flashlight tuning for classic render

This commit is contained in:
NightFox 2021-12-26 04:19:39 +03:00
parent 6dbaf76b6c
commit cf0c88bc08

View File

@ -564,7 +564,7 @@ static uint32_t writeDlightsToUBO( void )
vec3_t forward, view_ofs;
vec3_t vecSrc, vecEnd;
float falloff;
trace = gEngine.EV_VisTraceLine( vecSrc, vecEnd, PM_STUDIO_BOX );
trace = gEngine.EV_VisTraceLine( vecSrc, vecEnd, PM_NORMAL );
// compute falloff
falloff = trace->fraction * FLASHLIGHT_DISTANCE;
if( falloff < 500.0f ) falloff = 1.0f;
@ -580,14 +580,14 @@ static uint32_t writeDlightsToUBO( void )
}
VectorAdd( entPlayer->origin, view_ofs, vecSrc );
VectorMA( vecSrc, FLASHLIGHT_DISTANCE, forward, vecEnd );
trace = gEngine.EV_VisTraceLine( vecSrc, vecEnd, PM_STUDIO_BOX );
VectorMA( trace->endpos, -30, forward, l->origin );
trace = gEngine.EV_VisTraceLine( vecSrc, vecEnd, PM_NORMAL );
VectorMA( trace->endpos, -10, forward, l->origin );
// apply brigthness to dlight
l->color.r = bound( 0, falloff * 255, 255 );
l->color.g = bound( 0, falloff * 255, 255 );
l->color.b = bound( 0, falloff * 255, 255 );
l->radius = 60;
l->radius = 75;
Vector4Set(
ubo_lights->light[num_lights].color,