vmap: implement style, bouncescale, backsplash_fraction and backsplash_distance keys into light_surface
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1 changed files with 18 additions and 2 deletions
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@ -351,20 +351,36 @@ void CreateEntityLights( void ){
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float lb;
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float lb;
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int subd;
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int subd;
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int style;
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printf("shader test: %s\n", si->shader);
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float bscale, bsfrac, bsdist;
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if (Q_stricmp(si->shader, surfacename))
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if (Q_stricmp(si->shader, surfacename))
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continue;
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continue;
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lb = FloatForKey( e, "light" );
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lb = FloatForKey( e, "light" );
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subd = IntForKey( e, "subdivisions" );
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subd = IntForKey( e, "subdivisions" );
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style = IntForKey( e, "style" );
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bscale = FloatForKey( e, "bouncescale" );
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/* 0.05 is a default */
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bsfrac = FloatForKey( e, "backsplash_fraction" ) * 0.01f;
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/* 23 units apparently is the default */
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bsdist = FloatForKey( e, "backsplash_distance" );
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/* only apply when things are set. */
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/* only apply when things are set. */
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if (lb)
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if (lb)
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si->value = lb;
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si->value = lb;
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if (subd)
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if (subd)
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si->lightSubdivide = subd;
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si->lightSubdivide = subd;
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if (style)
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si->lightStyle = style;
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if (bscale)
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si->bounceScale = bscale;
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if (bsfrac)
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si->backsplashFraction = bsfrac;
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if (bsdist)
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si->backsplashDistance = bsdist;
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_color = ValueForKey( e, "color" );
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_color = ValueForKey( e, "color" );
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if ( _color && _color[ 0 ] ) {
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if ( _color && _color[ 0 ] ) {
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