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https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-30 04:30:43 +00:00
Compile fixes, plus a couple of minor optimizations.
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commit
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1 changed files with 22 additions and 24 deletions
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@ -90,11 +90,11 @@ towards the center until it is valid.
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static void
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CalcFaceVectors (lightinfo_t *l, vec3_t faceorg)
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{
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texinfo_t *tex;
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int i, j;
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vec3_t texnormal;
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float distscale;
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vec3_t texnormal;
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vec_t dist, len;
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texinfo_t *tex;
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tex = &bsp->texinfo[l->face->texinfo];
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@ -157,11 +157,11 @@ CalcFaceVectors (lightinfo_t *l, vec3_t faceorg)
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static void
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CalcFaceExtents (lightinfo_t *l)
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{
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int i, j, e;
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vec_t mins[2], maxs[2], val;
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dface_t *s;
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dvertex_t *v;
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int i, j, e;
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texinfo_t *tex;
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vec_t mins[2], maxs[2], val;
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s = l->face;
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@ -200,7 +200,7 @@ CalcFaceExtents (lightinfo_t *l)
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}
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}
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static void
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static inline void
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CalcSamples (lightinfo_t *l)
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{
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l->numsamples = l->texsize[0] * l->texsize[1];
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@ -215,7 +215,7 @@ CalcSamples (lightinfo_t *l)
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static void
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CalcPoints (lightinfo_t *l)
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{
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int j , s, t, w, h, realw, realh, stepbit;
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int realw, realh, stepbit, j, s, t, w, h;
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vec_t mids, midt, starts, startt, us, ut;
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vec3_t facemid, v;
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lightpoint_t *point;
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@ -276,8 +276,8 @@ SingleLightFace (entity_t *light, lightinfo_t *l)
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int mapnum, i;
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qboolean hit;
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vec3_t incoming, spotvec;
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vec_t add, angle, dist, idist, lightfalloff, lightsubtract, spotcone;
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vec_t intensity;
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vec_t angle, dist, idist, lightfalloff, lightsubtract, spotcone;
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vec_t add = 0.0;
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lightpoint_t *point;
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lightsample_t *sample;
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@ -356,7 +356,7 @@ SingleLightFace (entity_t *light, lightinfo_t *l)
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// LordHavoc: changed to be more realistic (entirely different
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// lighting model)
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// LordHavoc: use subbrightness on all lights, simply to have
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//some distance culling
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// some distance culling
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add -= lightsubtract;
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break;
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}
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@ -364,7 +364,9 @@ SingleLightFace (entity_t *light, lightinfo_t *l)
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if (light->noise) {
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int seed = light - entities;
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vec3_t snap;
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vec_t intensity = 0.0;
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lightpoint_t *noise_point = point;
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if (options.extrascale) {
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// FIXME not correct for extrascale > 2
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// We don't want to oversample noise because that just
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@ -382,16 +384,15 @@ SingleLightFace (entity_t *light, lightinfo_t *l)
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else if (x % 2)
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noise_point -= 3;
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}
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if (light->noisetype == NOISE_SMOOTH)
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snap_vector (noise_point->v, snap, 0);
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else
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snap_vector (noise_point->v, snap, light->resolution);
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if (light->noisetype == NOISE_SMOOTH) {
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snap_vector (noise_point->v, snap, 0);
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intensity = noise_scaled (snap, light->resolution, seed);
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} else
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snap_vector (noise_point->v, snap, light->resolution);
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if (light->noisetype == NOISE_RANDOM)
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intensity = noise3d (snap, seed);
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if (light->noisetype == NOISE_SMOOTH)
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intensity = noise_scaled (snap, light->resolution, seed);
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if (light->noisetype == NOISE_PERLIN)
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intensity = noise_perlin (snap, light->persistence, seed);
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@ -461,12 +462,10 @@ FixMinlight (lightinfo_t *l)
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void
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LightFace (lightinfo_t *l, int surfnum)
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{
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byte *out, *lit;
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byte *outdata, *rgbdata;
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byte *lit, *out, *outdata, *rgbdata;
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int ofs, size, red, green, blue, white, i, j;
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dface_t *f;
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int i, j, ofs, size;
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int red, green, blue, white;
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lightchain_t *lightchain;
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lightchain_t *lightchain;
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lightsample_t *sample;
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f = bsp->faces + surfnum;
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@ -478,9 +477,8 @@ LightFace (lightinfo_t *l, int surfnum)
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for (i = 0; i < MAXLIGHTMAPS; i++)
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f->styles[i] = l->lightstyles[i] = 255;
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if (bsp->texinfo[f->texinfo].flags & TEX_SPECIAL)
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// non-lit texture
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return;
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if (bsp->texinfo[f->texinfo].flags & TEX_SPECIAL)
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return; // non-lit texture
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// rotate plane
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VectorCopy (bsp->planes[f->planenum].normal, l->facenormal);
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@ -507,7 +505,7 @@ LightFace (lightinfo_t *l, int surfnum)
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SingleLightFace (novislights[i], l);
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}
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//FixMinlight (&l);
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// FixMinlight (&l);
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for (i = 0; i < MAXLIGHTMAPS; i++)
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if (l->lightstyles[i] == 255)
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