29 #ifndef __INTERACTION_H__
30 #define __INTERACTION_H__
44 #define LIGHT_TRIS_DEFERRED ((srfTriangles_t *)-1)
45 #define LIGHT_CULL_ALL_FRONT ((byte *)-1)
46 #define LIGHT_CLIP_EPSILON 0.1f
const idMaterial * shader
areaNumRef_t * frustumAreas
idInteraction * entityPrev
idInteraction * lightNext
bool HasShadows(void) const
bool IsDeferred(void) const
idRenderLightLocal * lightDef
static idInteraction * AllocAndLink(idRenderEntityLocal *edef, idRenderLightLocal *ldef)
idInteraction * lightPrev
void R_FreeInteractionCullInfo(srfCullInfo_t &cullInfo)
struct areaNumRef_s * next
srfTriangles_t * lightTris
struct areaNumRef_s areaNumRef_t
void AddActiveInteraction(void)
void R_CalcInteractionCullBits(const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo)
void R_CalcInteractionFacing(const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo)
enum idInteraction::@87 frustumState
int dynamicModelFrameCount
surfaceInteraction_t * surfaces
idScreenRect CalcInteractionScissorRectangle(const idFrustum &viewFrustum)
bool CullInteractionByViewFrustum(const idFrustum &viewFrustum)
idInteraction * entityNext
srfTriangles_t * ambientTris
srfTriangles_t * shadowTris
void R_ShowInteractionMemory_f(const idCmdArgs &args)
idRenderEntityLocal * entityDef
void CreateInteraction(const idRenderModel *model)