]> git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/light_shadows.c
uncrustify! now the code is only ugly on the *inside*
[xonotic/netradiant.git] / tools / quake3 / q3map2 / light_shadows.c
index 14a18d955d83e33cd463e4c46d87da684a2a147f..50a0d627ad63b39bc3eb7d14ece411bb95558db5 100644 (file)
-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
-*/\r
-\r
-#define LIGHT_SHADOWS_C\r
-\r
-#include "light.h"\r
-#include "inout.h"\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-ydnar: this code deals with shadow volume bsps\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-typedef struct shadowNode_s\r
-{\r
-       vec4_t  plane;\r
-       int             children[ 2 ];\r
-}\r
-shadowNode_t;\r
-\r
-int                            numShadowNodes;\r
-shadowNode_t   *shadowNodes;\r
-\r
-\r
-\r
-/*\r
-AddShadow()\r
-adds a shadow, returning the index into the shadow list\r
-*/\r
-\r
-\r
-\r
-/*\r
-MakeShadowFromPoints()\r
-creates a shadow volume from 4 points (the first being the light origin)\r
-*/\r
-\r
-\r
-\r
-/*\r
-SetupShadows()\r
-sets up the shadow volumes for all lights in the world\r
-*/\r
-\r
-void SetupShadows( void )\r
-{\r
-       int                             i, j, s;\r
-       light_t                 *light;\r
-       dleaf_t                 *leaf;\r
-       dsurface_t              *ds;\r
-       surfaceInfo_t   *info;\r
-       shaderInfo_t    *si;\r
-       byte                    *tested;\r
-\r
-       \r
-       /* early out for weird cases where there are no lights */\r
-       if( lights == NULL )\r
-               return;\r
-       \r
-       /* note it */\r
-       Sys_FPrintf( SYS_VRB, "--- SetupShadows ---\n" );\r
-       \r
-       /* allocate a surface test list */\r
-       tested = safe_malloc( numDrawSurfaces / 8 + 1 );\r
-       \r
-       /* walk the list of lights */\r
-       for( light = lights; light != NULL; light = light->next )\r
-       {\r
-               /* do some early out testing */\r
-               if( light->cluster < 0 )\r
-                       continue;\r
-               \r
-               /* clear surfacetest list */\r
-               memset( tested, 0, numDrawSurfaces / 8 + 1 );\r
-               \r
-               /* walk the bsp leaves */\r
-               for( i = 0, leaf = dleafs; i < numleafs; i++, leaf++ )\r
-               {\r
-                       /* in pvs? */\r
-                       if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse )\r
-                               continue;\r
-                       \r
-                       /* walk the surface list for this leaf */\r
-                       for( j = 0; j < leaf->numLeafSurfaces; j++ )\r
-                       {\r
-                               /* don't filter a surface more than once */\r
-                               s = dleafsurfaces[ leaf->firstLeafSurface + j ];\r
-                               if( tested[ s >> 3 ] & (1 << (s & 7)) )\r
-                                       continue;\r
-                               tested[ s >> 3 ] |= (1 << (s & 7));\r
-                               \r
-                               /* get surface and info */\r
-                               ds = &drawSurfaces[ s ];\r
-                               info = &surfaceInfos[ s ];\r
-                               si = info->si;\r
-                               \r
-                               /* don't create shadow volumes from translucent surfaces */\r
-                               if( si->contents & CONTENTS_TRANSLUCENT )\r
-                                       continue;\r
-                       }\r
-               }\r
-       }\r
-}
\ No newline at end of file
+/*
+   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;
+                               }
+                       }
+               }
+       }
+}