]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.h
massive coding has been done on shadow volumes (some scrapped code which will be...
[xonotic/darkplaces.git] / r_light.h
index b52a4cdc67a5db6ebcdb1f8aab41dbeafc14f08b..c09e26fa1ebe914582b55cd21063fa17ad835634 100644 (file)
--- a/r_light.h
+++ b/r_light.h
@@ -1,17 +1,28 @@
 
-// LordHavoc: 256 dynamic lights
-#define        MAX_DLIGHTS             256
+#ifndef R_LIGHT_H
+#define R_LIGHT_H
+
 typedef struct
 {
-       vec3_t  origin;
-       float   radius;
-       float   die;                            // stop lighting after this time
-       float   decay;                          // drop this each second
-       int             key;
-       vec3_t  color;                          // LordHavoc: colored lighting
-       qboolean        dark;                   // subtracts light instead of adding
-} dlight_t;
+       vec3_t origin;
+       vec_t cullradius2; // only for culling comparisons, squared version
+       vec3_t light; // the brightness of the light
+       vec_t cullradius; // only for culling comparisons
+       vec_t subtract; // to avoid sudden brightness change at cullradius, subtract this
+       entity_render_t *ent; // owner of this light
+}
+rdlight_t;
+
+extern int r_numdlights;
+extern rdlight_t r_dlight[MAX_DLIGHTS];
+
+void R_BuildLightList(void);
+void R_AnimateLight(void);
+void R_MarkLights(entity_render_t *ent);
+void R_DrawCoronas(void);
+void R_CompleteLightPoint(vec3_t color, const vec3_t p, int dynamic, const mleaf_t *leaf);
+void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, float *normals, float *colors, float colorr, float colorg, float colorb, int worldcoords);
+void R_UpdateEntLights(entity_render_t *ent);
+
+#endif
 
-// LordHavoc: this affects the lighting scale of the whole game
-#define LIGHTOFFSET 16384.0f
-#define LIGHTSCALE 4.0f