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:
jal 2010-07-11 12:16:08 +02:00
parent 1e42a4f095
commit 6661c1a8e8

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@ -1421,6 +1421,7 @@ typedef struct
{
vec3_t dir;
vec3_t color;
vec3_t ambient;
int style;
}
contribution_t;
@ -1514,6 +1515,7 @@ void TraceGrid( int num )
/* add a contribution */
VectorCopy( trace.color, contributions[ numCon ].color );
VectorCopy( trace.direction, contributions[ numCon ].dir );
VectorClear( contributions[ numCon ].ambient );
contributions[ numCon ].style = trace.light->style;
numCon++;
@ -1535,21 +1537,19 @@ void TraceGrid( int num )
//do our floodlight ambient occlusion loop, and add a single contribution based on the brightest dir
if( floodlighty )
{
int q;
int k;
float addSize, f;
vec3_t col,dir;
col[0]=col[1]=col[2]=floodlightIntensity;
dir[0]=dir[1]=0;
dir[2]=1;
vec3_t dir = { 0, 0, 1 };
float ambientFrac = 0.25f;
trace.testOcclusion = qtrue;
trace.forceSunlight = qfalse;
trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
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[1] = 0;
@ -1564,19 +1564,26 @@ void TraceGrid( int num )
f = FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
contributions[ numCon ].color[0]=col[0]*f;
contributions[ numCon ].color[1]=col[1]*f;
contributions[ numCon ].color[2]=col[2]*f;
/* add a fraction as pure ambient, half as top-down direction */
contributions[ numCon ].color[0]= floodlightRGB[0] * floodlightIntensity * f * ( 1.0f - ambientFrac );
contributions[ numCon ].color[1]= floodlightRGB[1] * floodlightIntensity * f * ( 1.0f - ambientFrac );
contributions[ numCon ].color[2]= floodlightRGB[2] * floodlightIntensity * f * ( 1.0f - ambientFrac );
contributions[ numCon ].ambient[0]= floodlightRGB[0] * floodlightIntensity * f * ambientFrac;
contributions[ numCon ].ambient[1]= floodlightRGB[1] * floodlightIntensity * f * ambientFrac;
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;
numCon++;
/* push average direction around */
addSize = VectorLength( col );
addSize = VectorLength( contributions[ numCon ].color );
VectorMA( gp->dir, addSize, dir, gp->dir );
numCon++;
}
}
/////////////////////
@ -1632,6 +1639,8 @@ void TraceGrid( int num )
d = 0.25f * (1.0f - d);
VectorMA( gp->ambient[ j ], d, contributions[ i ].color, gp->ambient[ j ] );
VectorAdd( gp->ambient[ j ], contributions[ i ].ambient, gp->ambient[ j ] );
/*
* div0:
* the total light average = ambient value + 0.25 * sum of all directional values