if ( scale <= 0.0f ) {
scale = 1.0f;
}
+ /* globally */
+ scale *= lightmapBrightness;
/* make a local copy */
VectorScale( color, scale, sample );
/* compensate for ingame overbrighting/bitshifting */
VectorScale( sample, ( 1.0f / lightmapCompensate ), sample );
+ /* contrast */
+ if ( lightmapContrast != 1.0f ){
+ for ( i = 0; i < 3; i++ ){
+ sample[i] = lightmapContrast * ( sample[i] - 128 ) + 128;
+ if ( sample[i] < 0 ){
+ sample[i] = 0;
+ }
+ }
+ if ( ( sample[0] > 255 ) || ( sample[1] > 255 ) || ( sample[2] > 255 ) ) {
+ max = sample[0] > sample[1] ? sample[0] : sample[1];
+ max = max > sample[2] ? max : sample[2];
+ sample[0] = sample[0] * 255 / max;
+ sample[1] = sample[1] * 255 / max;
+ sample[2] = sample[2] * 255 / max;
+ }
+ }
+
/* sRGB lightmaps */
if ( lightmapsRGB ) {
sample[0] = floor( Image_sRGBFloatFromLinearFloat( sample[0] * ( 1.0 / 255.0 ) ) * 255.0 + 0.5 );
----------------------------------------------------------------- */
/* walk the luxels */
+ /* FIXME: superSample is int, no need in floor() */
radius = floor( superSample / 2 );
radius = radius > 0 ? radius : 1.0f;
radius += 1.0f;
int b, samples, mapped, lighted;
int cluster[ 4 ];
vec4_t luxel[ 4 ];
- vec3_t deluxel[ 3 ];
+ vec3_t deluxel[ 4 ];
vec3_t origin[ 4 ], normal[ 4 ];
float biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
vec3_t color, direction = { 0, 0, 0 }, total;
}
/* set luxel filter radius */
- luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
+ luxelFilterRadius = lm->sampleSize != 0 ? superSample * filterRadius / lm->sampleSize : 0;
if ( luxelFilterRadius == 0 && ( filterRadius > 0.0f || filter ) ) {
luxelFilterRadius = 1;
}
void SetupBrushesFlags( unsigned int mask_any, unsigned int test_any, unsigned int mask_all, unsigned int test_all ){
int i, j, b;
unsigned int compileFlags, allCompileFlags;
- qboolean inside;
bspBrush_t *brush;
bspBrushSide_t *side;
bspShader_t *shader;
brush = &bspBrushes[ b ];
/* check all sides */
- inside = qtrue;
compileFlags = 0;
allCompileFlags = ~( 0u );
- for ( j = 0; j < brush->numSides && inside; j++ )
+ for ( j = 0; j < brush->numSides; j++ )
{
/* do bsp shader calculations */
side = &bspBrushSides[ brush->firstSide + j ];