On grid lighting, redistribute the 25% of the floodlight as omnidirectional ambient light, and use only the 75% of it as top-down directional light.
This commit is contained in:
parent
1e42a4f095
commit
6661c1a8e8
|
|
@ -1421,6 +1421,7 @@ typedef struct
|
||||||
{
|
{
|
||||||
vec3_t dir;
|
vec3_t dir;
|
||||||
vec3_t color;
|
vec3_t color;
|
||||||
|
vec3_t ambient;
|
||||||
int style;
|
int style;
|
||||||
}
|
}
|
||||||
contribution_t;
|
contribution_t;
|
||||||
|
|
@ -1514,6 +1515,7 @@ void TraceGrid( int num )
|
||||||
/* add a contribution */
|
/* add a contribution */
|
||||||
VectorCopy( trace.color, contributions[ numCon ].color );
|
VectorCopy( trace.color, contributions[ numCon ].color );
|
||||||
VectorCopy( trace.direction, contributions[ numCon ].dir );
|
VectorCopy( trace.direction, contributions[ numCon ].dir );
|
||||||
|
VectorClear( contributions[ numCon ].ambient );
|
||||||
contributions[ numCon ].style = trace.light->style;
|
contributions[ numCon ].style = trace.light->style;
|
||||||
numCon++;
|
numCon++;
|
||||||
|
|
||||||
|
|
@ -1533,50 +1535,55 @@ void TraceGrid( int num )
|
||||||
|
|
||||||
/////// Floodlighting for point //////////////////
|
/////// Floodlighting for point //////////////////
|
||||||
//do our floodlight ambient occlusion loop, and add a single contribution based on the brightest dir
|
//do our floodlight ambient occlusion loop, and add a single contribution based on the brightest dir
|
||||||
if (floodlighty)
|
if( floodlighty )
|
||||||
{
|
{
|
||||||
int q;
|
int k;
|
||||||
float addSize,f;
|
float addSize, f;
|
||||||
vec3_t col,dir;
|
vec3_t dir = { 0, 0, 1 };
|
||||||
col[0]=col[1]=col[2]=floodlightIntensity;
|
float ambientFrac = 0.25f;
|
||||||
dir[0]=dir[1]=0;
|
|
||||||
dir[2]=1;
|
|
||||||
|
|
||||||
trace.testOcclusion = qtrue;
|
trace.testOcclusion = qtrue;
|
||||||
trace.forceSunlight = qfalse;
|
trace.forceSunlight = qfalse;
|
||||||
trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
|
trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
|
||||||
trace.testAll = qtrue;
|
trace.testAll = qtrue;
|
||||||
|
|
||||||
for (q=0;q<2;q++)
|
for( k = 0; k < 2; k++ )
|
||||||
{
|
{
|
||||||
if (q==0) //upper hemisphere
|
if( k == 0 ) // upper hemisphere
|
||||||
{
|
{
|
||||||
trace.normal[0]=0;
|
trace.normal[0] = 0;
|
||||||
trace.normal[1]=0;
|
trace.normal[1] = 0;
|
||||||
trace.normal[2]=1;
|
trace.normal[2] = 1;
|
||||||
}
|
}
|
||||||
else //lower hemisphere
|
else //lower hemisphere
|
||||||
{
|
{
|
||||||
trace.normal[0]=0;
|
trace.normal[0] = 0;
|
||||||
trace.normal[1]=0;
|
trace.normal[1] = 0;
|
||||||
trace.normal[2]=-1;
|
trace.normal[2] = -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
f = FloodLightForSample(&trace, floodlightDistance, floodlight_lowquality);
|
f = FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
|
||||||
|
|
||||||
contributions[ numCon ].color[0]=col[0]*f;
|
/* add a fraction as pure ambient, half as top-down direction */
|
||||||
contributions[ numCon ].color[1]=col[1]*f;
|
contributions[ numCon ].color[0]= floodlightRGB[0] * floodlightIntensity * f * ( 1.0f - ambientFrac );
|
||||||
contributions[ numCon ].color[2]=col[2]*f;
|
contributions[ numCon ].color[1]= floodlightRGB[1] * floodlightIntensity * f * ( 1.0f - ambientFrac );
|
||||||
|
contributions[ numCon ].color[2]= floodlightRGB[2] * floodlightIntensity * f * ( 1.0f - ambientFrac );
|
||||||
|
|
||||||
contributions[ numCon ].dir[0]=dir[0];
|
contributions[ numCon ].ambient[0]= floodlightRGB[0] * floodlightIntensity * f * ambientFrac;
|
||||||
contributions[ numCon ].dir[1]=dir[1];
|
contributions[ numCon ].ambient[1]= floodlightRGB[1] * floodlightIntensity * f * ambientFrac;
|
||||||
contributions[ numCon ].dir[2]=dir[2];
|
contributions[ numCon ].ambient[2]= floodlightRGB[2] * floodlightIntensity * f * ambientFrac;
|
||||||
|
|
||||||
|
contributions[ numCon ].dir[0] = dir[0];
|
||||||
|
contributions[ numCon ].dir[1] = dir[1];
|
||||||
|
contributions[ numCon ].dir[2] = dir[2];
|
||||||
|
|
||||||
contributions[ numCon ].style = 0;
|
contributions[ numCon ].style = 0;
|
||||||
numCon++;
|
|
||||||
/* push average direction around */
|
/* push average direction around */
|
||||||
addSize = VectorLength( col );
|
addSize = VectorLength( contributions[ numCon ].color );
|
||||||
VectorMA( gp->dir, addSize, dir, gp->dir );
|
VectorMA( gp->dir, addSize, dir, gp->dir );
|
||||||
|
|
||||||
|
numCon++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
/////////////////////
|
/////////////////////
|
||||||
|
|
@ -1632,6 +1639,8 @@ void TraceGrid( int num )
|
||||||
d = 0.25f * (1.0f - d);
|
d = 0.25f * (1.0f - d);
|
||||||
VectorMA( gp->ambient[ j ], d, contributions[ i ].color, gp->ambient[ j ] );
|
VectorMA( gp->ambient[ j ], d, contributions[ i ].color, gp->ambient[ j ] );
|
||||||
|
|
||||||
|
VectorAdd( gp->ambient[ j ], contributions[ i ].ambient, gp->ambient[ j ] );
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* div0:
|
* div0:
|
||||||
* the total light average = ambient value + 0.25 * sum of all directional values
|
* the total light average = ambient value + 0.25 * sum of all directional values
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user