light: add operator== for lightgrid_samples_t
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@ -65,6 +65,8 @@ struct lightgrid_sample_t {
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qvec3b round_to_int() const;
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float brightness() const;
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bool operator==(const lightgrid_sample_t &other) const;
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};
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struct lightgrid_samples_t {
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@ -72,6 +74,8 @@ struct lightgrid_samples_t {
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void add(const qvec3d &color, int style);
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int used_styles() const;
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bool operator==(const lightgrid_samples_t &other) const;
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};
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lightgrid_samples_t CalcLightgridAtPoint(const mbsp_t *bsp, const qvec3d &world_point);
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@ -3326,6 +3326,13 @@ float lightgrid_sample_t::brightness() const
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return (color[0] + color[1] + color[2]) / 3.0;
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}
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bool lightgrid_sample_t::operator==(const lightgrid_sample_t &other) const
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{
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return used == other.used &&
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style == other.style &&
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color == other.color;
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}
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int lightgrid_samples_t::used_styles() const
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{
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int used = 0;
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@ -3339,6 +3346,11 @@ int lightgrid_samples_t::used_styles() const
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return used;
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}
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bool lightgrid_samples_t::operator==(const lightgrid_samples_t &other) const
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{
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return samples_by_style == other.samples_by_style;
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}
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lightgrid_samples_t CalcLightgridAtPoint(const mbsp_t *bsp, const qvec3d &world_point)
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{
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// TODO: use more than 1 ray for better performance
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