From fa0fce3cfabc1193202d990dd468bb84867b2275 Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Fri, 30 Jul 2010 16:02:39 +0200 Subject: [PATCH] CRLF --- tools/quake3/q3map2/light.c | 100 ++++++++++++++++++------------------ 1 file changed, 50 insertions(+), 50 deletions(-) diff --git a/tools/quake3/q3map2/light.c b/tools/quake3/q3map2/light.c index 977fa32f..69f730ba 100644 --- a/tools/quake3/q3map2/light.c +++ b/tools/quake3/q3map2/light.c @@ -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 ) - { - 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++; - } + 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++; + } } ///////////////////// -- 2.39.2