half lambert lighting by jal (option: -lightanglehl)

This commit is contained in:
Rudolf Polzer 2010-02-14 20:12:11 +01:00
parent b8839b8771
commit 23a825c1f1
18 changed files with 91 additions and 15 deletions

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@ -58,6 +58,7 @@ game_t struct
1.0f, /* lightmap compensate */
0.3f, /* lightgrid scale */
0.6f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qtrue, /* disable shader lightstyles hack */
qtrue, /* keep light entities on bsp */
4, /* default patchMeta subdivisions tolerance */

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@ -58,6 +58,7 @@ game_t struct
1.0f, /* lightmap compensate */
0.3f, /* lightgrid scale */
0.6f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qtrue, /* disable shader lightstyles hack */
qtrue, /* keep light entities on bsp */
4, /* default patchMeta subdivisions tolerance */

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@ -117,6 +117,7 @@ game_t struct
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qfalse, /* disable shader lightstyles hack */
qfalse, /* keep light entities on bsp */
8, /* default patchMeta subdivisions tolerance */

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@ -152,6 +152,7 @@ game_t struct
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qfalse, /* disable shader lightstyles hack */
qfalse, /* keep light entities on bsp */
8, /* default patchMeta subdivisions tolerance */

View File

@ -71,6 +71,7 @@ game_t struct
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qfalse, /* disable shader lightstyles hack */
qfalse, /* keep light entities on bsp */
8, /* default patchMeta subdivisions tolerance */

View File

@ -68,6 +68,7 @@ game_t struct
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qfalse, /* disable shader lightstyles hack */
qfalse, /* keep light entities on bsp */
8, /* default patchMeta subdivisions tolerance */

View File

@ -67,6 +67,7 @@ game_t struct
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qtrue, /* disable shader lightstyles hack */
qtrue, /* keep light entities on bsp */
8, /* default patchMeta subdivisions tolerance */

View File

@ -58,6 +58,7 @@ game_t struct
1.0f, /* lightmap compensate */
0.4f, /* lightgrid scale */
0.6f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qtrue, /* disable shader lightstyles hack */
qtrue, /* keep light entities on bsp */
4, /* default patchMeta subdivisions tolerance */

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@ -119,10 +119,11 @@ game_t struct
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightgrid ambient scale */
qtrue, /* light angle attenuation uses half-lambert curve */
qtrue, /* disable shader lightstyles hack */
qfalse, /* keep light entities on bsp */
qtrue, /* keep light entities on bsp */
8, /* default patchMeta subdivisions tolerance */
qfalse, /* patch casting enabled */
qtrue, /* patch casting enabled */
qtrue, /* compile deluxemaps */
0, /* deluxemaps default mode */
256, /* minimap size */

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@ -116,6 +116,7 @@ game_t struct
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qfalse, /* disable shader lightstyles hack */
qfalse, /* keep light entities on bsp */
8, /* default patchMeta subdivisions tolerance */

View File

@ -68,6 +68,7 @@ game_t struct
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qfalse, /* disable shader lightstyles hack */
qfalse, /* keep light entities on bsp */
8, /* default patchMeta subdivisions tolerance */

View File

@ -143,6 +143,7 @@ game_t struct
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qfalse, /* disable shader lightstyles hack */
qfalse, /* keep light entities on bsp */
8, /* default patchMeta subdivisions tolerance */

View File

@ -116,6 +116,7 @@ game_t struct
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qtrue, /* disable shader lightstyles hack */
qfalse, /* keep light entities on bsp */
8, /* default patchMeta subdivisions tolerance */

View File

@ -74,6 +74,7 @@ game_t struct
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qfalse, /* disable shader lightstyles hack */
qfalse, /* keep light entities on bsp */
8, /* default patchMeta subdivisions tolerance */

View File

@ -133,6 +133,7 @@ game_t struct
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qfalse, /* disable shader lightstyles hack */
qfalse, /* keep light entities on bsp */
8, /* default patchMeta subdivisions tolerance */

View File

@ -70,6 +70,7 @@ game_t struct
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightgrid ambient scale */
qfalse, /* light angle attenuation uses half-lambert curve */
qfalse, /* disable shader lightstyles hack */
qfalse, /* keep light entities on bsp */
8, /* default patchMeta subdivisions tolerance */

View File

@ -865,7 +865,33 @@ int LightContributionToSample( trace_t *trace )
dist = 16.0f;
/* angle attenuation */
angle = (light->flags & LIGHT_ATTEN_ANGLE) ? DotProduct( trace->normal, trace->direction ) : 1.0f;
if( light->flags & LIGHT_ATTEN_ANGLE )
{
/* standard Lambert attenuation */
float dot = DotProduct( trace->normal, trace->direction );
/* twosided lighting */
if( trace->twoSided )
dot = fabs( dot );
/* jal: optional half Lambert attenuation (http://developer.valvesoftware.com/wiki/Half_Lambert) */
if( lightAngleHL )
{
if( dot > 0.001f ) // skip coplanar
{
if( dot > 1.0f ) dot = 1.0f;
dot = ( dot * 0.5f ) + 0.5f;
dot *= dot;
}
else
dot = 0;
}
angle = dot;
}
else
angle = 1.0f;
if( light->angleScale != 0.0f )
{
angle /= light->angleScale;
@ -873,10 +899,6 @@ int LightContributionToSample( trace_t *trace )
angle = 1.0f;
}
/* twosided lighting */
if( trace->twoSided )
angle = fabs( angle );
/* attenuate */
if( light->flags & LIGHT_ATTEN_LINEAR )
{
@ -918,15 +940,34 @@ int LightContributionToSample( trace_t *trace )
/* get origin and direction */
VectorAdd( trace->origin, light->origin, trace->end );
dist = SetupTrace( trace );
/* angle attenuation */
angle = (light->flags & LIGHT_ATTEN_ANGLE)
? DotProduct( trace->normal, trace->direction )
: 1.0f;
/* twosided lighting */
if( trace->twoSided )
angle = fabs( angle );
if( light->flags & LIGHT_ATTEN_ANGLE )
{
/* standard Lambert attenuation */
float dot = DotProduct( trace->normal, trace->direction );
/* twosided lighting */
if( trace->twoSided )
dot = fabs( dot );
/* jal: optional half Lambert attenuation (http://developer.valvesoftware.com/wiki/Half_Lambert) */
if( lightAngleHL )
{
if( dot > 0.001f ) // skip coplanar
{
if( dot > 1.0f ) dot = 1.0f;
dot = ( dot * 0.5f ) + 0.5f;
dot *= dot;
}
else
dot = 0;
}
angle = dot;
}
else
angle = 1.0f;
/* attenuate */
add = light->photons * angle;
@ -1880,6 +1921,10 @@ int LightMain( int argc, char **argv )
gridAmbientScale = game->gridAmbientScale;
Sys_Printf( " lightgrid ambient scale: %f\n", gridAmbientScale );
lightAngleHL = game->lightAngleHL;
if( lightAngleHL )
Sys_Printf( " half lambert light angle attenuation enabled \n" );
noStyles = game->noStyles;
if (noStyles == qtrue)
Sys_Printf( " shader lightstyles hack: disabled\n" );
@ -2416,6 +2461,17 @@ int LightMain( int argc, char **argv )
loMem = qtrue;
Sys_Printf( "Enabling low-memory (potentially slower) lighting mode\n" );
}
else if( !strcmp( argv[ i ], "-lightanglehl" ) )
{
if( ( atoi( argv[ i + 1 ] ) != 0 ) != lightAngleHL )
{
lightAngleHL = ( atoi( argv[ i + 1 ] ) != 0 );
if( lightAngleHL )
Sys_Printf( "Enabling half lambert light angle attenuation\n" );
else
Sys_Printf( "Disabling half lambert light angle attenuation\n" );
}
}
else if( !strcmp( argv[ i ], "-nostyle" ) || !strcmp( argv[ i ], "-nostyles" ) )
{
noStyles = qtrue;

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@ -562,6 +562,7 @@ typedef struct game_s
float lightmapCompensate; /* default lightmap compensate value */
float gridScale; /* vortex: default lightgrid scale (affects both directional and ambient spectres) */
float gridAmbientScale; /* vortex: default lightgrid ambient spectre scale */
qboolean lightAngleHL; /* jal: use half-lambert curve for light angle attenuation */
qboolean noStyles; /* use lightstyles hack or not */
qboolean keepLights; /* keep light entities on bsp */
int patchSubdivisions; /* default patch subdivisions tolerance */
@ -2217,6 +2218,9 @@ Q_EXTERN float pointScale Q_ASSIGN( 7500.0f );
Q_EXTERN float areaScale Q_ASSIGN( 0.25f );
Q_EXTERN float skyScale Q_ASSIGN( 1.0f );
Q_EXTERN float bounceScale Q_ASSIGN( 0.25f );
/* jal: alternative angle attenuation curve */
Q_EXTERN qboolean lightAngleHL Q_ASSIGN( qfalse );
/* vortex: gridscale and gridambientscale */
Q_EXTERN float gridScale Q_ASSIGN( 1.0f );