]> git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/light_ydnar.c
256 surfaceparms
[xonotic/netradiant.git] / tools / quake3 / q3map2 / light_ydnar.c
index 97c546d7379ab2cd5c92c9456095fa089d87831d..80796dcdd839e3157ef5c0a530800dd508a8c747 100644 (file)
@@ -120,6 +120,14 @@ void ColorToBytes( const float *color, byte *colorBytes, float scale )
        
        /* compensate for ingame overbrighting/bitshifting */
        VectorScale( sample, (1.0f / lightmapCompensate), sample );
+
+       /* sRGB lightmaps */
+       if(lightmapsRGB)
+       {
+               sample[0] = floor(Image_sRGBFloatFromLinearFloat(sample[0] * (1.0 / 255.0)) * 255.0 + 0.5);
+               sample[1] = floor(Image_sRGBFloatFromLinearFloat(sample[1] * (1.0 / 255.0)) * 255.0 + 0.5);
+               sample[2] = floor(Image_sRGBFloatFromLinearFloat(sample[2] * (1.0 / 255.0)) * 255.0 + 0.5);
+       }
        
        /* store it off */
        colorBytes[ 0 ] = sample[ 0 ];
@@ -1788,7 +1796,7 @@ static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampl
        vec3_t          deluxel[ 3 ];
        vec3_t          origin[ 4 ], normal[ 4 ];
        float           biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
-       vec3_t          color, direction, total;
+       vec3_t          color, direction = { 0, 0, 0 }, total;
        
        
        /* limit check */
@@ -1861,7 +1869,10 @@ static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampl
        //%     VectorClear( color );
        //%     samples = 0;
        VectorCopy( lightLuxel, color );
-       VectorCopy( lightDeluxel, direction );
+       if(lightDeluxel)
+       {
+               VectorCopy( lightDeluxel, direction );
+       }
        samples = 1;
        for( b = 0; b < 4; b++ )
        {
@@ -3133,9 +3144,10 @@ SetupBrushes()
 determines opaque brushes in the world and find sky shaders for sunlight calculations
 */
 
-void SetupBrushes( void )
+void SetupBrushesFlags( int mask_any, int test_any, int mask_all, int test_all )
 {
-       int                             i, j, b, compileFlags;
+       int                             i, j, b;
+       unsigned int                    compileFlags, allCompileFlags;
        qboolean                inside;
        bspBrush_t              *brush;
        bspBrushSide_t  *side;
@@ -3164,23 +3176,25 @@ void SetupBrushes( void )
                /* check all sides */
                inside = qtrue;
                compileFlags = 0;
+               allCompileFlags = ~(0u);
                for( j = 0; j < brush->numSides && inside; j++ )
                {
                        /* do bsp shader calculations */
                        side = &bspBrushSides[ brush->firstSide + j ];
                        shader = &bspShaders[ side->shaderNum ];
-                       
+
                        /* get shader info */
-                       si = ShaderInfoForShader( shader->shader );
+                       si = ShaderInfoForShaderNull( shader->shader );
                        if( si == NULL )
                                continue;
                        
                        /* or together compile flags */
                        compileFlags |= si->compileFlags;
+                       allCompileFlags &= si->compileFlags;
                }
-               
+
                /* determine if this brush is opaque to light */
-               if( !(compileFlags & C_TRANSLUCENT) )
+               if( (compileFlags & mask_any) == test_any && (allCompileFlags & mask_all) == test_all )
                {
                        opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
                        numOpaqueBrushes++;
@@ -3191,6 +3205,10 @@ void SetupBrushes( void )
        /* emit some statistics */
        Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
 }
+void SetupBrushes( void )
+{
+       SetupBrushesFlags(C_TRANSLUCENT, 0, 0, 0);
+}
 
 
 
@@ -3201,7 +3219,7 @@ determines if two clusters are visible to each other using the PVS
 
 qboolean ClusterVisible( int a, int b )
 {
-       int                     portalClusters, leafBytes;
+       int                     leafBytes;
        byte            *pvs;
        
        
@@ -3218,7 +3236,7 @@ qboolean ClusterVisible( int a, int b )
                return qtrue;
        
        /* get pvs data */
-       portalClusters = ((int *) bspVisBytes)[ 0 ];
+       /* portalClusters = ((int *) bspVisBytes)[ 0 ]; */
        leafBytes = ((int*) bspVisBytes)[ 1 ];
        pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
        
@@ -4013,7 +4031,7 @@ void SetupFloodLight( void )
        int             i, j;
        float   angle, elevation, angleStep, elevationStep;
        const char      *value;
-       double v1,v2,v3,v4,v5;
+       double v1,v2,v3,v4,v5,v6;
 
        /* note it */
        Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
@@ -4047,8 +4065,9 @@ void SetupFloodLight( void )
                v1=v2=v3=0;
                v4=floodlightDistance;
                v5=floodlightIntensity;
+               v6=floodlightDirectionScale;
 
-               sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
+               sscanf( value, "%lf %lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5, &v6);
 
                floodlightRGB[0]=v1;
                floodlightRGB[1]=v2;
@@ -4056,23 +4075,29 @@ void SetupFloodLight( void )
 
                if (VectorLength(floodlightRGB)==0)
                {
-                       VectorSet(floodlightRGB,240,240,255);
+                       VectorSet(floodlightRGB,0.94,0.94,1.0);
                }
 
                if (v4<1) v4=1024;
                if (v5<1) v5=128;
+               if (v6<0) v6=1;
 
                floodlightDistance=v4;
                floodlightIntensity=v5;
+               floodlightDirectionScale=v6;
 
                floodlighty = qtrue;
                Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
        }
        else
        {
-               VectorSet(floodlightRGB,240,240,255);
-               //floodlighty = qtrue;
-               //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
+               VectorSet(floodlightRGB,0.94,0.94,1.0);
+       }
+       if(colorsRGB)
+       {
+               floodlightRGB[0] = Image_LinearFloatFromsRGBFloat(floodlightRGB[0]);
+               floodlightRGB[1] = Image_LinearFloatFromsRGBFloat(floodlightRGB[1]);
+               floodlightRGB[2] = Image_LinearFloatFromsRGBFloat(floodlightRGB[2]);
        }
        VectorNormalize(floodlightRGB,floodlightRGB);
 }
@@ -4342,7 +4367,7 @@ void FloodLightRawLightmap( int rawLightmapNum )
 
        /* global pass */
        if (floodlighty && floodlightIntensity)
-               FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
+               FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, floodlightDirectionScale);
 
        /* custom pass */
        if (lm->floodlightIntensity)