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

View File

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

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

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