sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
}
- if (lightmapExposure == 1)
+ if (lightmapExposure == 0)
{
/* clamp with color normalization */
max = sample[ 0 ];
}
else
{
- if (lightmapExposure==0)
- {
- lightmapExposure=1.0f;
- }
inv=1.f/lightmapExposure;
//Exposure
/* handle area lights */
if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
{
- /* ugly hack to calculate extent for area lights, but only done once */
- VectorScale( light->normal, -1.0f, dir );
- for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
+ light->envelope = MAX_WORLD_COORD * 8.0f;
+
+ /* check for fast mode */
+ if( (light->flags & LIGHT_FAST) || (light->flags & LIGHT_FAST_TEMP) )
{
- float factor;
-
- VectorMA( light->origin, radius, light->normal, origin );
- factor = PointToPolygonFormFactor( origin, dir, light->w );
- if( factor < 0.0f )
- factor *= -1.0f;
- if( (factor * light->add) <= light->falloffTolerance )
- light->envelope = radius;
+ /* ugly hack to calculate extent for area lights, but only done once */
+ VectorScale( light->normal, -1.0f, dir );
+ for( radius = 100.0f; radius < MAX_WORLD_COORD * 8.0f; radius += 10.0f )
+ {
+ float factor;
+
+ VectorMA( light->origin, radius, light->normal, origin );
+ factor = PointToPolygonFormFactor( origin, dir, light->w );
+ if( factor < 0.0f )
+ factor *= -1.0f;
+ if( (factor * light->add) <= light->falloffTolerance )
+ {
+ light->envelope = radius;
+ break;
+ }
+ }
}
- /* check for fast mode */
- if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
- light->envelope = MAX_WORLD_COORD * 8.0f;
intensity = light->photons; /* hopefully not used */
}
else
/* solve distance for non-distance lights */
if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
light->envelope = MAX_WORLD_COORD * 8.0f;
-
- /* solve distance for linear lights */
- else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
- //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
- light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
-
- /*
- add = angle * light->photons * linearScale - (dist * light->fade);
- T = (light->photons * linearScale) - (dist * light->fade);
- T + (dist * light->fade) = (light->photons * linearScale);
- dist * light->fade = (light->photons * linearScale) - T;
- dist = ((light->photons * linearScale) - T) / light->fade;
- */
-
- /* solve for inverse square falloff */
+
+ else if( (light->flags & LIGHT_FAST) || (light->flags & LIGHT_FAST_TEMP) )
+ {
+ /* solve distance for linear lights */
+ if( (light->flags & LIGHT_ATTEN_LINEAR ) )
+ light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
+
+ /*
+ add = angle * light->photons * linearScale - (dist * light->fade);
+ T = (light->photons * linearScale) - (dist * light->fade);
+ T + (dist * light->fade) = (light->photons * linearScale);
+ dist * light->fade = (light->photons * linearScale) - T;
+ dist = ((light->photons * linearScale) - T) / light->fade;
+ */
+
+ /* solve for inverse square falloff */
+ else
+ light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
+
+ /*
+ add = light->photons / (dist * dist);
+ T = light->photons / (dist * dist);
+ T * (dist * dist) = light->photons;
+ dist = sqrt( light->photons / T );
+ */
+ }
else
- light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
+ {
+ /* solve distance for linear lights */
+ if( (light->flags & LIGHT_ATTEN_LINEAR ) )
+ light->envelope = (intensity * linearScale) / light->fade;
- /*
- add = light->photons / (dist * dist);
- T = light->photons / (dist * dist);
- T * (dist * dist) = light->photons;
- dist = sqrt( light->photons / T );
- */
+ /* can't cull these */
+ else
+ light->envelope = MAX_WORLD_COORD * 8.0f;
+ }
}
/* chop radius against pvs */
if (VectorLength(floodlightRGB)==0)
{
- VectorSet(floodlightRGB,240,240,255);
+ VectorSet(floodlightRGB,0.94,0.94,1.0);
}
if (v4<1) v4=1024;
}
else
{
- VectorSet(floodlightRGB,240,240,255);
- //floodlighty = qtrue;
- //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
+ VectorSet(floodlightRGB,0.94,0.94,1.0);
+ }
+ if(colorsRGB)
+ {
+ floodlightRGB[0] = Image_LinearFloatFromsRGBFloat(floodlightRGB[0]);
+ floodlightRGB[1] = Image_LinearFloatFromsRGBFloat(floodlightRGB[1]);
+ floodlightRGB[2] = Image_LinearFloatFromsRGBFloat(floodlightRGB[2]);
}
- VectorNormalize(floodlightRGB,floodlightRGB);
+ ColorNormalize(floodlightRGB,floodlightRGB);
}
/*