diff --git a/light/ltface.cc b/light/ltface.cc index d73e0cca..6d6a72af 100644 --- a/light/ltface.cc +++ b/light/ltface.cc @@ -1327,15 +1327,6 @@ GetDirectLighting(const mbsp_t *bsp, const globalconfig_t &cfg, raystream_t *rs, { std::map result; - // FIXME: probably shouldn't even calculate AO for gathering the light to bounce off a face, since - // AO is more of a postprocess effect? - - float occlusion = DirtAtPoint(cfg, rs, origin, normal, /* FIXME: pass selfshadow? */ nullptr); - if (std::isnan(occlusion)) { - // HACK: getting an invalid normal of (0, 0, 0). - occlusion = 0.0f; - } - //mxd. Surface lights... for (const surfacelight_t &vpl : SurfaceLights()) { // Bounce light falloff. Uses light surface center and intensity based on face area @@ -1351,9 +1342,6 @@ GetDirectLighting(const mbsp_t *bsp, const globalconfig_t &cfg, raystream_t *rs, // Write out the final color vec3_t color; VectorScale(vpl.color, add, color); // color_out is expected to be in [0..255] range, vpl->color is in [0..1] range. - - const float dirt = Dirt_GetScaleFactor(cfg, occlusion, nullptr, surfpointToLightDist, /* FIXME: pass */ nullptr); - VectorScale(color, dirt, color); VectorScale(color, cfg.surflightbouncescale.floatValue(), color); // NOTE: Skip negative lights, which would make no sense to bounce! @@ -1382,8 +1370,6 @@ GetDirectLighting(const mbsp_t *bsp, const globalconfig_t &cfg, raystream_t *rs, GetLightContrib(cfg, &entity, normal, origin, false, color, surfpointToLightDir, normalcontrib, &surfpointToLightDist); - const float dirt = Dirt_GetScaleFactor(cfg, occlusion, &entity, surfpointToLightDist, /* FIXME: pass */ nullptr); - VectorScale(color, dirt, color); VectorScale(color, entity.bouncescale.floatValue(), color); // NOTE: Skip negative lights, which would make no sense to bounce! @@ -1448,12 +1434,7 @@ GetDirectLighting(const mbsp_t *bsp, const globalconfig_t &cfg, raystream_t *rs, } } - float dirt = 1; - if (sun.dirt) { - dirt = Dirt_GetScaleFactor(cfg, occlusion, nullptr, 0.0, /* FIXME: pass */ nullptr); - } - - const qvec3f sunContrib = vec3_t_to_glm(sun.sunlight_color) * (dirt * cosangle * sun.sunlight / 255.0f); + const qvec3f sunContrib = vec3_t_to_glm(sun.sunlight_color) * (cosangle * sun.sunlight / 255.0f); result[lightstyle] += sunContrib; }