light: for curved surfaces, don't reject hits when the dot product of the surface point normal and surface-point-to-light vector is < 0, since "anglescale" will typically boost the angle factor to 0.5

fixes https://github.com/ericwa/tyrutils-ericw/issues/172
This commit is contained in:
Eric Wasylishen 2017-09-16 17:10:48 -06:00
parent d4f3e5de65
commit 26c5f65f4e
1 changed files with 16 additions and 6 deletions

View File

@ -907,7 +907,7 @@ GetLightValue(const globalconfig_t &cfg, const light_t *entity, vec_t dist)
}
float
GetLightValueWithAngle(const globalconfig_t &cfg, const light_t *entity, const vec3_t surfnorm, const vec3_t surfpointToLightDir, float dist, bool twosided)
GetLightValueWithAngle(const globalconfig_t &cfg, const light_t *entity, const vec3_t surfnorm, const vec3_t surfpointToLightDir, float dist, bool twosided, bool curved)
{
float angle = DotProduct(surfpointToLightDir, surfnorm);
if (entity->bleed.boolValue() || twosided) {
@ -916,12 +916,21 @@ GetLightValueWithAngle(const globalconfig_t &cfg, const light_t *entity, const v
}
}
/* Light behind sample point? Zero contribution, period. */
/* Clamp negative angle factor to 0 */
if (angle < 0) {
angle = 0;
}
/* If the angle scale factor is 0, and it's a planar surface, make the final contribution 0.
e.g. this stops light leaking around corners.
For curved surfaces, we relax this restriction.
e.g. for https://github.com/ericwa/tyrutils-ericw/issues/172
*/
if (angle == 0 && !curved) {
return 0;
}
/* Apply anglescale */
/* Apply anglescale. Note: by default, will boost angle=0 to angle=0.5 */
angle = (1.0 - entity->anglescale.floatValue()) + (entity->anglescale.floatValue() * angle);
/* Check spotlight cone */
@ -947,10 +956,11 @@ static void LightFace_SampleMipTex(miptex_t *tex, const float *projectionmatrix,
void
GetLightContrib(const globalconfig_t &cfg, const light_t *entity, const vec3_t surfnorm, const vec3_t surfpoint, bool twosided,
bool curved,
vec3_t color_out, vec3_t surfpointToLightDir_out, vec3_t normalmap_addition_out, float *dist_out)
{
float dist = GetDir(surfpoint, *entity->origin.vec3Value(), surfpointToLightDir_out);
float add = GetLightValueWithAngle(cfg, entity, surfnorm, surfpointToLightDir_out, dist, twosided);
float add = GetLightValueWithAngle(cfg, entity, surfnorm, surfpointToLightDir_out, dist, twosided, curved);
/* write out the final color */
if (entity->projectedmip) {
@ -1258,7 +1268,7 @@ GetDirectLighting(const globalconfig_t &cfg, raystream_t *rs, const vec3_t origi
continue;
}
GetLightContrib(cfg, &entity, normal, origin, false, color, surfpointToLightDir, normalcontrib, &surfpointToLightDist);
GetLightContrib(cfg, &entity, normal, origin, false, false, color, surfpointToLightDir, normalcontrib, &surfpointToLightDist);
const float dirt = Dirt_GetScaleFactor(cfg, occlusion, &entity, surfpointToLightDist, /* FIXME: pass */ nullptr);
VectorScale(color, dirt, color);
@ -1361,7 +1371,7 @@ LightFace_Entity(const bsp2_t *bsp,
float surfpointToLightDist;
vec3_t color, normalcontrib;
GetLightContrib(cfg, entity, surfnorm, surfpoint, lightsurf->twosided, color, surfpointToLightDir, normalcontrib, &surfpointToLightDist);
GetLightContrib(cfg, entity, surfnorm, surfpoint, lightsurf->twosided, lightsurf->curved, color, surfpointToLightDir, normalcontrib, &surfpointToLightDist);
const float occlusion = Dirt_GetScaleFactor(cfg, lightsurf->occlusion[i], entity, surfpointToLightDist, lightsurf);
VectorScale(color, occlusion, color);