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Classes | Functions | Variables
dynlight.cpp File Reference
#include <math.h>
#include "inexor/engine/dynlight.hpp"
#include "inexor/engine/octree.hpp"
#include "inexor/engine/pvs.hpp"
#include "inexor/engine/rendergl.hpp"
#include "inexor/engine/renderva.hpp"
#include "inexor/engine/shader.hpp"
#include "inexor/engine/water.hpp"
#include "inexor/fpsgame/weapon.hpp"
#include "inexor/network/SharedVar.hpp"
#include "inexor/physics/physics.hpp"
#include "inexor/shared/command.hpp"
#include "inexor/shared/cube_loops.hpp"
#include "inexor/shared/cube_types.hpp"
#include "inexor/shared/cube_vector.hpp"
#include "inexor/shared/ents.hpp"
#include "inexor/shared/geom.hpp"
#include "inexor/util/legacy_time.hpp"

Classes

struct  dynlight
 

Functions

 VARP (maxdynlights, 0, 3, MAXDYNLIGHTS)
 
 VARP (dynlightdist, 0, 1024, 10000)
 
void adddynlight (const vec &o, float radius, const vec &color, int fade, int peak, int flags, float initradius, const vec &initcolor, physent *owner)
 
void cleardynlights ()
 
void removetrackeddynlights (physent *owner)
 
void updatedynlights ()
 
int finddynlights ()
 
void dynlightreaching (const vec &target, vec &color, vec &dir, bool hud)
 
void calcdynlightmask (vtxarray *va)
 
int setdynlights (vtxarray *va)
 

Variables

vector< dynlightdynlights
 
vector< dynlight * > closedynlights
 

Function Documentation

void adddynlight ( const vec o,
float  radius,
const vec color,
int  fade,
int  peak,
int  flags,
float  initradius,
const vec initcolor,
physent owner 
)
void calcdynlightmask ( vtxarray va)
void cleardynlights ( )
void dynlightreaching ( const vec target,
vec color,
vec dir,
bool  hud 
)
int finddynlights ( )
void removetrackeddynlights ( physent owner)
int setdynlights ( vtxarray va)
void updatedynlights ( )
VARP ( maxdynlights  ,
,
,
MAXDYNLIGHTS   
)
VARP ( dynlightdist  ,
,
1024  ,
10000   
)

Variable Documentation

vector<dynlight *> closedynlights
vector<dynlight> dynlights