optimized AngleVectors calls (pass NULL for vectors that should not be generated)
[divverent/darkplaces.git] / r_light.h
1
2 // LordHavoc: 256 dynamic lights
3 #define MAX_DLIGHTS             256
4 typedef struct
5 {
6         vec3_t  origin;
7         float   radius;
8         float   die;                            // stop lighting after this time
9         float   decay;                          // drop this each second
10         int             key;
11         vec3_t  color;                          // LordHavoc: colored lighting
12         qboolean        dark;                   // subtracts light instead of adding
13 } dlight_t;
14
15 // LordHavoc: this affects the lighting scale of the whole game
16 #define LIGHTOFFSET 4096.0f
17
18 extern void R_CompleteLightPoint (vec3_t color, vec3_t p);
19 extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
20 extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
21 extern void R_LightPoint (vec3_t color, vec3_t p);