gl_lights.c fertig

This commit is contained in:
Yamagi Burmeister 2010-10-21 07:55:41 +00:00
parent 2921a25059
commit 88ecb77a51

View file

@ -1,30 +1,39 @@
/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program 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 2
* of the License, or (at your option) any later version.
* This program 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 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
*/
/* r_light.c */
* =======================================================================
*
* Lightmaps and dynamic lighting
*
* =======================================================================
*/
#include "header/local.h"
int r_dlightframecount;
#define DLIGHT_CUTOFF 64
int r_dlightframecount;
vec3_t pointcolor;
cplane_t *lightplane; /* used as shadow plane */
vec3_t lightspot;
static float s_blocklights [ 34 * 34 * 3 ];
void
R_RenderDlight ( dlight_t *light )
{
@ -178,11 +187,6 @@ R_PushDlights ( void )
}
}
vec3_t pointcolor;
cplane_t *lightplane; /* used as shadow plane */
vec3_t lightspot;
int
RecursiveLightPoint ( mnode_t *node, vec3_t start, vec3_t end )
{
@ -357,8 +361,6 @@ R_LightPoint ( vec3_t p, vec3_t color )
VectorScale( color, gl_modulate->value, color );
}
static float s_blocklights [ 34 * 34 * 3 ];
void
R_AddDynamicLights ( msurface_t *surf )
{
@ -606,6 +608,7 @@ R_BuildLightMap ( msurface_t *surf, byte *dest, int stride )
}
store:
stride -= ( smax << 2 );
bl = s_blocklights;