crlf fixes
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69e8796d44
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@ -749,8 +749,8 @@ int LightContributionToSample( trace_t *trace )
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float angle;
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float add;
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float dist;
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float addDeluxe = 0.0f, addDeluxeBounceScale = 0.25f;
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qboolean angledDeluxe = qfalse;
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float addDeluxe = 0.0f, addDeluxeBounceScale = 0.25f;
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qboolean angledDeluxe = qfalse;
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float colorBrightness;
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/* get light */
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@ -759,8 +759,8 @@ int LightContributionToSample( trace_t *trace )
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/* clear color */
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VectorClear( trace->color );
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VectorClear( trace->colorNoShadow );
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VectorClear( trace->directionContribution );
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VectorClear( trace->directionContribution );
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colorBrightness = RGBTOGRAY( light->color ) * ( 1.0f/255.0f );
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/* ydnar: early out */
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@ -838,12 +838,12 @@ int LightContributionToSample( trace_t *trace )
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add = light->photons / (dist * dist) * angle;
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if( deluxemap )
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{
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if( angledDeluxe )
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addDeluxe = light->photons / (dist * dist) * angle;
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else
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addDeluxe = light->photons / (dist * dist);
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if( deluxemap )
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{
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if( angledDeluxe )
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addDeluxe = light->photons / (dist * dist) * angle;
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else
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addDeluxe = light->photons / (dist * dist);
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}
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}
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else
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@ -872,7 +872,7 @@ int LightContributionToSample( trace_t *trace )
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/* ydnar: moved to here */
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add = factor * light->add;
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if( deluxemap )
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if( deluxemap )
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addDeluxe = add;
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}
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}
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@ -933,32 +933,32 @@ int LightContributionToSample( trace_t *trace )
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if( add < 0.0f )
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add = 0.0f;
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if( deluxemap )
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{
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if( angledDeluxe )
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addDeluxe = angle * light->photons * linearScale - (dist * light->fade);
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else
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addDeluxe = light->photons * linearScale - (dist * light->fade);
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if( addDeluxe < 0.0f )
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addDeluxe = 0.0f;
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if( deluxemap )
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{
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if( angledDeluxe )
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addDeluxe = angle * light->photons * linearScale - (dist * light->fade);
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else
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addDeluxe = light->photons * linearScale - (dist * light->fade);
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if( addDeluxe < 0.0f )
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addDeluxe = 0.0f;
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}
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}
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else
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{
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add = (light->photons / (dist * dist)) * angle;
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if( add < 0.0f )
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add = 0.0f;
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if( deluxemap )
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{
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if( angledDeluxe )
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addDeluxe = (light->photons / (dist * dist)) * angle;
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else
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addDeluxe = (light->photons / (dist * dist));
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}
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if( addDeluxe < 0.0f )
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if( add < 0.0f )
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add = 0.0f;
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if( deluxemap )
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{
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if( angledDeluxe )
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addDeluxe = (light->photons / (dist * dist)) * angle;
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else
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addDeluxe = (light->photons / (dist * dist));
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}
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if( addDeluxe < 0.0f )
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addDeluxe = 0.0f;
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}
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@ -985,12 +985,12 @@ int LightContributionToSample( trace_t *trace )
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if( sampleRadius > (radiusAtDist - 32.0f) )
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{
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add *= ((radiusAtDist - sampleRadius) / 32.0f);
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if( add < 0.0f )
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add = 0.0f;
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addDeluxe *= ((radiusAtDist - sampleRadius) / 32.0f);
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if( addDeluxe < 0.0f )
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if( add < 0.0f )
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add = 0.0f;
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addDeluxe *= ((radiusAtDist - sampleRadius) / 32.0f);
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if( addDeluxe < 0.0f )
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addDeluxe = 0.0f;
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}
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}
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@ -1034,15 +1034,15 @@ int LightContributionToSample( trace_t *trace )
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/* attenuate */
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add = light->photons * angle;
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if( deluxemap )
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{
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if( angledDeluxe )
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addDeluxe = light->photons * angle;
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else
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addDeluxe = light->photons;
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if( addDeluxe < 0.0f )
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addDeluxe = 0.0f;
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if( deluxemap )
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{
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if( angledDeluxe )
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addDeluxe = light->photons * angle;
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else
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addDeluxe = light->photons;
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if( addDeluxe < 0.0f )
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addDeluxe = 0.0f;
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}
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if( add <= 0.0f )
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@ -1051,15 +1051,15 @@ int LightContributionToSample( trace_t *trace )
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/* VorteX: set noShadow color */
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VectorScale(light->color, add, trace->colorNoShadow);
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addDeluxe *= colorBrightness;
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if( bouncing )
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{
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addDeluxe *= addDeluxeBounceScale;
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if( addDeluxe < 0.00390625f )
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addDeluxe = 0.00390625f;
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}
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addDeluxe *= colorBrightness;
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if( bouncing )
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{
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addDeluxe *= addDeluxeBounceScale;
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if( addDeluxe < 0.00390625f )
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addDeluxe = 0.00390625f;
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}
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VectorScale( trace->direction, addDeluxe, trace->directionContribution );
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/* setup trace */
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@ -1091,27 +1091,27 @@ int LightContributionToSample( trace_t *trace )
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if( add <= 0.0f || (add <= light->falloffTolerance && (light->flags & LIGHT_FAST_ACTUAL)) )
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return 0;
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addDeluxe *= colorBrightness;
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/* hack land: scale down the radiosity contribution to light directionality.
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Deluxemaps fusion many light directions into one. In a rtl process all lights
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would contribute individually to the bump map, so several light sources together
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would make it more directional (example: a yellow and red lights received from
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opposing sides would light one side in red and the other in blue, adding
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the effect of 2 directions applied. In the deluxemapping case, this 2 lights would
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neutralize each other making it look like having no direction.
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Same thing happens with radiosity. In deluxemapping case the radiosity contribution
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is modifying the direction applied from directional lights, making it go closer and closer
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to the surface normal the bigger is the amount of radiosity received.
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So, for preserving the directional lights contributions, we scale down the radiosity
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contribution. It's a hack, but there's a reason behind it */
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if( bouncing )
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{
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addDeluxe *= addDeluxeBounceScale;
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if( addDeluxe < 0.00390625f )
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addDeluxe = 0.00390625f;
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}
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addDeluxe *= colorBrightness;
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/* hack land: scale down the radiosity contribution to light directionality.
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Deluxemaps fusion many light directions into one. In a rtl process all lights
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would contribute individually to the bump map, so several light sources together
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would make it more directional (example: a yellow and red lights received from
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opposing sides would light one side in red and the other in blue, adding
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the effect of 2 directions applied. In the deluxemapping case, this 2 lights would
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neutralize each other making it look like having no direction.
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Same thing happens with radiosity. In deluxemapping case the radiosity contribution
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is modifying the direction applied from directional lights, making it go closer and closer
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to the surface normal the bigger is the amount of radiosity received.
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So, for preserving the directional lights contributions, we scale down the radiosity
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contribution. It's a hack, but there's a reason behind it */
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if( bouncing )
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{
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addDeluxe *= addDeluxeBounceScale;
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if( addDeluxe < 0.00390625f )
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addDeluxe = 0.00390625f;
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}
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VectorScale( trace->direction, addDeluxe, trace->directionContribution );
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/* setup trace */
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@ -1123,7 +1123,7 @@ int LightContributionToSample( trace_t *trace )
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if( trace->passSolid || trace->opaque )
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{
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VectorClear( trace->color );
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VectorClear( trace->directionContribution );
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VectorClear( trace->directionContribution );
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return -1;
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}
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@ -1580,18 +1580,18 @@ void DirtyRawLightmap( int rawLightmapNum )
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}
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}
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noDirty = qfalse;
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for( i = 0; i < trace.numSurfaces; i++ )
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{
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/* get surface */
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info = &surfaceInfos[ trace.surfaces[ i ] ];
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/* check twosidedness */
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if( info->si->noDirty )
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{
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noDirty = qtrue;
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break;
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}
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noDirty = qfalse;
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for( i = 0; i < trace.numSurfaces; i++ )
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{
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/* get surface */
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info = &surfaceInfos[ trace.surfaces[ i ] ];
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/* check twosidedness */
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if( info->si->noDirty )
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{
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noDirty = qtrue;
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break;
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}
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}
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/* gather dirt */
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@ -1612,11 +1612,11 @@ void DirtyRawLightmap( int rawLightmapNum )
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if( *cluster < 0 )
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continue;
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/* don't apply dirty on this surface */
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if( noDirty )
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{
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*dirt = 1.0f;
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continue;
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/* don't apply dirty on this surface */
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if( noDirty )
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{
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*dirt = 1.0f;
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continue;
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}
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/* copy to trace */
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@ -2117,8 +2117,8 @@ void IlluminateRawLightmap( int rawLightmapNum )
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LightContributionToSample( &trace );
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VectorCopy( trace.color, lightLuxel );
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/* add the contribution to the deluxemap */
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if( deluxemap )
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/* add the contribution to the deluxemap */
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if( deluxemap )
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VectorAdd( deluxel, trace.directionContribution, deluxel );
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/* add to count */
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@ -2585,7 +2585,7 @@ void IlluminateVertexes( int num )
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rawLightmap_t *lm;
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bspDrawVert_t *verts;
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trace_t trace;
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float floodLightAmount;
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float floodLightAmount;
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vec3_t floodColor;
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@ -2670,12 +2670,12 @@ void IlluminateVertexes( int num )
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dirt = 1.0f;
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/* jal: floodlight */
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floodLightAmount = 0.0f;
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VectorClear( floodColor );
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if( floodlighty && !bouncing )
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{
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floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
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VectorScale( floodlightRGB, floodLightAmount, floodColor );
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floodLightAmount = 0.0f;
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VectorClear( floodColor );
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if( floodlighty && !bouncing )
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{
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floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
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VectorScale( floodlightRGB, floodLightAmount, floodColor );
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}
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/* trace */
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@ -4222,17 +4222,17 @@ void FloodlightIlluminateLightmap( rawLightmap_t *lm )
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if (luxel[3]==0) luxel[3]=1;
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/* add to deluxemap */
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if (deluxemap && floodlight[3] > 0)
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if (deluxemap && floodlight[3] > 0)
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{
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vec3_t lightvector;
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vec3_t lightvector;
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normal = SUPER_NORMAL( x, y );
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brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
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// use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
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if(brightness < 0.00390625f)
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brightness = 0.00390625f;
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brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
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// use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
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if(brightness < 0.00390625f)
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brightness = 0.00390625f;
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VectorScale( normal, brightness, lightvector );
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VectorAdd( deluxel, lightvector, deluxel );
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}
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@ -2193,11 +2193,11 @@ static void FindOutLightmaps( rawLightmap_t *lm )
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if( deluxemap )
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{
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/* normalize average light direction */
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pixel = olm->bspDirBytes + (((oy * olm->customWidth) + ox) * 3);
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VectorScale( deluxel, 1000.0f, direction );
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VectorNormalize( direction, direction );
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VectorScale( direction, 127.5f, direction );
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for( i = 0; i < 3; i++ )
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pixel = olm->bspDirBytes + (((oy * olm->customWidth) + ox) * 3);
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VectorScale( deluxel, 1000.0f, direction );
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VectorNormalize( direction, direction );
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VectorScale( direction, 127.5f, direction );
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for( i = 0; i < 3; i++ )
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pixel[ i ] = (byte)( 127.5f + direction[ i ] );
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}
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}
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@ -429,7 +429,7 @@ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shade
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/* temp hack */
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if( !si->clipModel && !(si->compileFlags & C_SOLID) )
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if( !si->clipModel && !(si->compileFlags & C_SOLID) )
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continue;
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/* walk triangle list */
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