CRLF
authorRudolf Polzer <divverent@alientrap.org>
Fri, 30 Jul 2010 14:02:39 +0000 (16:02 +0200)
committerRudolf Polzer <divverent@alientrap.org>
Fri, 30 Jul 2010 14:02:39 +0000 (16:02 +0200)
tools/quake3/q3map2/light.c

index 977fa32f28fbbe4dae12893fec306c30fd81dacf..69f730ba5be125d2fd19d6cb1951385c382981cb 100644 (file)
@@ -1535,56 +1535,56 @@ 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 )\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
+       if( floodlighty )
+       {
+               int k;
+               float addSize, f;
+               vec3_t dir = { 0, 0, 1 };
+               float ambientFrac = 0.25f;
+
+               trace.testOcclusion = qtrue;
+               trace.forceSunlight = qfalse;
+               trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
+               trace.testAll = qtrue;
+
+               for( k = 0; k < 2; k++ )
+               {
+                       if( k == 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 );
+
+                       /* add a fraction as pure ambient, half as top-down direction */
+                       contributions[ numCon ].color[0]= floodlightRGB[0] * floodlightIntensity * f * ( 1.0f - ambientFrac );
+                       contributions[ numCon ].color[1]= floodlightRGB[1] * floodlightIntensity * f * ( 1.0f - ambientFrac );
+                       contributions[ numCon ].color[2]= floodlightRGB[2] * floodlightIntensity * f * ( 1.0f - ambientFrac );
+
+                       contributions[ numCon ].ambient[0]= floodlightRGB[0] * floodlightIntensity * f * ambientFrac;
+                       contributions[ numCon ].ambient[1]= floodlightRGB[1] * floodlightIntensity * f * ambientFrac;
+                       contributions[ numCon ].ambient[2]= floodlightRGB[2] * floodlightIntensity * f * ambientFrac;
+
+                       contributions[ numCon ].dir[0] = dir[0];
+                       contributions[ numCon ].dir[1] = dir[1];
+                       contributions[ numCon ].dir[2] = dir[2];
+
+                       contributions[ numCon ].style = 0;
+
+                       /* push average direction around */
+                       addSize = VectorLength( contributions[ numCon ].color );
+                       VectorMA( gp->dir, addSize, dir, gp->dir );
+
+                       numCon++;
+               }
        }
        /////////////////////