light: be more consistent with lightmap/colormap variable names
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
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@ -586,25 +586,29 @@ SingleLightFace(const entity_t *light, lightinfo_t * l,
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static void
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SkyLightFace(lightinfo_t *l, const vec3_t faceoffset, const vec3_t colors)
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{
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int i, j;
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int i, mapnum;
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vec_t *surf;
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vec3_t incoming;
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vec_t angle;
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vec_t *lightmap;
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vec3_t *colormap;
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/* Don't bother if surface facing away from sun */
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if (DotProduct(sunvec, l->facenormal) < -ANGLE_EPSILON)
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return;
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/* if sunlight is set, use a style 0 light map */
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for (i = 0; i < l->numlightstyles; i++)
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if (l->lightstyles[i] == 0)
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for (mapnum = 0; mapnum < l->numlightstyles; mapnum++)
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if (l->lightstyles[mapnum] == 0)
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break;
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if (i == l->numlightstyles) {
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if (mapnum == l->numlightstyles) {
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if (l->numlightstyles == MAXLIGHTMAPS)
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return; /* oh well, too many lightmaps... */
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l->lightstyles[i] = 0;
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l->lightstyles[mapnum] = 0;
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l->numlightstyles++;
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}
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lightmap = l->lightmaps[mapnum];
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colormap = l->colormaps[mapnum];
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/* Check each point... */
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VectorCopy(sunvec, incoming);
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@ -615,7 +619,7 @@ SkyLightFace(lightinfo_t *l, const vec3_t faceoffset, const vec3_t colors)
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#if 0
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/* Experimental - lighting of faces parallel to sunlight*/
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{
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int a, b, c, k;
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int a, b, c, j;
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vec_t oldangle, offset;
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vec3_t sun_vectors[5];
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@ -641,13 +645,13 @@ SkyLightFace(lightinfo_t *l, const vec3_t faceoffset, const vec3_t colors)
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sun_vectors[4][c] -= offset;
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surf = l->surfpt[0];
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for (j = 0; j < l->numsurfpt; j++, surf += 3) {
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for (k = 0; k < 1 || (oldangle < ANGLE_EPSILON && k < 5); ++k) {
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if (TestSky(surf, sun_vectors[k])) {
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l->lightmaps[i][j] += (angle * sunlight);
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for (i = 0; i < l->numsurfpt; i++, surf += 3) {
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for (j = 0; j < 1 || (oldangle < ANGLE_EPSILON && j < 5); ++j) {
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if (TestSky(surf, sun_vectors[j])) {
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lightmap[i] += angle * sunlight;
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if (colored)
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VectorMA(l->colormaps[i][j], angle * sunlight / 255,
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colors, l->colormaps[i][j]);
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VectorMA(colormap[i], angle * sunlight / 255, colors,
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colormap[i]);
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break;
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}
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}
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@ -655,12 +659,12 @@ SkyLightFace(lightinfo_t *l, const vec3_t faceoffset, const vec3_t colors)
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}
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#else
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surf = l->surfpt[0];
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for (j = 0; j < l->numsurfpt; j++, surf += 3) {
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for (i = 0; i < l->numsurfpt; i++, surf += 3) {
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if (TestSky(surf, sunvec)) {
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l->lightmaps[i][j] += (angle * sunlight);
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lightmap[i] += angle * sunlight;
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if (colored)
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VectorMA(l->colormaps[i][j], angle * sunlight / 255, colors,
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l->colormaps[i][j]);
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VectorMA(colormap[i], angle * sunlight / 255, colors,
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colormap[i]);
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}
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}
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#endif
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@ -830,9 +834,8 @@ LightFace(int surfnum, qboolean nolight, const vec3_t faceoffset)
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int lightmapsize;
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byte *out;
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byte *lit_out = NULL;
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vec_t *light;
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vec3_t *lightcolor;
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vec_t *lightmap;
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vec3_t *colormap;
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vec3_t colors = { 0, 0, 0 };
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int width;
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@ -991,8 +994,8 @@ LightFace(int surfnum, qboolean nolight, const vec3_t faceoffset)
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if (l.lightstyles[i] == 0xff)
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Error("Wrote empty lightmap");
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light = l.lightmaps[i];
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lightcolor = l.colormaps[i];
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lightmap = l.lightmaps[i];
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colormap = l.colormaps[i];
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c = 0;
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for (t = 0; t <= l.texsize[1]; t++) {
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@ -1004,17 +1007,17 @@ LightFace(int surfnum, qboolean nolight, const vec3_t faceoffset)
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for (k = 0; k < oversample; k++) {
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int sample = (t * oversample + j) * width;
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sample += s * oversample + k;
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total += light[sample];
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total += lightmap[sample];
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if (colored)
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VectorAdd(colors, lightcolor[sample], colors);
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VectorAdd(colors, colormap[sample], colors);
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}
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}
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total /= oversample * oversample;
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VectorScale(colors, 1.0 / oversample / oversample, colors);
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} else {
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total = light[c];
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total = lightmap[c];
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if (colored)
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VectorCopy(lightcolor[c], colors);
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VectorCopy(colormap[c], colors);
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}
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total *= rangescale; /* scale before clamping */
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