From e6ca10bec7b8d1286ce340f7ab62c7d2bf979a1a Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Sun, 18 Jul 2010 16:32:03 +0200 Subject: [PATCH] crlf fixes --- tools/quake3/q3map2/light.c | 156 +++++++++++++------------- tools/quake3/q3map2/light_ydnar.c | 70 ++++++------ tools/quake3/q3map2/lightmaps_ydnar.c | 10 +- tools/quake3/q3map2/model.c | 2 +- 4 files changed, 119 insertions(+), 119 deletions(-) diff --git a/tools/quake3/q3map2/light.c b/tools/quake3/q3map2/light.c index cf292a79..aaaa2247 100644 --- a/tools/quake3/q3map2/light.c +++ b/tools/quake3/q3map2/light.c @@ -749,8 +749,8 @@ int LightContributionToSample( trace_t *trace ) float angle; float add; float dist; - float addDeluxe = 0.0f, addDeluxeBounceScale = 0.25f; - qboolean angledDeluxe = qfalse; + 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 ); - + 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 ) - { - if( angledDeluxe ) - addDeluxe = light->photons / (dist * dist) * angle; - else - addDeluxe = light->photons / (dist * dist); + 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 ) + if( deluxemap ) addDeluxe = add; } } @@ -933,32 +933,32 @@ int LightContributionToSample( trace_t *trace ) 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; + 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 ) - add = 0.0f; - - if( deluxemap ) - { - if( angledDeluxe ) - addDeluxe = (light->photons / (dist * dist)) * angle; - else - addDeluxe = (light->photons / (dist * dist)); - } - - if( addDeluxe < 0.0f ) + 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 ) - add = 0.0f; - - addDeluxe *= ((radiusAtDist - sampleRadius) / 32.0f); - - if( addDeluxe < 0.0f ) + 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 ) - { - if( angledDeluxe ) - addDeluxe = light->photons * angle; - else - addDeluxe = light->photons; - - if( addDeluxe < 0.0f ) - addDeluxe = 0.0f; + 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; - - if( bouncing ) - { - addDeluxe *= addDeluxeBounceScale; - if( addDeluxe < 0.00390625f ) - addDeluxe = 0.00390625f; - } - + 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; - - /* 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; - } - + 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 ); + VectorClear( trace->directionContribution ); return -1; } diff --git a/tools/quake3/q3map2/light_ydnar.c b/tools/quake3/q3map2/light_ydnar.c index b32c9a29..0026fecb 100644 --- a/tools/quake3/q3map2/light_ydnar.c +++ b/tools/quake3/q3map2/light_ydnar.c @@ -1580,18 +1580,18 @@ void DirtyRawLightmap( int rawLightmapNum ) } } - 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; - } + 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 */ - if( noDirty ) - { - *dirt = 1.0f; - continue; + /* 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 */ - if( deluxemap ) + /* 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; + float floodLightAmount; vec3_t floodColor; @@ -2670,12 +2670,12 @@ void IlluminateVertexes( int num ) dirt = 1.0f; /* jal: floodlight */ - floodLightAmount = 0.0f; - VectorClear( floodColor ); - if( floodlighty && !bouncing ) - { - floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality ); - VectorScale( floodlightRGB, floodLightAmount, floodColor ); + 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) + if (deluxemap && floodlight[3] > 0) { - vec3_t lightvector; - + vec3_t lightvector; + normal = SUPER_NORMAL( x, y ); - 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; - + 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 ); } diff --git a/tools/quake3/q3map2/lightmaps_ydnar.c b/tools/quake3/q3map2/lightmaps_ydnar.c index 58938880..d30906f6 100644 --- a/tools/quake3/q3map2/lightmaps_ydnar.c +++ b/tools/quake3/q3map2/lightmaps_ydnar.c @@ -2193,11 +2193,11 @@ static void FindOutLightmaps( rawLightmap_t *lm ) if( deluxemap ) { /* normalize average light direction */ - 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 = 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 ] ); } } diff --git a/tools/quake3/q3map2/model.c b/tools/quake3/q3map2/model.c index 9be63055..cbba5c5d 100644 --- a/tools/quake3/q3map2/model.c +++ b/tools/quake3/q3map2/model.c @@ -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) ) + if( !si->clipModel && !(si->compileFlags & C_SOLID) ) continue; /* walk triangle list */ -- 2.39.2