crlf fixes

This commit is contained in:
Rudolf Polzer 2010-07-18 16:32:03 +02:00
parent 69e8796d44
commit e6ca10bec7
4 changed files with 119 additions and 119 deletions

View File

@ -749,8 +749,8 @@ int LightContributionToSample( trace_t *trace )
float angle;
float add;
float dist;
float addDeluxe = 0.0f, addDeluxeBounceScale = 0.25f;
qboolean angledDeluxe = qfalse;
float addDeluxe = 0.0f, addDeluxeBounceScale = 0.25f;
qboolean angledDeluxe = qfalse;
float colorBrightness;
/* get light */
@ -759,8 +759,8 @@ int LightContributionToSample( trace_t *trace )
/* clear color */
VectorClear( trace->color );
VectorClear( trace->colorNoShadow );
VectorClear( trace->directionContribution );
VectorClear( trace->directionContribution );
colorBrightness = RGBTOGRAY( light->color ) * ( 1.0f/255.0f );
/* ydnar: early out */
@ -838,12 +838,12 @@ int LightContributionToSample( trace_t *trace )
add = light->photons / (dist * dist) * angle;
if( deluxemap )
{
if( angledDeluxe )
addDeluxe = light->photons / (dist * dist) * angle;
else
addDeluxe = light->photons / (dist * dist);
if( deluxemap )
{
if( angledDeluxe )
addDeluxe = light->photons / (dist * dist) * angle;
else
addDeluxe = light->photons / (dist * dist);
}
}
else
@ -872,7 +872,7 @@ int LightContributionToSample( trace_t *trace )
/* ydnar: moved to here */
add = factor * light->add;
if( deluxemap )
if( deluxemap )
addDeluxe = add;
}
}
@ -933,32 +933,32 @@ int LightContributionToSample( trace_t *trace )
if( add < 0.0f )
add = 0.0f;
if( deluxemap )
{
if( angledDeluxe )
addDeluxe = angle * light->photons * linearScale - (dist * light->fade);
else
addDeluxe = light->photons * linearScale - (dist * light->fade);
if( addDeluxe < 0.0f )
addDeluxe = 0.0f;
if( deluxemap )
{
if( angledDeluxe )
addDeluxe = angle * light->photons * linearScale - (dist * light->fade);
else
addDeluxe = light->photons * linearScale - (dist * light->fade);
if( addDeluxe < 0.0f )
addDeluxe = 0.0f;
}
}
else
{
add = (light->photons / (dist * dist)) * angle;
if( add < 0.0f )
add = 0.0f;
if( deluxemap )
{
if( angledDeluxe )
addDeluxe = (light->photons / (dist * dist)) * angle;
else
addDeluxe = (light->photons / (dist * dist));
}
if( addDeluxe < 0.0f )
if( add < 0.0f )
add = 0.0f;
if( deluxemap )
{
if( angledDeluxe )
addDeluxe = (light->photons / (dist * dist)) * angle;
else
addDeluxe = (light->photons / (dist * dist));
}
if( addDeluxe < 0.0f )
addDeluxe = 0.0f;
}
@ -985,12 +985,12 @@ int LightContributionToSample( trace_t *trace )
if( sampleRadius > (radiusAtDist - 32.0f) )
{
add *= ((radiusAtDist - sampleRadius) / 32.0f);
if( add < 0.0f )
add = 0.0f;
addDeluxe *= ((radiusAtDist - sampleRadius) / 32.0f);
if( addDeluxe < 0.0f )
if( add < 0.0f )
add = 0.0f;
addDeluxe *= ((radiusAtDist - sampleRadius) / 32.0f);
if( addDeluxe < 0.0f )
addDeluxe = 0.0f;
}
}
@ -1034,15 +1034,15 @@ int LightContributionToSample( trace_t *trace )
/* attenuate */
add = light->photons * angle;
if( deluxemap )
{
if( angledDeluxe )
addDeluxe = light->photons * angle;
else
addDeluxe = light->photons;
if( addDeluxe < 0.0f )
addDeluxe = 0.0f;
if( deluxemap )
{
if( angledDeluxe )
addDeluxe = light->photons * angle;
else
addDeluxe = light->photons;
if( addDeluxe < 0.0f )
addDeluxe = 0.0f;
}
if( add <= 0.0f )
@ -1051,15 +1051,15 @@ int LightContributionToSample( trace_t *trace )
/* VorteX: set noShadow color */
VectorScale(light->color, add, trace->colorNoShadow);
addDeluxe *= colorBrightness;
if( bouncing )
{
addDeluxe *= addDeluxeBounceScale;
if( addDeluxe < 0.00390625f )
addDeluxe = 0.00390625f;
}
addDeluxe *= colorBrightness;
if( bouncing )
{
addDeluxe *= addDeluxeBounceScale;
if( addDeluxe < 0.00390625f )
addDeluxe = 0.00390625f;
}
VectorScale( trace->direction, addDeluxe, trace->directionContribution );
/* setup trace */
@ -1091,27 +1091,27 @@ int LightContributionToSample( trace_t *trace )
if( add <= 0.0f || (add <= light->falloffTolerance && (light->flags & LIGHT_FAST_ACTUAL)) )
return 0;
addDeluxe *= colorBrightness;
/* hack land: scale down the radiosity contribution to light directionality.
Deluxemaps fusion many light directions into one. In a rtl process all lights
would contribute individually to the bump map, so several light sources together
would make it more directional (example: a yellow and red lights received from
opposing sides would light one side in red and the other in blue, adding
the effect of 2 directions applied. In the deluxemapping case, this 2 lights would
neutralize each other making it look like having no direction.
Same thing happens with radiosity. In deluxemapping case the radiosity contribution
is modifying the direction applied from directional lights, making it go closer and closer
to the surface normal the bigger is the amount of radiosity received.
So, for preserving the directional lights contributions, we scale down the radiosity
contribution. It's a hack, but there's a reason behind it */
if( bouncing )
{
addDeluxe *= addDeluxeBounceScale;
if( addDeluxe < 0.00390625f )
addDeluxe = 0.00390625f;
}
addDeluxe *= colorBrightness;
/* hack land: scale down the radiosity contribution to light directionality.
Deluxemaps fusion many light directions into one. In a rtl process all lights
would contribute individually to the bump map, so several light sources together
would make it more directional (example: a yellow and red lights received from
opposing sides would light one side in red and the other in blue, adding
the effect of 2 directions applied. In the deluxemapping case, this 2 lights would
neutralize each other making it look like having no direction.
Same thing happens with radiosity. In deluxemapping case the radiosity contribution
is modifying the direction applied from directional lights, making it go closer and closer
to the surface normal the bigger is the amount of radiosity received.
So, for preserving the directional lights contributions, we scale down the radiosity
contribution. It's a hack, but there's a reason behind it */
if( bouncing )
{
addDeluxe *= addDeluxeBounceScale;
if( addDeluxe < 0.00390625f )
addDeluxe = 0.00390625f;
}
VectorScale( trace->direction, addDeluxe, trace->directionContribution );
/* setup trace */
@ -1123,7 +1123,7 @@ int LightContributionToSample( trace_t *trace )
if( trace->passSolid || trace->opaque )
{
VectorClear( trace->color );
VectorClear( trace->directionContribution );
VectorClear( trace->directionContribution );
return -1;
}

View File

@ -1580,18 +1580,18 @@ void DirtyRawLightmap( int rawLightmapNum )
}
}
noDirty = qfalse;
for( i = 0; i < trace.numSurfaces; i++ )
{
/* get surface */
info = &surfaceInfos[ trace.surfaces[ i ] ];
/* check twosidedness */
if( info->si->noDirty )
{
noDirty = qtrue;
break;
}
noDirty = qfalse;
for( i = 0; i < trace.numSurfaces; i++ )
{
/* get surface */
info = &surfaceInfos[ trace.surfaces[ i ] ];
/* check twosidedness */
if( info->si->noDirty )
{
noDirty = qtrue;
break;
}
}
/* gather dirt */
@ -1612,11 +1612,11 @@ void DirtyRawLightmap( int rawLightmapNum )
if( *cluster < 0 )
continue;
/* don't apply dirty on this surface */
if( noDirty )
{
*dirt = 1.0f;
continue;
/* don't apply dirty on this surface */
if( noDirty )
{
*dirt = 1.0f;
continue;
}
/* copy to trace */
@ -2117,8 +2117,8 @@ void IlluminateRawLightmap( int rawLightmapNum )
LightContributionToSample( &trace );
VectorCopy( trace.color, lightLuxel );
/* add the contribution to the deluxemap */
if( deluxemap )
/* add the contribution to the deluxemap */
if( deluxemap )
VectorAdd( deluxel, trace.directionContribution, deluxel );
/* add to count */
@ -2585,7 +2585,7 @@ void IlluminateVertexes( int num )
rawLightmap_t *lm;
bspDrawVert_t *verts;
trace_t trace;
float floodLightAmount;
float floodLightAmount;
vec3_t floodColor;
@ -2670,12 +2670,12 @@ void IlluminateVertexes( int num )
dirt = 1.0f;
/* jal: floodlight */
floodLightAmount = 0.0f;
VectorClear( floodColor );
if( floodlighty && !bouncing )
{
floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
VectorScale( floodlightRGB, floodLightAmount, floodColor );
floodLightAmount = 0.0f;
VectorClear( floodColor );
if( floodlighty && !bouncing )
{
floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
VectorScale( floodlightRGB, floodLightAmount, floodColor );
}
/* trace */
@ -4222,17 +4222,17 @@ void FloodlightIlluminateLightmap( rawLightmap_t *lm )
if (luxel[3]==0) luxel[3]=1;
/* add to deluxemap */
if (deluxemap && floodlight[3] > 0)
if (deluxemap && floodlight[3] > 0)
{
vec3_t lightvector;
vec3_t lightvector;
normal = SUPER_NORMAL( x, y );
brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
// use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
if(brightness < 0.00390625f)
brightness = 0.00390625f;
brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
// use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
if(brightness < 0.00390625f)
brightness = 0.00390625f;
VectorScale( normal, brightness, lightvector );
VectorAdd( deluxel, lightvector, deluxel );
}

View File

@ -2193,11 +2193,11 @@ static void FindOutLightmaps( rawLightmap_t *lm )
if( deluxemap )
{
/* normalize average light direction */
pixel = olm->bspDirBytes + (((oy * olm->customWidth) + ox) * 3);
VectorScale( deluxel, 1000.0f, direction );
VectorNormalize( direction, direction );
VectorScale( direction, 127.5f, direction );
for( i = 0; i < 3; i++ )
pixel = olm->bspDirBytes + (((oy * olm->customWidth) + ox) * 3);
VectorScale( deluxel, 1000.0f, direction );
VectorNormalize( direction, direction );
VectorScale( direction, 127.5f, direction );
for( i = 0; i < 3; i++ )
pixel[ i ] = (byte)( 127.5f + direction[ i ] );
}
}

View File

@ -429,7 +429,7 @@ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shade
/* temp hack */
if( !si->clipModel && !(si->compileFlags & C_SOLID) )
if( !si->clipModel && !(si->compileFlags & C_SOLID) )
continue;
/* walk triangle list */