quakeforge/nq/source/r_main.c

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#include "QF/render.h"
#include "r_local.h"
double r_realtime;
dlight_t r_dlights[MAX_DLIGHTS];
dlight_t *
R_AllocDlight (int key)
{
int i;
dlight_t *dl;
// first look for an exact key match
if (key) {
dl = r_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, dl++) {
if (dl->key == key) {
memset (dl, 0, sizeof (*dl));
dl->key = key;
dl->color[0] = dl->color[1] = dl->color[2] = 1;
return dl;
}
}
}
// then look for anything else
dl = r_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, dl++) {
if (dl->die < r_realtime) {
memset (dl, 0, sizeof (*dl));
dl->key = key;
dl->color[0] = dl->color[1] = dl->color[2] = 1;
return dl;
}
}
dl = &r_dlights[0];
memset (dl, 0, sizeof (*dl));
dl->key = key;
return dl;
}
void
R_DecayLights (double frametime)
{
int i;
dlight_t *dl;
dl = r_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, dl++) {
if (dl->die < r_realtime || !dl->radius)
continue;
dl->radius -= frametime * dl->decay;
if (dl->radius < 0)
dl->radius = 0;
}
}
void
R_ClearDlights (void)
{
memset (r_dlights, 0, sizeof (r_dlights));
}