]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/light.c
Merge branch 'master' of ssh://git.xonotic.org/netradiant
[xonotic/netradiant.git] / tools / quake3 / q3map2 / light.c
index 35f7f720d78d6cfbd27eba51cb8f1f5fd1f7e993..977fa32f28fbbe4dae12893fec306c30fd81dacf 100644 (file)
@@ -401,6 +401,10 @@ void CreateEntityLights( void )
                else
                        light->color[ 0 ] = light->color[ 1 ] = light->color[ 2 ] = 1.0f;
 
+               light->extraDist = FloatForKey( e, "_extradist" );
+               if(light->extraDist == 0.0f)
+                       light->extraDist = extraDist;
+               
                intensity = intensity * pointScale;
                light->photons = intensity;
 
@@ -745,7 +749,9 @@ int LightContributionToSample( trace_t *trace )
        float                   angle;
        float                   add;
        float                   dist;
-       
+       float                   addDeluxe = 0.0f, addDeluxeBounceScale = 0.25f;
+       qboolean                angledDeluxe = qfalse;
+       float                   colorBrightness;
        
        /* get light */
        light = trace->light;
@@ -753,6 +759,9 @@ int LightContributionToSample( trace_t *trace )
        /* clear color */
        VectorClear( trace->color );
        VectorClear( trace->colorNoShadow );
+       VectorClear( trace->directionContribution );
+
+       colorBrightness = RGBTOGRAY( light->color ) * ( 1.0f/255.0f );
        
        /* ydnar: early out */
        if( !(light->flags & LIGHT_SURFACES) || light->envelope <= 0.0f )
@@ -792,7 +801,7 @@ int LightContributionToSample( trace_t *trace )
                }
                
                /* nudge the point so that it is clearly forward of the light */
-               /* so that surfaces meeting a light emiter don't get black edges */
+               /* so that surfaces meeting a light emitter don't get black edges */
                if( d > -8.0f && d < 8.0f )
                        VectorMA( trace->origin, (8.0f - d), light->normal, pushedOrigin );                             
                else
@@ -821,7 +830,21 @@ int LightContributionToSample( trace_t *trace )
                        else if( angle < 0.0f &&
                                (trace->twoSided || (light->flags & LIGHT_TWOSIDED)) )
                                angle = -angle;
+
+                       /* clamp the distance to prevent super hot spots */
+                       dist = sqrt(dist * dist + light->extraDist * light->extraDist);
+                       if( dist < 16.0f )
+                               dist = 16.0f;
+
                        add = light->photons / (dist * dist) * angle;
+
+                       if( deluxemap )
+                       {
+                               if( angledDeluxe )
+                                       addDeluxe = light->photons / (dist * dist) * angle;
+                               else
+                                       addDeluxe = light->photons / (dist * dist);
+                       }
                }
                else
                {
@@ -848,6 +871,9 @@ int LightContributionToSample( trace_t *trace )
                        
                        /* ydnar: moved to here */
                        add = factor * light->add;
+
+                       if( deluxemap )
+                               addDeluxe = add;
                }
        }
        
@@ -859,13 +885,40 @@ int LightContributionToSample( trace_t *trace )
                dist = SetupTrace( trace );
                if( dist >= light->envelope )
                        return 0;
-               
+
                /* clamp the distance to prevent super hot spots */
+               dist = sqrt(dist * dist + light->extraDist * light->extraDist);
                if( dist < 16.0f )
                        dist = 16.0f;
-               
+
                /* angle attenuation */
-               angle = (light->flags & LIGHT_ATTEN_ANGLE) ? DotProduct( trace->normal, trace->direction ) : 1.0f;
+               if( light->flags & LIGHT_ATTEN_ANGLE )
+               {
+                       /* standard Lambert attenuation */
+                       float dot = DotProduct( trace->normal, trace->direction ); 
+
+                       /* twosided lighting */
+                       if( trace->twoSided )
+                               dot = fabs( dot );
+
+                       /* jal: optional half Lambert attenuation (http://developer.valvesoftware.com/wiki/Half_Lambert) */
+                       if( lightAngleHL )
+                       {
+                               if( dot > 0.001f ) // skip coplanar
+                               {
+                                       if( dot > 1.0f ) dot = 1.0f;
+                                       dot = ( dot * 0.5f ) + 0.5f;
+                                       dot *= dot;
+                               }
+                               else
+                                       dot = 0;
+                       }
+
+                       angle = dot;
+               }
+               else
+                       angle = 1.0f;
+
                if( light->angleScale != 0.0f )
                {
                        angle /= light->angleScale;
@@ -873,19 +926,41 @@ int LightContributionToSample( trace_t *trace )
                                angle = 1.0f;
                }
                
-               /* twosided lighting */
-               if( trace->twoSided )
-                       angle = fabs( angle );
-               
                /* attenuate */
                if( light->flags & LIGHT_ATTEN_LINEAR )
                {
                        add = angle * light->photons * linearScale - (dist * light->fade);
                        if( add < 0.0f )
                                add = 0.0f;
+
+                       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;
+               {
+                       add = (light->photons / (dist * dist)) * angle;
+                       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;
+               }
                
                /* handle spotlights */
                if( light->type == EMIT_SPOT )
@@ -908,7 +983,16 @@ int LightContributionToSample( trace_t *trace )
                        
                        /* attenuate */
                        if( sampleRadius > (radiusAtDist - 32.0f) )
+                       {
                                add *= ((radiusAtDist - sampleRadius) / 32.0f);
+                               if( add < 0.0f )
+                                       add = 0.0f;
+
+                               addDeluxe *= ((radiusAtDist - sampleRadius) / 32.0f);
+
+                               if( addDeluxe < 0.0f )
+                                       addDeluxe = 0.0f;
+                       }
                }
        }
        
@@ -918,23 +1002,65 @@ int LightContributionToSample( trace_t *trace )
                /* get origin and direction */
                VectorAdd( trace->origin, light->origin, trace->end );
                dist = SetupTrace( trace );
-               
+
                /* angle attenuation */
-               angle = (light->flags & LIGHT_ATTEN_ANGLE)
-                       ? DotProduct( trace->normal, trace->direction )
-                       : 1.0f;
-               
-               /* twosided lighting */
-               if( trace->twoSided )
-                       angle = fabs( angle );
+               if( light->flags & LIGHT_ATTEN_ANGLE )
+               {
+                       /* standard Lambert attenuation */
+                       float dot = DotProduct( trace->normal, trace->direction ); 
+
+                       /* twosided lighting */
+                       if( trace->twoSided )
+                               dot = fabs( dot );
+
+                       /* jal: optional half Lambert attenuation (http://developer.valvesoftware.com/wiki/Half_Lambert) */
+                       if( lightAngleHL )
+                       {
+                               if( dot > 0.001f ) // skip coplanar
+                               {
+                                       if( dot > 1.0f ) dot = 1.0f;
+                                       dot = ( dot * 0.5f ) + 0.5f;
+                                       dot *= dot;
+                               }
+                               else
+                                       dot = 0;
+                       }
+                       
+                       angle = dot;
+               }
+               else
+                       angle = 1.0f;
                
                /* attenuate */
                add = light->photons * angle;
+
+               if( deluxemap )
+               {
+                       if( angledDeluxe )
+                               addDeluxe = light->photons * angle;
+                       else
+                               addDeluxe = light->photons;
+
+                       if( addDeluxe < 0.0f )
+                               addDeluxe = 0.0f;
+               }
+
                if( add <= 0.0f )
                        return 0;
 
                /* VorteX: set noShadow color */
                VectorScale(light->color, add, trace->colorNoShadow);
+
+               addDeluxe *= colorBrightness;
+
+               if( bouncing )
+               {
+                       addDeluxe *= addDeluxeBounceScale;
+                       if( addDeluxe < 0.00390625f )
+                               addDeluxe = 0.00390625f;
+               }
+
+               VectorScale( trace->direction, addDeluxe, trace->directionContribution );
                
                /* setup trace */
                trace->testAll = qtrue;
@@ -948,6 +1074,8 @@ int LightContributionToSample( trace_t *trace )
                        if( !(trace->compileFlags & C_SKY) || trace->opaque )
                        {
                                VectorClear( trace->color );
+                               VectorClear( trace->directionContribution );
+
                                return -1;
                        }
                }
@@ -962,6 +1090,29 @@ int LightContributionToSample( trace_t *trace )
        /* ydnar: changed to a variable number */
        if( add <= 0.0f || (add <= light->falloffTolerance && (light->flags & LIGHT_FAST_ACTUAL)) )
                return 0;
+
+       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 */
        trace->testAll = qfalse;
@@ -972,6 +1123,8 @@ int LightContributionToSample( trace_t *trace )
        if( trace->passSolid || trace->opaque )
        {
                VectorClear( trace->color );
+               VectorClear( trace->directionContribution );
+
                return -1;
        }
        
@@ -1115,9 +1268,10 @@ int LightContributionToPoint( trace_t *trace )
        if( light->type == EMIT_AREA && faster )
        {
                /* clamp the distance to prevent super hot spots */
+               dist = sqrt(dist * dist + light->extraDist * light->extraDist);
                if( dist < 16.0f )
                        dist = 16.0f;
-               
+
                /* attenuate */
                add = light->photons / (dist * dist);
        }
@@ -1161,6 +1315,7 @@ int LightContributionToPoint( trace_t *trace )
        else if( light->type == EMIT_POINT || light->type == EMIT_SPOT )
        {
                /* clamp the distance to prevent super hot spots */
+               dist = sqrt(dist * dist + light->extraDist * light->extraDist);
                if( dist < 16.0f )
                        dist = 16.0f;
                
@@ -1260,27 +1415,27 @@ grid samples are for quickly determining the lighting
 of dynamically placed entities in the world
 */
 
-#define        MAX_CONTRIBUTIONS       1024
+#define        MAX_CONTRIBUTIONS       32768
 
 typedef struct
 {
        vec3_t          dir;
        vec3_t          color;
+       vec3_t          ambient;
        int                     style;
 }
 contribution_t;
 
 void TraceGrid( int num )
 {
-       int                                             i, j, x, y, z, mod, step, numCon, numStyles;
-       float                                   d;
-       vec3_t                                  baseOrigin, cheapColor, color;
+       int                                             i, j, x, y, z, mod, numCon, numStyles;
+       float                                   d, step;
+       vec3_t                                  baseOrigin, cheapColor, color, thisdir;
        rawGridPoint_t                  *gp;
        bspGridPoint_t                  *bgp;
        contribution_t                  contributions[ MAX_CONTRIBUTIONS ];
        trace_t                                 trace;
        
-       
        /* get grid points */
        gp = &rawGridPoints[ num ];
        bgp = &bspGridPoints[ num ];
@@ -1311,38 +1466,21 @@ void TraceGrid( int num )
        {
                /* try to nudge the origin around to find a valid point */
                VectorCopy( trace.origin, baseOrigin );
-               for( step = 9; step <= 18; step += 9 )
+               for( step = 0; (step += 0.005) <= 1.0; )
                {
-                       for( i = 0; i < 8; i++ )
-                       {
-                               VectorCopy( baseOrigin, trace.origin );
-                               if( i & 1 )
-                                       trace.origin[ 0 ] += step;
-                               else
-                                       trace.origin[ 0 ] -= step;
+                       VectorCopy( baseOrigin, trace.origin );
+                       trace.origin[ 0 ] += step * (Random() - 0.5) * gridSize[0];
+                       trace.origin[ 1 ] += step * (Random() - 0.5) * gridSize[1];
+                       trace.origin[ 2 ] += step * (Random() - 0.5) * gridSize[2];
                                
-                               if( i & 2 )
-                                       trace.origin[ 1 ] += step;
-                               else
-                                       trace.origin[ 1 ] -= step;
-                               
-                               if( i & 4 )
-                                       trace.origin[ 2 ] += step;
-                               else
-                                       trace.origin[ 2 ] -= step;
-                               
-                               /* ydnar: changed to find cluster num */
-                               trace.cluster = ClusterForPointExt( trace.origin, VERTEX_EPSILON );
-                               if( trace.cluster >= 0 )
-                                       break;
-                       }
-                       
-                       if( i != 8 )
+                       /* ydnar: changed to find cluster num */
+                       trace.cluster = ClusterForPointExt( trace.origin, VERTEX_EPSILON );
+                       if( trace.cluster >= 0 )
                                break;
                }
                
                /* can't find a valid point at all */
-               if( step > 18 )
+               if( step > 1.0 )
                        return;
        }
        
@@ -1377,6 +1515,7 @@ void TraceGrid( int num )
                /* add a contribution */
                VectorCopy( trace.color, contributions[ numCon ].color );
                VectorCopy( trace.direction, contributions[ numCon ].dir );
+               VectorClear( contributions[ numCon ].ambient );
                contributions[ numCon ].style = trace.light->style;
                numCon++;
                
@@ -1396,64 +1535,72 @@ void TraceGrid( int num )
        
        /////// Floodlighting for point //////////////////
        //do our floodlight ambient occlusion loop, and add a single contribution based on the brightest dir
-       if (floodlighty)
-       {
-               int q;
-               float addSize,f;
-               vec3_t col,dir;
-               col[0]=col[1]=col[2]=floodlightIntensity;
-               dir[0]=dir[1]=0;
-               dir[2]=1;
-
-               trace.testOcclusion = qtrue;
-               trace.forceSunlight = qfalse;
-               trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
-               trace.testAll = qtrue;
-
-               for (q=0;q<2;q++)
-               {
-                       if (q==0) //upper hemisphere
-                       {
-                               trace.normal[0]=0;
-                               trace.normal[1]=0;
-                               trace.normal[2]=1;
-                       }
-                       else //lower hemisphere
-                       {
-                               trace.normal[0]=0;
-                               trace.normal[1]=0;
-                               trace.normal[2]=-1;
-                       }
-
-                       f = FloodLightForSample(&trace, floodlightDistance, floodlight_lowquality);
-
-                       contributions[ numCon ].color[0]=col[0]*f;
-                       contributions[ numCon ].color[1]=col[1]*f;
-                       contributions[ numCon ].color[2]=col[2]*f;
-
-                       contributions[ numCon ].dir[0]=dir[0];
-                       contributions[ numCon ].dir[1]=dir[1];
-                       contributions[ numCon ].dir[2]=dir[2];
-
-                       contributions[ numCon ].style = 0;
-                       numCon++;
-                       /* push average direction around */
-                       addSize = VectorLength( col );
-                       VectorMA( gp->dir, addSize, dir, gp->dir );
-               }
+       if( floodlighty )\r
+       {\r
+               int k;\r
+               float addSize, f;\r
+               vec3_t dir = { 0, 0, 1 };\r
+               float ambientFrac = 0.25f;\r
+\r
+               trace.testOcclusion = qtrue;\r
+               trace.forceSunlight = qfalse;\r
+               trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;\r
+               trace.testAll = qtrue;\r
+\r
+               for( k = 0; k < 2; k++ )\r
+               {\r
+                       if( k == 0 ) // upper hemisphere\r
+                       {\r
+                               trace.normal[0] = 0;\r
+                               trace.normal[1] = 0;\r
+                               trace.normal[2] = 1;\r
+                       }\r
+                       else //lower hemisphere\r
+                       {\r
+                               trace.normal[0] = 0;\r
+                               trace.normal[1] = 0;\r
+                               trace.normal[2] = -1;\r
+                       }\r
+\r
+                       f = FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );\r
+\r
+                       /* add a fraction as pure ambient, half as top-down direction */\r
+                       contributions[ numCon ].color[0]= floodlightRGB[0] * floodlightIntensity * f * ( 1.0f - ambientFrac );\r
+                       contributions[ numCon ].color[1]= floodlightRGB[1] * floodlightIntensity * f * ( 1.0f - ambientFrac );\r
+                       contributions[ numCon ].color[2]= floodlightRGB[2] * floodlightIntensity * f * ( 1.0f - ambientFrac );\r
+\r
+                       contributions[ numCon ].ambient[0]= floodlightRGB[0] * floodlightIntensity * f * ambientFrac;\r
+                       contributions[ numCon ].ambient[1]= floodlightRGB[1] * floodlightIntensity * f * ambientFrac;\r
+                       contributions[ numCon ].ambient[2]= floodlightRGB[2] * floodlightIntensity * f * ambientFrac;\r
+\r
+                       contributions[ numCon ].dir[0] = dir[0];\r
+                       contributions[ numCon ].dir[1] = dir[1];\r
+                       contributions[ numCon ].dir[2] = dir[2];\r
+\r
+                       contributions[ numCon ].style = 0;\r
+\r
+                       /* push average direction around */\r
+                       addSize = VectorLength( contributions[ numCon ].color );\r
+                       VectorMA( gp->dir, addSize, dir, gp->dir );\r
+\r
+                       numCon++;\r
+               }\r
        }
        /////////////////////
 
        /* normalize to get primary light direction */
-       VectorNormalize( gp->dir, gp->dir );
+       VectorNormalize( gp->dir, thisdir );
        
        /* now that we have identified the primary light direction,
           go back and separate all the light into directed and ambient */
+
        numStyles = 1;
        for( i = 0; i < numCon; i++ )
        {
                /* get relative directed strength */
-               d = DotProduct( contributions[ i ].dir, gp->dir );
+               d = DotProduct( contributions[ i ].dir, thisdir );
+               /* we map 1 to gridDirectionality, and 0 to gridAmbientDirectionality */
+               d = gridAmbientDirectionality + d * (gridDirectionality - gridAmbientDirectionality);
                if( d < 0.0f )
                        d = 0.0f;
                
@@ -1491,15 +1638,32 @@ void TraceGrid( int num )
                /* (Hobbes: always setting it to .25 is hardly any better) */
                d = 0.25f * (1.0f - d);
                VectorMA( gp->ambient[ j ], d, contributions[ i ].color, gp->ambient[ j ] );
+
+               VectorAdd( gp->ambient[ j ], contributions[ i ].ambient, gp->ambient[ j ] );
+
+/*
+ * div0:
+ * the total light average = ambient value + 0.25 * sum of all directional values
+ * we can also get the total light average as 0.25 * the sum of all contributions
+ *
+ * 0.25 * sum(contribution_i) == ambient + 0.25 * sum(d_i contribution_i)
+ *
+ * THIS YIELDS:
+ * ambient == 0.25 * sum((1 - d_i) contribution_i)
+ *
+ * So, 0.25f * (1.0f - d) IS RIGHT. If you want to tune it, tune d BEFORE.
+ */
        }
        
        
        /* store off sample */
        for( i = 0; i < MAX_LIGHTMAPS; i++ )
        {
+#if 0
                /* do some fudging to keep the ambient from being too low (2003-07-05: 0.25 -> 0.125) */
                if( !bouncing )
                        VectorMA( gp->ambient[ i ], 0.125f, gp->directed[ i ], gp->ambient[ i ] );
+#endif
                
                /* set minimum light and copy off to bytes */
                VectorCopy( gp->ambient[ i ], color );
@@ -1522,8 +1686,7 @@ void TraceGrid( int num )
        #endif
        
        /* store direction */
-       if( !bouncing )
-               NormalToLatLong( gp->dir, bgp->latLong );
+       NormalToLatLong( thisdir, bgp->latLong );
 }
 
 
@@ -1628,7 +1791,7 @@ void LightWorld( void )
        vec3_t          color;
        float           f;
        int                     b, bt;
-       qboolean        minVertex, minGrid;
+       qboolean        minVertex, minGrid, ps;
        const char      *value;
        
 
@@ -1702,7 +1865,9 @@ void LightWorld( void )
                SetupEnvelopes( qtrue, fastgrid );
                
                Sys_Printf( "--- TraceGrid ---\n" );
+               inGrid = qtrue;
                RunThreadsOnIndividual( numRawGridPoints, qtrue, TraceGrid );
+               inGrid = qfalse;
                Sys_Printf( "%d x %d x %d = %d grid\n",
                        gridBounds[ 0 ], gridBounds[ 1 ], gridBounds[ 2 ], numBSPGridPoints );
                
@@ -1725,10 +1890,6 @@ void LightWorld( void )
        if( dirty )
        {
                Sys_Printf( "--- DirtyRawLightmap ---\n" );
-
-
-
-
                RunThreadsOnIndividual( numRawLightmaps, qtrue, DirtyRawLightmap );
        }
        
@@ -1798,7 +1959,9 @@ void LightWorld( void )
                        gridBoundsCulled = 0;
                        
                        Sys_Printf( "--- BounceGrid ---\n" );
+                       inGrid = qtrue;
                        RunThreadsOnIndividual( numRawGridPoints, qtrue, TraceGrid );
+                       inGrid = qfalse;
                        Sys_FPrintf( SYS_VRB, "%9d grid points envelope culled\n", gridEnvelopeCulled );
                        Sys_FPrintf( SYS_VRB, "%9d grid points bounds culled\n", gridBoundsCulled );
                }
@@ -1877,6 +2040,10 @@ int LightMain( int argc, char **argv )
        gridAmbientScale = game->gridAmbientScale;
        Sys_Printf( " lightgrid ambient scale: %f\n", gridAmbientScale );
 
+       lightAngleHL = game->lightAngleHL;
+       if( lightAngleHL )
+               Sys_Printf( " half lambert light angle attenuation enabled \n" );
+
        noStyles = game->noStyles;
        if (noStyles == qtrue)
                Sys_Printf( " shader lightstyles hack: disabled\n" );
@@ -1971,6 +2138,26 @@ int LightMain( int argc, char **argv )
                        gridAmbientScale *= f;
                        i++;
                }
+
+               else if( !strcmp( argv[ i ], "-griddirectionality" ) )
+               {
+                       f = atof( argv[ i + 1 ] );
+                       if(f < 0) f = 0;
+                       if(f > gridAmbientDirectionality) f = gridAmbientDirectionality;
+                       Sys_Printf( "Grid directionality is %f\n", f );
+                       gridDirectionality *= f;
+                       i++;
+               }
+
+               else if( !strcmp( argv[ i ], "-gridambientdirectionality" ) )
+               {
+                       f = atof( argv[ i + 1 ] );
+                       if(f > gridDirectionality) f = gridDirectionality;
+                       if(f > 1) f = 1;
+                       Sys_Printf( "Grid ambient directionality is %f\n", f );
+                       gridAmbientDirectionality *= f;
+                       i++;
+               }
                
                else if( !strcmp( argv[ i ], "-gamma" ) )
                {
@@ -2159,6 +2346,15 @@ int LightMain( int argc, char **argv )
                        wolfLight = qfalse;
                        Sys_Printf( "Enabling Quake 3 lighting model (nonlinear default)\n" );
                }
+
+               else if( !strcmp( argv[ i ], "-extradist" ) )
+               {
+                       extraDist = atof( argv[ i + 1 ] );
+                       if( extraDist < 0 )
+                               extraDist = 0;
+                       i++;
+                       Sys_Printf( "Default extra radius set to %f units\n", extraDist );
+               }
                
                else if( !strcmp( argv[ i ], "-sunonly" ) )
                {
@@ -2393,6 +2589,17 @@ int LightMain( int argc, char **argv )
                        loMem = qtrue;
                        Sys_Printf( "Enabling low-memory (potentially slower) lighting mode\n" );
                }
+               else if( !strcmp( argv[ i ], "-lightanglehl" ) )
+               {
+                       if( ( atoi( argv[ i + 1 ] ) != 0 ) != lightAngleHL )
+                       {
+                               lightAngleHL = ( atoi( argv[ i + 1 ] ) != 0 );
+                               if( lightAngleHL )
+                                       Sys_Printf( "Enabling half lambert light angle attenuation\n" );
+                               else
+                                       Sys_Printf( "Disabling half lambert light angle attenuation\n" );
+                       }
+               }
                else if( !strcmp( argv[ i ], "-nostyle" ) || !strcmp( argv[ i ], "-nostyles" ) )
                {
                        noStyles = qtrue;