vmap: Simplify the last commit, by giving us what's basically areascale
for individual surfaces. (vmap_surfaceLightDistance and areascale for light_surface)
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parent
c5bfadcf1a
commit
99aebfc57b
4 changed files with 12 additions and 30 deletions
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@ -400,11 +400,10 @@ void CreateEntityLights( void ){
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si = info->si;
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float lb;
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float llfade;
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int subd;
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int style;
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float bscale, bsfrac, bsdist;
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int sflags;
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float ascale;
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if (!stristr(si->shader, surfacename))
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continue;
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@ -419,29 +418,26 @@ void CreateEntityLights( void ){
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lb = FloatForKey( e, "light" );
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}
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sflags = IntForKey( e, "spawnflags" );
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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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llfade = FloatForKey( e, "fade" );
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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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ascale = FloatForKey( e, "areascale" );
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/* only apply when things are set. */
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if (lb)
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si->value = lb;
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if (sflags & 1)
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si->lightLinear = qtrue;
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if (llfade)
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si->lightLinearFade = llfade;
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if (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 (ascale)
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si->surfLightDistance = ascale;
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if (bscale)
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si->bounceScale = bscale;
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if (bsfrac)
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@ -868,19 +864,8 @@ void CreateSurfaceLights( void ){
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/* set it up */
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light->flags = LIGHT_Q3A_DEFAULT;
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/* vmap_lightLinear */
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if (si->lightLinear == qtrue) {
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light->flags &= ~LIGHT_ATTEN_ANGLE;
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light->flags |= LIGHT_ATTEN_LINEAR;
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}
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light->type = EMIT_POINT;
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light->photons = si->value * pointScale;
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/* vmap_lightLinearFade <multiplier> */
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light->fade = si->lightLinearFade;
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if (light->fade == 0.0f)
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light->fade = 1.0f;
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light->si = si;
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@ -548,6 +548,7 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
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light->si = si;
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light->fade = 1.0f;
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light->w = w;
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area *= si->surfLightDistance;
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/* set falloff threshold */
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light->falloffTolerance = falloffTolerance;
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@ -1406,15 +1406,10 @@ shaderInfo_t *ShaderInfoForShader( const char *shaderName ){
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si->lightSubdivide = atoi( mattoken );
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}
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/* vmap_lightLinear */
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else if ( !Q_stricmp( mattoken, "vmap_lightLinear" ) ) {
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si->lightLinear = qtrue;
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}
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/* vmap_lightLinearFade multiplier */
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else if ( !Q_stricmp( mattoken, "vmap_lightLinearFade" ) ) {
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/* vmap_surfacelight multiplier */
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else if ( !Q_stricmp( mattoken, "vmap_surfaceLightDistance" ) ) {
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GetMatTokenAppend( shaderText, qfalse );
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si->lightLinearFade = atof( mattoken );
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si->surfLightDistance = atof( mattoken );
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}
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/* q3map_backsplash <percent> <distance> */
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@ -693,8 +693,9 @@ typedef struct shaderInfo_s
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float backsplashDistance; /* default 16 */
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float lightSubdivide; /* default 999 */
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float lightFilterRadius; /* ydnar: lightmap filtering/blurring radius for lights created by this shader (default: 0) */
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qb_t lightLinear; /* vmap addition */
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float lightLinearFade; /* vmap addition */
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qb_t lightLinear;
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float lightLinearFade;
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float surfLightDistance; /* vmap addition */
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int lightmapSampleSize; /* lightmap sample size */
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float lightmapSampleOffset; /* ydnar: lightmap sample offset (default: 1.0) */
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