CRLF
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@ -1535,56 +1535,56 @@ void TraceGrid( int num )
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/////// Floodlighting for point //////////////////
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/////// Floodlighting for point //////////////////
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//do our floodlight ambient occlusion loop, and add a single contribution based on the brightest dir
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//do our floodlight ambient occlusion loop, and add a single contribution based on the brightest dir
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if( floodlighty )
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if( floodlighty )
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{
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{
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int k;
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int k;
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float addSize, f;
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float addSize, f;
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vec3_t dir = { 0, 0, 1 };
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vec3_t dir = { 0, 0, 1 };
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float ambientFrac = 0.25f;
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float ambientFrac = 0.25f;
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trace.testOcclusion = qtrue;
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trace.testOcclusion = qtrue;
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trace.forceSunlight = qfalse;
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trace.forceSunlight = qfalse;
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trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
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trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
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trace.testAll = qtrue;
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trace.testAll = qtrue;
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for( k = 0; k < 2; k++ )
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for( k = 0; k < 2; k++ )
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{
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{
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if( k == 0 ) // upper hemisphere
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if( k == 0 ) // upper hemisphere
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{
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{
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trace.normal[0] = 0;
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trace.normal[0] = 0;
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trace.normal[1] = 0;
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trace.normal[1] = 0;
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trace.normal[2] = 1;
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trace.normal[2] = 1;
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}
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}
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else //lower hemisphere
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else //lower hemisphere
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{
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{
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trace.normal[0] = 0;
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trace.normal[0] = 0;
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trace.normal[1] = 0;
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trace.normal[1] = 0;
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trace.normal[2] = -1;
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trace.normal[2] = -1;
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}
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}
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f = FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
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f = FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
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/* add a fraction as pure ambient, half as top-down direction */
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/* add a fraction as pure ambient, half as top-down direction */
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contributions[ numCon ].color[0]= floodlightRGB[0] * floodlightIntensity * f * ( 1.0f - ambientFrac );
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contributions[ numCon ].color[0]= floodlightRGB[0] * floodlightIntensity * f * ( 1.0f - ambientFrac );
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contributions[ numCon ].color[1]= floodlightRGB[1] * floodlightIntensity * f * ( 1.0f - ambientFrac );
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contributions[ numCon ].color[1]= floodlightRGB[1] * floodlightIntensity * f * ( 1.0f - ambientFrac );
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contributions[ numCon ].color[2]= floodlightRGB[2] * floodlightIntensity * f * ( 1.0f - ambientFrac );
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contributions[ numCon ].color[2]= floodlightRGB[2] * floodlightIntensity * f * ( 1.0f - ambientFrac );
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contributions[ numCon ].ambient[0]= floodlightRGB[0] * floodlightIntensity * f * ambientFrac;
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contributions[ numCon ].ambient[0]= floodlightRGB[0] * floodlightIntensity * f * ambientFrac;
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contributions[ numCon ].ambient[1]= floodlightRGB[1] * floodlightIntensity * f * ambientFrac;
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contributions[ numCon ].ambient[1]= floodlightRGB[1] * floodlightIntensity * f * ambientFrac;
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contributions[ numCon ].ambient[2]= floodlightRGB[2] * floodlightIntensity * f * ambientFrac;
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contributions[ numCon ].ambient[2]= floodlightRGB[2] * floodlightIntensity * f * ambientFrac;
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contributions[ numCon ].dir[0] = dir[0];
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contributions[ numCon ].dir[0] = dir[0];
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contributions[ numCon ].dir[1] = dir[1];
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contributions[ numCon ].dir[1] = dir[1];
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contributions[ numCon ].dir[2] = dir[2];
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contributions[ numCon ].dir[2] = dir[2];
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contributions[ numCon ].style = 0;
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contributions[ numCon ].style = 0;
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/* push average direction around */
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/* push average direction around */
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addSize = VectorLength( contributions[ numCon ].color );
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addSize = VectorLength( contributions[ numCon ].color );
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VectorMA( gp->dir, addSize, dir, gp->dir );
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VectorMA( gp->dir, addSize, dir, gp->dir );
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numCon++;
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numCon++;
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}
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}
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}
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}
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/////////////////////
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/////////////////////
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