]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - misc/mediasource/netradiant-src/tools/quake3/q3map2/light_shadows.c
Rename mediasource to source
[voretournament/voretournament.git] / misc / mediasource / netradiant-src / tools / quake3 / q3map2 / light_shadows.c
diff --git a/misc/mediasource/netradiant-src/tools/quake3/q3map2/light_shadows.c b/misc/mediasource/netradiant-src/tools/quake3/q3map2/light_shadows.c
deleted file mode 100644 (file)
index d482bbc..0000000
+++ /dev/null
@@ -1,124 +0,0 @@
-/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
-
-This file is part of GtkRadiant.
-
-GtkRadiant 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.
-
-GtkRadiant 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 GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
-*/
-
-#define LIGHT_SHADOWS_C
-
-#include "light.h"
-#include "inout.h"
-
-
-
-/* -------------------------------------------------------------------------------
-
-ydnar: this code deals with shadow volume bsps
-
-------------------------------------------------------------------------------- */
-
-typedef struct shadowNode_s
-{
-       vec4_t  plane;
-       int             children[ 2 ];
-}
-shadowNode_t;
-
-int                            numShadowNodes;
-shadowNode_t   *shadowNodes;
-
-
-
-/*
-AddShadow()
-adds a shadow, returning the index into the shadow list
-*/
-
-
-
-/*
-MakeShadowFromPoints()
-creates a shadow volume from 4 points (the first being the light origin)
-*/
-
-
-
-/*
-SetupShadows()
-sets up the shadow volumes for all lights in the world
-*/
-
-void SetupShadows( void )
-{
-       int                             i, j, s;
-       light_t                 *light;
-       dleaf_t                 *leaf;
-       dsurface_t              *ds;
-       surfaceInfo_t   *info;
-       shaderInfo_t    *si;
-       byte                    *tested;
-
-       
-       /* early out for weird cases where there are no lights */
-       if( lights == NULL )
-               return;
-       
-       /* note it */
-       Sys_FPrintf( SYS_VRB, "--- SetupShadows ---\n" );
-       
-       /* allocate a surface test list */
-       tested = safe_malloc( numDrawSurfaces / 8 + 1 );
-       
-       /* walk the list of lights */
-       for( light = lights; light != NULL; light = light->next )
-       {
-               /* do some early out testing */
-               if( light->cluster < 0 )
-                       continue;
-               
-               /* clear surfacetest list */
-               memset( tested, 0, numDrawSurfaces / 8 + 1 );
-               
-               /* walk the bsp leaves */
-               for( i = 0, leaf = dleafs; i < numleafs; i++, leaf++ )
-               {
-                       /* in pvs? */
-                       if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse )
-                               continue;
-                       
-                       /* walk the surface list for this leaf */
-                       for( j = 0; j < leaf->numLeafSurfaces; j++ )
-                       {
-                               /* don't filter a surface more than once */
-                               s = dleafsurfaces[ leaf->firstLeafSurface + j ];
-                               if( tested[ s >> 3 ] & (1 << (s & 7)) )
-                                       continue;
-                               tested[ s >> 3 ] |= (1 << (s & 7));
-                               
-                               /* get surface and info */
-                               ds = &drawSurfaces[ s ];
-                               info = &surfaceInfos[ s ];
-                               si = info->si;
-                               
-                               /* don't create shadow volumes from translucent surfaces */
-                               if( si->contents & CONTENTS_TRANSLUCENT )
-                                       continue;
-                       }
-               }
-       }
-}