doom3-bfg/neo/renderer/RenderEntity.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "precompiled.h"
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#include "tr_local.h"
idRenderEntityLocal::idRenderEntityLocal()
{
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memset( &parms, 0, sizeof( parms ) );
memset( modelMatrix, 0, sizeof( modelMatrix ) );
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world = NULL;
index = 0;
lastModifiedFrameNum = 0;
archived = false;
dynamicModel = NULL;
dynamicModelFrameCount = 0;
cachedDynamicModel = NULL;
localReferenceBounds = bounds_zero;
globalReferenceBounds = bounds_zero;
viewCount = 0;
viewEntity = NULL;
decals = NULL;
overlays = NULL;
entityRefs = NULL;
firstInteraction = NULL;
lastInteraction = NULL;
needsPortalSky = false;
}
void idRenderEntityLocal::FreeRenderEntity()
{
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}
void idRenderEntityLocal::UpdateRenderEntity( const renderEntity_t* re, bool forceUpdate )
{
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}
void idRenderEntityLocal::GetRenderEntity( renderEntity_t* re )
{
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}
void idRenderEntityLocal::ForceUpdate()
{
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}
int idRenderEntityLocal::GetIndex()
{
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return index;
}
void idRenderEntityLocal::ProjectOverlay( const idPlane localTextureAxis[2], const idMaterial* material )
{
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}
void idRenderEntityLocal::RemoveDecals()
{
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}
//======================================================================
idRenderLightLocal::idRenderLightLocal()
{
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memset( &parms, 0, sizeof( parms ) );
memset( lightProject, 0, sizeof( lightProject ) );
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lightHasMoved = false;
world = NULL;
index = 0;
areaNum = 0;
lastModifiedFrameNum = 0;
archived = false;
lightShader = NULL;
falloffImage = NULL;
globalLightOrigin = vec3_zero;
viewCount = 0;
viewLight = NULL;
references = NULL;
foggedPortals = NULL;
firstInteraction = NULL;
lastInteraction = NULL;
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baseLightProject.Zero();
inverseBaseLightProject.Zero();
}
void idRenderLightLocal::FreeRenderLight()
{
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}
void idRenderLightLocal::UpdateRenderLight( const renderLight_t* re, bool forceUpdate )
{
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}
void idRenderLightLocal::GetRenderLight( renderLight_t* re )
{
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}
void idRenderLightLocal::ForceUpdate()
{
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}
int idRenderLightLocal::GetIndex()
{
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return index;
}