Merge remote branch 'icculus/master'
[xonotic/netradiant.git] / tools / quake3 / q3map2 / light.c
index dee882eed1402ed1248a80250719d7d610aa83c9..977fa32f28fbbe4dae12893fec306c30fd81dacf 100644 (file)
@@ -749,8 +749,8 @@ int LightContributionToSample( trace_t *trace )
        float                   angle;
        float                   add;
        float                   dist;
-       float                   addDeluxe = 0.0f, addDeluxeBounceScale = 0.25f;\r
-       qboolean                angledDeluxe = qfalse;\r
+       float                   addDeluxe = 0.0f, addDeluxeBounceScale = 0.25f;
+       qboolean                angledDeluxe = qfalse;
        float                   colorBrightness;
        
        /* get light */
@@ -759,8 +759,8 @@ int LightContributionToSample( trace_t *trace )
        /* clear color */
        VectorClear( trace->color );
        VectorClear( trace->colorNoShadow );
-       VectorClear( trace->directionContribution );\r
-\r
+       VectorClear( trace->directionContribution );
+
        colorBrightness = RGBTOGRAY( light->color ) * ( 1.0f/255.0f );
        
        /* ydnar: early out */
@@ -838,12 +838,12 @@ int LightContributionToSample( trace_t *trace )
 
                        add = light->photons / (dist * dist) * angle;
 
-                       if( deluxemap )\r
-                       {\r
-                               if( angledDeluxe )\r
-                                       addDeluxe = light->photons / (dist * dist) * angle;\r
-                               else\r
-                                       addDeluxe = light->photons / (dist * dist);\r
+                       if( deluxemap )
+                       {
+                               if( angledDeluxe )
+                                       addDeluxe = light->photons / (dist * dist) * angle;
+                               else
+                                       addDeluxe = light->photons / (dist * dist);
                        }
                }
                else
@@ -872,7 +872,7 @@ int LightContributionToSample( trace_t *trace )
                        /* ydnar: moved to here */
                        add = factor * light->add;
 
-                       if( deluxemap )\r
+                       if( deluxemap )
                                addDeluxe = add;
                }
        }
@@ -933,32 +933,32 @@ int LightContributionToSample( trace_t *trace )
                        if( add < 0.0f )
                                add = 0.0f;
 
-                       if( deluxemap )\r
-                       {\r
-                               if( angledDeluxe )\r
-                                       addDeluxe = angle * light->photons * linearScale - (dist * light->fade);\r
-                               else\r
-                                       addDeluxe = light->photons * linearScale - (dist * light->fade);\r
-\r
-                               if( addDeluxe < 0.0f )\r
-                                       addDeluxe = 0.0f;\r
+                       if( deluxemap )
+                       {
+                               if( angledDeluxe )
+                                       addDeluxe = angle * light->photons * linearScale - (dist * light->fade);
+                               else
+                                       addDeluxe = light->photons * linearScale - (dist * light->fade);
+
+                               if( addDeluxe < 0.0f )
+                                       addDeluxe = 0.0f;
                        }
                }
                else
                {
                        add = (light->photons / (dist * dist)) * angle;
-                       if( add < 0.0f )\r
-                               add = 0.0f;\r
-\r
-                       if( deluxemap )\r
-                       {\r
-                               if( angledDeluxe )\r
-                                       addDeluxe = (light->photons / (dist * dist)) * angle;\r
-                               else\r
-                                       addDeluxe = (light->photons / (dist * dist));\r
-                       }\r
-\r
-                       if( addDeluxe < 0.0f )\r
+                       if( add < 0.0f )
+                               add = 0.0f;
+
+                       if( deluxemap )
+                       {
+                               if( angledDeluxe )
+                                       addDeluxe = (light->photons / (dist * dist)) * angle;
+                               else
+                                       addDeluxe = (light->photons / (dist * dist));
+                       }
+
+                       if( addDeluxe < 0.0f )
                                addDeluxe = 0.0f;
                }
                
@@ -985,12 +985,12 @@ int LightContributionToSample( trace_t *trace )
                        if( sampleRadius > (radiusAtDist - 32.0f) )
                        {
                                add *= ((radiusAtDist - sampleRadius) / 32.0f);
-                               if( add < 0.0f )\r
-                                       add = 0.0f;\r
-\r
-                               addDeluxe *= ((radiusAtDist - sampleRadius) / 32.0f);\r
-\r
-                               if( addDeluxe < 0.0f )\r
+                               if( add < 0.0f )
+                                       add = 0.0f;
+
+                               addDeluxe *= ((radiusAtDist - sampleRadius) / 32.0f);
+
+                               if( addDeluxe < 0.0f )
                                        addDeluxe = 0.0f;
                        }
                }
@@ -1034,15 +1034,15 @@ int LightContributionToSample( trace_t *trace )
                /* attenuate */
                add = light->photons * angle;
 
-               if( deluxemap )\r
-               {\r
-                       if( angledDeluxe )\r
-                               addDeluxe = light->photons * angle;\r
-                       else\r
-                               addDeluxe = light->photons;\r
-\r
-                       if( addDeluxe < 0.0f )\r
-                               addDeluxe = 0.0f;\r
+               if( deluxemap )
+               {
+                       if( angledDeluxe )
+                               addDeluxe = light->photons * angle;
+                       else
+                               addDeluxe = light->photons;
+
+                       if( addDeluxe < 0.0f )
+                               addDeluxe = 0.0f;
                }
 
                if( add <= 0.0f )
@@ -1051,15 +1051,15 @@ int LightContributionToSample( trace_t *trace )
                /* VorteX: set noShadow color */
                VectorScale(light->color, add, trace->colorNoShadow);
 
-               addDeluxe *= colorBrightness;\r
-\r
-               if( bouncing )\r
-               {\r
-                       addDeluxe *= addDeluxeBounceScale;\r
-                       if( addDeluxe < 0.00390625f )\r
-                               addDeluxe = 0.00390625f;\r
-               }\r
-\r
+               addDeluxe *= colorBrightness;
+
+               if( bouncing )
+               {
+                       addDeluxe *= addDeluxeBounceScale;
+                       if( addDeluxe < 0.00390625f )
+                               addDeluxe = 0.00390625f;
+               }
+
                VectorScale( trace->direction, addDeluxe, trace->directionContribution );
                
                /* setup trace */
@@ -1091,27 +1091,27 @@ int LightContributionToSample( trace_t *trace )
        if( add <= 0.0f || (add <= light->falloffTolerance && (light->flags & LIGHT_FAST_ACTUAL)) )
                return 0;
 
-       addDeluxe *= colorBrightness;\r
-\r
-       /* hack land: scale down the radiosity contribution to light directionality.\r
-       Deluxemaps fusion many light directions into one. In a rtl process all lights\r
-       would contribute individually to the bump map, so several light sources together\r
-       would make it more directional (example: a yellow and red lights received from\r
-       opposing sides would light one side in red and the other in blue, adding\r
-       the effect of 2 directions applied. In the deluxemapping case, this 2 lights would\r
-       neutralize each other making it look like having no direction.\r
-       Same thing happens with radiosity. In deluxemapping case the radiosity contribution\r
-       is modifying the direction applied from directional lights, making it go closer and closer\r
-       to the surface normal the bigger is the amount of radiosity received.\r
-       So, for preserving the directional lights contributions, we scale down the radiosity\r
-       contribution. It's a hack, but there's a reason behind it */\r
-       if( bouncing )\r
-       {\r
-               addDeluxe *= addDeluxeBounceScale;\r
-               if( addDeluxe < 0.00390625f )\r
-                       addDeluxe = 0.00390625f;\r
-       }\r
-\r
+       addDeluxe *= colorBrightness;
+
+       /* hack land: scale down the radiosity contribution to light directionality.
+       Deluxemaps fusion many light directions into one. In a rtl process all lights
+       would contribute individually to the bump map, so several light sources together
+       would make it more directional (example: a yellow and red lights received from
+       opposing sides would light one side in red and the other in blue, adding
+       the effect of 2 directions applied. In the deluxemapping case, this 2 lights would
+       neutralize each other making it look like having no direction.
+       Same thing happens with radiosity. In deluxemapping case the radiosity contribution
+       is modifying the direction applied from directional lights, making it go closer and closer
+       to the surface normal the bigger is the amount of radiosity received.
+       So, for preserving the directional lights contributions, we scale down the radiosity
+       contribution. It's a hack, but there's a reason behind it */
+       if( bouncing )
+       {
+               addDeluxe *= addDeluxeBounceScale;
+               if( addDeluxe < 0.00390625f )
+                       addDeluxe = 0.00390625f;
+       }
+
        VectorScale( trace->direction, addDeluxe, trace->directionContribution );
        
        /* setup trace */
@@ -1123,7 +1123,7 @@ int LightContributionToSample( trace_t *trace )
        if( trace->passSolid || trace->opaque )
        {
                VectorClear( trace->color );
-               VectorClear( trace->directionContribution );\r
+               VectorClear( trace->directionContribution );
 
                return -1;
        }