crlf fixes
authorRudolf Polzer <divverent@alientrap.org>
Sun, 18 Jul 2010 14:32:03 +0000 (16:32 +0200)
committerRudolf Polzer <divverent@alientrap.org>
Sun, 18 Jul 2010 14:32:03 +0000 (16:32 +0200)
tools/quake3/q3map2/light.c
tools/quake3/q3map2/light_ydnar.c
tools/quake3/q3map2/lightmaps_ydnar.c
tools/quake3/q3map2/model.c

index cf292a79ecfa088498e244f1e120d2671f021fb8..aaaa224762580ef5772e475bad0fc17198fe1737 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;
        }
index b32c9a29c64ea8d628d16228e2222188ae4c9d42..0026fecbee7dda76e0a1cee48ac6e0c13eec9828 100644 (file)
@@ -1580,18 +1580,18 @@ void DirtyRawLightmap( int rawLightmapNum )
                }
        }
 
-       noDirty = qfalse;\r
-       for( i = 0; i < trace.numSurfaces; i++ )\r
-       {\r
-               /* get surface */\r
-               info = &surfaceInfos[ trace.surfaces[ i ] ];\r
-\r
-               /* check twosidedness */\r
-               if( info->si->noDirty )\r
-               {\r
-                       noDirty = qtrue;\r
-                       break;\r
-               }\r
+       noDirty = qfalse;
+       for( i = 0; i < trace.numSurfaces; i++ )
+       {
+               /* get surface */
+               info = &surfaceInfos[ trace.surfaces[ i ] ];
+
+               /* check twosidedness */
+               if( info->si->noDirty )
+               {
+                       noDirty = qtrue;
+                       break;
+               }
        }
        
        /* gather dirt */
@@ -1612,11 +1612,11 @@ void DirtyRawLightmap( int rawLightmapNum )
                        if( *cluster < 0 )
                                continue;
 
-                       /* don't apply dirty on this surface */\r
-                       if( noDirty )\r
-                       {\r
-                               *dirt = 1.0f;\r
-                               continue;\r
+                       /* don't apply dirty on this surface */
+                       if( noDirty )
+                       {
+                               *dirt = 1.0f;
+                               continue;
                        }
                        
                        /* copy to trace */
@@ -2117,8 +2117,8 @@ void IlluminateRawLightmap( int rawLightmapNum )
                                                LightContributionToSample( &trace );
                                                VectorCopy( trace.color, lightLuxel );
 
-                                               /* add the contribution to the deluxemap */\r
-                                               if( deluxemap )\r
+                                               /* add the contribution to the deluxemap */
+                                               if( deluxemap )
                                                        VectorAdd( deluxel, trace.directionContribution, deluxel );
 
                                                /* add to count */
@@ -2585,7 +2585,7 @@ void IlluminateVertexes( int num )
        rawLightmap_t           *lm;
        bspDrawVert_t           *verts;
        trace_t                         trace;
-       float                           floodLightAmount;\r
+       float                           floodLightAmount;
        vec3_t                          floodColor;
        
        
@@ -2670,12 +2670,12 @@ void IlluminateVertexes( int num )
                                                dirt = 1.0f;
 
                                        /* jal: floodlight */
-                                       floodLightAmount = 0.0f;\r
-                                       VectorClear( floodColor );\r
-                                       if( floodlighty && !bouncing )\r
-                                       {\r
-                                               floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );\r
-                                               VectorScale( floodlightRGB, floodLightAmount, floodColor );\r
+                                       floodLightAmount = 0.0f;
+                                       VectorClear( floodColor );
+                                       if( floodlighty && !bouncing )
+                                       {
+                                               floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
+                                               VectorScale( floodlightRGB, floodLightAmount, floodColor );
                                        }
 
                                        /* trace */
@@ -4222,17 +4222,17 @@ void FloodlightIlluminateLightmap( rawLightmap_t *lm )
                                if (luxel[3]==0) luxel[3]=1;
 
                                /* add to deluxemap */
-                               if (deluxemap && floodlight[3] > 0)\r
+                               if (deluxemap && floodlight[3] > 0)
                                {
-                                       vec3_t                          lightvector;\r
-\r
+                                       vec3_t                          lightvector;
+
                                        normal = SUPER_NORMAL( x, y );
-                                       brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];\r
-\r
-                                       // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light\r
-                                       if(brightness < 0.00390625f)\r
-                                               brightness = 0.00390625f;\r
-\r
+                                       brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
+
+                                       // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
+                                       if(brightness < 0.00390625f)
+                                               brightness = 0.00390625f;
+
                                        VectorScale( normal, brightness, lightvector );
                                        VectorAdd( deluxel, lightvector, deluxel );
                                }
index 58938880f943328603b785ae94eb4e32bd4c499c..d30906f6a827ddfaec2c7233f461dbabcae5ca08 100644 (file)
@@ -2193,11 +2193,11 @@ static void FindOutLightmaps( rawLightmap_t *lm )
                                if( deluxemap )
                                {
                                        /* normalize average light direction */
-                                       pixel = olm->bspDirBytes + (((oy * olm->customWidth) + ox) * 3);\r
-                                       VectorScale( deluxel, 1000.0f, direction );\r
-                                       VectorNormalize( direction, direction );\r
-                                       VectorScale( direction, 127.5f, direction );\r
-                                       for( i = 0; i < 3; i++ )\r
+                                       pixel = olm->bspDirBytes + (((oy * olm->customWidth) + ox) * 3);
+                                       VectorScale( deluxel, 1000.0f, direction );
+                                       VectorNormalize( direction, direction );
+                                       VectorScale( direction, 127.5f, direction );
+                                       for( i = 0; i < 3; i++ )
                                                pixel[ i ] = (byte)( 127.5f + direction[ i ] );
                                }
                        }
index 9be630558c781225489224376ccc747ea0c57826..cbba5c5d3b29001bf0ab15cbb2727344fb6ef46e 100644 (file)
@@ -429,7 +429,7 @@ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shade
                        
                        
                        /* temp hack */
-                       if( !si->clipModel && !(si->compileFlags & C_SOLID) )\r
+                       if( !si->clipModel && !(si->compileFlags & C_SOLID) )
                                continue;
                        
                        /* walk triangle list */