if( MapQuad( lm, info, dv ) )
continue;
- /* get drawverts and map first triangle */
- MapTriangle( lm, info, dv, mapNonAxial );
-
- /* get drawverts and map second triangle */
- dv[ 1 ] = &verts[ pw[ r + 2 ] ];
- dv[ 2 ] = &verts[ pw[ r + 3 ] ];
- MapTriangle( lm, info, dv, mapNonAxial );
+ for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
+ {
+ /* get drawverts and map first triangle */
+ dv[ 1 ] = &verts[ pw[ r + 1 ] ];
+ dv[ 2 ] = &verts[ pw[ r + 2 ] ];
+ MapTriangle( lm, info, dv, mapNonAxial );
+
+ /* get drawverts and map second triangle */
+ dv[ 1 ] = &verts[ pw[ r + 2 ] ];
+ dv[ 2 ] = &verts[ pw[ r + 3 ] ];
+ MapTriangle( lm, info, dv, mapNonAxial );
+ }
}
}
/* trace */
TraceLine( trace );
- if( trace->opaque )
+ if( trace->opaque && !(trace->compileFlags & C_SKY) )
{
VectorSubtract( trace->hit, trace->origin, displacement );
gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
trace.recvShadows = lm->recvShadows;
trace.numSurfaces = lm->numLightSurfaces;
trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
- trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
- trace.testAll = qtrue;
+ trace.inhibitRadius = 0.0f;
+ trace.testAll = qfalse;
/* twosided lighting (may or may not be a good idea for lightmapped stuff) */
trace.twoSided = qfalse;
//% normal2 = SUPER_NORMAL( x, y );
}
else
- Sys_Printf( "WARNING: Spurious lightmap S vector\n" );
+ {
+ Error( "Spurious lightmap S vector\n" );
+ }
VectorSubtract( origin2, origin, originVecs[ 0 ] );
//% VectorSubtract( normal2, normal, normalVecs[ 0 ] );
float dx, dy;
VectorClear( total );
+ VectorClear( totaldirection );
mapped = 0;
for(b = 0; b < lightSamples; ++b)
{
/* set origin */
VectorCopy( sampleOrigin, origin );
GaussLikeRandom(bias, &dx, &dy);
- if(dx > 1) dx = 1;
- if(dy > 1) dy = 1;
- if(dx < -1) dx = -1;
- if(dy < -1) dy = -1;
/* calculate position */
if( !SubmapRawLuxel( lm, x, y, dx, dy, &cluster, origin, normal ) )
void IlluminateRawLightmap( int rawLightmapNum )
{
- int i, t, x, y, sx, sy, size, llSize, ldSize, luxelFilterRadius, lightmapNum;
+ int i, t, x, y, sx, sy, size, luxelFilterRadius, lightmapNum;
int *cluster, *cluster2, mapped, lighted, totalLighted;
+ size_t llSize, ldSize;
rawLightmap_t *lm;
surfaceInfo_t *info;
qboolean filterColor, filterDir;
/* subsample it */
if(lightRandomSamples)
- RandomSubsampleRawLuxel( lm, &trace, origin, sx, sy, 0.5f, lightLuxel, deluxemap ? lightDeluxel : NULL );
+ RandomSubsampleRawLuxel( lm, &trace, origin, sx, sy, 0.5f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );
else
SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );
radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
{
/* nudge the sample point around a bit */
- for( x = 0; x < 4; x++ )
+ for( x = 0; x < 5; x++ )
{
/* two's complement 0, 1, -1, 2, -2, etc */
x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
- for( y = 0; y < 4; y++ )
+ for( y = 0; y < 5; y++ )
{
y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
- for( z = 0; z < 4; z++ )
+ for( z = 0; z < 5; z++ )
{
z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
if( trace.cluster < 0 )
continue;
+
+ /* r7 dirt */
+ if( dirty && !bouncing )
+ dirt = DirtForSample( &trace );
+ else
+ dirt = 1.0f;
+
+ /* jal: floodlight */
+ floodLightAmount = 0.0f;
+ VectorClear( floodColor );
+ if( floodlighty && !bouncing )
+ {
+ floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
+ VectorScale( floodlightRGB, floodLightAmount, floodColor );
+ }
/* trace */
LightingAtSample( &trace, ds->vertexStyles, colors );
int i, x, y, z, x1, y1, z1;
light_t *light, *light2, **owner;
bspLeaf_t *leaf;
- vec3_t origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
+ vec3_t origin, dir, mins, maxs;
float radius, intensity;
light_t *buckets[ 256 ];
/* check for fast mode */
if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
light->envelope = MAX_WORLD_COORD * 8.0f;
+ intensity = light->photons; /* hopefully not used */
}
else
{
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" );
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);
floodlightRGB[0]=v1;
floodlightRGB[1]=v2;
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" );
TraceLine( trace );
contribution=1;
- if (trace->compileFlags & C_SKY )
+ if ( trace->compileFlags & C_SKY || trace->compileFlags & C_TRANSLUCENT )
{
contribution=1.0f;
}
/* 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)