Fixes to light-level detection code.
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117db06048
commit
fbd42b92d1
6 changed files with 96 additions and 57 deletions
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@ -9,6 +9,10 @@
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#include <yapb.h>
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ConVar sv_skycolor_r ("sv_skycolor_r", nullptr, VT_NOREGISTER);
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ConVar sv_skycolor_g ("sv_skycolor_g", nullptr, VT_NOREGISTER);
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ConVar sv_skycolor_b ("sv_skycolor_b", nullptr, VT_NOREGISTER);
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Engine::Engine (void) {
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m_startEntity = nullptr;
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m_localEntity = nullptr;
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@ -1138,7 +1142,7 @@ void LightMeasure::animateLight (void) {
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}
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}
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inline bool LightMeasure::recursiveLightPoint (const mnode_t *node, const Vector &start, const Vector &end) {
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template <typename S, typename M> bool LightMeasure::recursiveLightPoint (const M *node, const Vector &start, const Vector &end) {
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if (node->contents < 0) {
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return false;
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}
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@ -1153,7 +1157,7 @@ inline bool LightMeasure::recursiveLightPoint (const mnode_t *node, const Vector
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// if they're both on the same side of the plane, don't bother to split just check the appropriate child
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if ((back < 0.0f) == side) {
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return recursiveLightPoint (node->children[side], start, end);
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return recursiveLightPoint <S, M> (reinterpret_cast <M *> (node->children[side]), start, end);
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}
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// calculate mid point
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@ -1161,7 +1165,7 @@ inline bool LightMeasure::recursiveLightPoint (const mnode_t *node, const Vector
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auto mid = start + (end - start) * frac;
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// go down front side
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if (recursiveLightPoint (node->children[side], start, mid)) {
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if (recursiveLightPoint <S, M> (reinterpret_cast <M *> (node->children[side]), start, mid)) {
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return true; // hit something
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}
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@ -1173,7 +1177,7 @@ inline bool LightMeasure::recursiveLightPoint (const mnode_t *node, const Vector
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// check for impact on this node
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// lightspot = mid;
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// lightplane = plane;
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auto surf = reinterpret_cast <msurface_t *> (m_worldModel->surfaces) + node->firstsurface;
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auto surf = reinterpret_cast <S *> (m_worldModel->surfaces) + node->firstsurface;
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for (int i = 0; i < node->numsurfaces; i++, surf++) {
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if (surf->flags & SURF_DRAWTILED) {
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@ -1228,7 +1232,7 @@ inline bool LightMeasure::recursiveLightPoint (const mnode_t *node, const Vector
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return true;
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}
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return recursiveLightPoint (node->children[!side], mid, end); // go down back side
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return recursiveLightPoint <S, M> (reinterpret_cast <M *> (node->children[!side]), mid, end); // go down back side
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}
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float LightMeasure::getLightLevel (const Vector &point) {
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@ -1243,5 +1247,16 @@ float LightMeasure::getLightLevel (const Vector &point) {
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Vector endPoint (point);
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endPoint.z -= 2048.0f;
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return recursiveLightPoint (m_worldModel->nodes, point, endPoint) == false ? 0.0f : 100 * cr::sqrtf (cr::min (75.0f, static_cast <float> (m_point.avg ())) / 75.0f);
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}
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// it's depends if we're are on dedicated or on listenserver
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auto recursiveCheck = [&] (void) -> bool {
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if (!engine.isDedicated () || (g_gameFlags & GAME_XASH_ENGINE)) {
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return recursiveLightPoint <msurface_hw_t, mnode_hw_t> (reinterpret_cast <mnode_hw_t *> (m_worldModel->nodes), point, endPoint);
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}
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return recursiveLightPoint <msurface_t, mnode_t> (m_worldModel->nodes, point, endPoint);
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};
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return !recursiveCheck () ? 0.0f : 100 * cr::sqrtf (cr::min (75.0f, static_cast <float> (m_point.avg ())) / 75.0f);
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}
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float LightMeasure::getSkiesColor (void) {
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return sv_skycolor_r.flt () + sv_skycolor_g.flt () + sv_skycolor_b.flt ();
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}
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