/*****************************************************************************
The Dark Mod GPL Source Code

This file is part of the The Dark Mod Source Code, originally based
on the Doom 3 GPL Source Code as published in 2011.

The Dark Mod Source Code 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 3 of the License,
or (at your option) any later version. For details, see LICENSE.TXT.

Project: The Dark Mod (http://www.thedarkmod.com/)

******************************************************************************/

#include "precompiled.h"
#pragma hdrstop



#include "tr_local.h"

idRenderEntityLocal::idRenderEntityLocal() {
	memset( &parms, 0, sizeof( parms ) );
	memset( modelMatrix, 0, sizeof( modelMatrix ) );

	world					= NULL;
	index					= 0;
	lastModifiedFrameNum	= 0;
	archived				= false;
	dynamicModel			= NULL;
	dynamicModelFrameCount	= 0;
	cachedDynamicModel		= NULL;
	referenceBounds			= bounds_zero;
	globalReferenceBounds	= bounds_zero; //anon
	viewCount = 0;
	viewEntity				= NULL;
	visibleCount			= 0;
	decals					= NULL;
	overlay					= NULL;
	entityRefs				= NULL;
	firstInteraction		= NULL;
	lastInteraction			= NULL;
	needsPortalSky			= false;
	centerArea				= 0;
}

void idRenderEntityLocal::FreeRenderEntity() {
}

void idRenderEntityLocal::UpdateRenderEntity( const renderEntity_t *re, bool forceUpdate ) {
}

void idRenderEntityLocal::GetRenderEntity( renderEntity_t *re ) {
}

void idRenderEntityLocal::ForceUpdate() {
}

int idRenderEntityLocal::GetIndex() {
	return index;
}

void idRenderEntityLocal::ProjectOverlay( const idPlane localTextureAxis[2], const idMaterial *material ) {
}
void idRenderEntityLocal::RemoveDecals() {
}

//======================================================================

idRenderLightLocal::idRenderLightLocal() {
	memset( &parms, 0, sizeof( parms ) );
	memset( modelMatrix, 0, sizeof( modelMatrix ) );
	memset( shadowFrustums, 0, sizeof( shadowFrustums ) );
	memset( lightProject, 0, sizeof( lightProject ) );
	memset( frustum, 0, sizeof( frustum ) );
	//memset( frustumWindings, 0, sizeof( frustumWindings ) );

	lightHasMoved			= false;
	world					= NULL;
	index					= 0;
	areaNum					= 0;
	lastModifiedFrameNum	= 0;
	archived				= false;
	lightShader				= NULL;
	falloffImage			= NULL;
	globalLightOrigin		= vec3_zero;
	frustumTris				= NULL;
	numShadowFrustums		= 0;
	viewCount				= 0;
	viewLight				= NULL;
	references				= NULL;
	foggedPortals			= NULL;
	firstInteraction		= NULL;
	lastInteraction			= NULL;

	//anon begin
	baseLightProject.Zero();
	inverseBaseLightProject.Zero();
	//anon end
}

void idRenderLightLocal::FreeRenderLight() {
}
void idRenderLightLocal::UpdateRenderLight( const renderLight_t *re, bool forceUpdate ) {
}
void idRenderLightLocal::GetRenderLight( renderLight_t *re ) {
}
void idRenderLightLocal::ForceUpdate() {
}
int idRenderLightLocal::GetIndex() {
	return index;
}
