From 6661c1a8e89c733f6d0d5a2aa9689a2436b6a113 Mon Sep 17 00:00:00 2001 From: jal Date: Sun, 11 Jul 2010 12:16:08 +0200 Subject: [PATCH] On grid lighting, redistribute the 25% of the floodlight as omnidirectional ambient light, and use only the 75% of it as top-down directional light. --- tools/quake3/q3map2/light.c | 99 ++++++++++++++++++++----------------- 1 file changed, 54 insertions(+), 45 deletions(-) diff --git a/tools/quake3/q3map2/light.c b/tools/quake3/q3map2/light.c index cf292a79..dee882ee 100644 --- a/tools/quake3/q3map2/light.c +++ b/tools/quake3/q3map2/light.c @@ -1421,6 +1421,7 @@ typedef struct { vec3_t dir; vec3_t color; + vec3_t ambient; int style; } contribution_t; @@ -1514,6 +1515,7 @@ void TraceGrid( int num ) /* add a contribution */ VectorCopy( trace.color, contributions[ numCon ].color ); VectorCopy( trace.direction, contributions[ numCon ].dir ); + VectorClear( contributions[ numCon ].ambient ); contributions[ numCon ].style = trace.light->style; numCon++; @@ -1533,51 +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) - { - int q; - float addSize,f; - vec3_t col,dir; - col[0]=col[1]=col[2]=floodlightIntensity; - dir[0]=dir[1]=0; - dir[2]=1; - - trace.testOcclusion = qtrue; - trace.forceSunlight = qfalse; - trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS; - trace.testAll = qtrue; - - for (q=0;q<2;q++) - { - if (q==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); - - contributions[ numCon ].color[0]=col[0]*f; - contributions[ numCon ].color[1]=col[1]*f; - contributions[ numCon ].color[2]=col[2]*f; - - contributions[ numCon ].dir[0]=dir[0]; - contributions[ numCon ].dir[1]=dir[1]; - contributions[ numCon ].dir[2]=dir[2]; - - contributions[ numCon ].style = 0; - numCon++; - /* push average direction around */ - addSize = VectorLength( col ); - VectorMA( gp->dir, addSize, dir, gp->dir ); - } + 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++; + } } ///////////////////// @@ -1632,6 +1639,8 @@ void TraceGrid( int num ) d = 0.25f * (1.0f - d); VectorMA( gp->ambient[ j ], d, contributions[ i ].color, gp->ambient[ j ] ); + VectorAdd( gp->ambient[ j ], contributions[ i ].ambient, gp->ambient[ j ] ); + /* * div0: * the total light average = ambient value + 0.25 * sum of all directional values -- 2.39.2