vmap: implement our own "light_surface" entity.

This commit is contained in:
Marco Cawthorne 2021-07-12 09:26:05 +02:00
parent 75565d2c0a
commit b75af3b6c4

View file

@ -328,6 +328,64 @@ void CreateEntityLights( void ){
/* store sun */
CreateSunLight(sun);
continue;
} else if ( !Q_stricmp( "light_surface", name ) ) {
/* walk the list of surfaces */
bspDrawSurface_t *ds;
surfaceInfo_t *info;
shaderInfo_t *si;
float subdivide;
vec3_t origin;
clipWork_t cw;
const char *surfacename;
surfacename = ValueForKey( e, "surfacename" );
/* loop through all surfaces -eukara */
for (int i = 0; i < numBSPDrawSurfaces; i++)
{
/* get surface and other bits */
ds = &bspDrawSurfaces[ i ];
info = &surfaceInfos[ i ];
si = info->si;
float lb;
int subd;
printf("shader test: %s\n", si->shader);
if (Q_stricmp(si->shader, surfacename))
continue;
lb = FloatForKey( e, "light" );
subd = IntForKey( e, "subdivisions" );
/* only apply when things are set. */
if (lb)
si->value = lb;
if (subd)
si->lightSubdivide = subd;
_color = ValueForKey( e, "color" );
if ( _color && _color[ 0 ] ) {
sscanf( _color, "%f %f %f", &si->color[ 0 ], &si->color[ 1 ], &si->color[ 2 ] );
if ( colorsRGB ) {
si->color[0] = Image_LinearFloatFromsRGBFloat( si->color[0] );
si->color[1] = Image_LinearFloatFromsRGBFloat( si->color[1] );
si->color[2] = Image_LinearFloatFromsRGBFloat( si->color[2] );
}
} else {
/* alternative: read color in RGB8 values -eukara */
_color = ValueForKey( e, "color255" );
if ( _color && _color[ 0 ] ) {
sscanf( _color, "%f %f %f", &si->color[ 0 ], &si->color[ 1 ], &si->color[ 2 ] );
si->color[0] /= 255;
si->color[1] /= 255;
si->color[2] /= 255;
}
}
}
continue;
} else if ( !Q_stricmp( "lightJunior", name ) ) {
junior = qtrue;
} else if ( !Q_stricmp( "light", name ) ) {