/* ** tr_lightmanager.h */ #ifndef TR_LIGHTMANAGER_H #define TR_LIGHTMANAGER_H #include "tr_local.h" class VVLightManager { public: VVLightManager(); void R_TransformDlights( int count, VVdlight_t *dl, orientationr_t *ori); void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ); void RE_AddLightToScene( VVdlight_t *light ); void R_DlightBmodel( bmodel_t *bmodel, qboolean NoLight ); int R_DlightFace( srfSurfaceFace_t *face, int dlightBits ); int R_DlightGrid( srfGridMesh_t *grid, int dlightBits ); int R_DlightTrisurf( srfTriangles_t *surf, int dlightBits ); int R_DlightSurface( msurface_t *surf, int dlightBits ); void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ); void R_RecursiveWorldNode( mnode_t *node, int planeBits, int dlightBits ); void RB_CalcDiffuseColor( DWORD *colors ); void RB_CalcDiffuseEntityColor( DWORD *colors ); void ShortToVec3(const short in[3], vec3_t &out); int BoxOnPlaneSide (const short emins[3], const short emaxs[3], struct cplane_s *p); }; extern VVLightManager VVLightMan; #endif