730 …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() [all …]
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/dports/games/sauerbraten/sauerbraten/src/engine/ |
H A D | shadowmap.cpp | 46 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()
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/dports/games/alienarena/alienarena-7.66/source/ref_gl/ |
H A D | r_shadows.c | 393 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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/dports/games/alienarena-data/alienarena-7.66/source/ref_gl/ |
H A D | r_shadows.c | 393 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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