mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 05:01:25 +00:00
128 lines
3.5 KiB
C++
128 lines
3.5 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "tr_local.h"
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idRenderEntityLocal::idRenderEntityLocal()
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{
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memset( &parms, 0, sizeof( parms ) );
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memset( modelMatrix, 0, sizeof( modelMatrix ) );
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world = NULL;
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index = 0;
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lastModifiedFrameNum = 0;
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archived = false;
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dynamicModel = NULL;
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dynamicModelFrameCount = 0;
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cachedDynamicModel = NULL;
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localReferenceBounds = bounds_zero;
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globalReferenceBounds = bounds_zero;
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viewCount = 0;
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viewEntity = NULL;
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decals = NULL;
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overlays = NULL;
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entityRefs = NULL;
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firstInteraction = NULL;
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lastInteraction = NULL;
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needsPortalSky = false;
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}
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void idRenderEntityLocal::FreeRenderEntity()
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{
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}
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void idRenderEntityLocal::UpdateRenderEntity( const renderEntity_t* re, bool forceUpdate )
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{
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}
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void idRenderEntityLocal::GetRenderEntity( renderEntity_t* re )
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{
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}
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void idRenderEntityLocal::ForceUpdate()
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{
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}
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int idRenderEntityLocal::GetIndex()
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{
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return index;
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}
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void idRenderEntityLocal::ProjectOverlay( const idPlane localTextureAxis[2], const idMaterial* material )
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{
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}
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void idRenderEntityLocal::RemoveDecals()
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{
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}
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//======================================================================
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idRenderLightLocal::idRenderLightLocal()
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{
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memset( &parms, 0, sizeof( parms ) );
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memset( lightProject, 0, sizeof( lightProject ) );
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lightHasMoved = false;
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world = NULL;
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index = 0;
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areaNum = 0;
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lastModifiedFrameNum = 0;
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archived = false;
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lightShader = NULL;
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falloffImage = NULL;
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globalLightOrigin = vec3_zero;
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viewCount = 0;
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viewLight = NULL;
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references = NULL;
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foggedPortals = NULL;
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firstInteraction = NULL;
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lastInteraction = NULL;
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baseLightProject.Zero();
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inverseBaseLightProject.Zero();
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}
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void idRenderLightLocal::FreeRenderLight()
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{
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}
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void idRenderLightLocal::UpdateRenderLight( const renderLight_t* re, bool forceUpdate )
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{
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}
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void idRenderLightLocal::GetRenderLight( renderLight_t* re )
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{
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}
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void idRenderLightLocal::ForceUpdate()
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{
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}
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int idRenderLightLocal::GetIndex()
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{
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return index;
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}
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