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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/mathlib/lightdesc.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/mathlib/lightdesc.cpp')
| -rw-r--r-- | sp/src/mathlib/lightdesc.cpp | 624 |
1 files changed, 312 insertions, 312 deletions
diff --git a/sp/src/mathlib/lightdesc.cpp b/sp/src/mathlib/lightdesc.cpp index c6e7bc8d..7d69282d 100644 --- a/sp/src/mathlib/lightdesc.cpp +++ b/sp/src/mathlib/lightdesc.cpp @@ -1,312 +1,312 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=====================================================================================//
-
-#include <ssemath.h>
-#include <lightdesc.h>
-#include "mathlib.h"
-
-void LightDesc_t::RecalculateDerivedValues(void)
-{
- m_Flags = LIGHTTYPE_OPTIMIZATIONFLAGS_DERIVED_VALUES_CALCED;
- if (m_Attenuation0)
- m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0;
- if (m_Attenuation1)
- m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1;
- if (m_Attenuation2)
- m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2;
-
- if (m_Type==MATERIAL_LIGHT_SPOT)
- {
- m_ThetaDot=cos(m_Theta);
- m_PhiDot=cos(m_Phi);
- float spread=m_ThetaDot-m_PhiDot;
- if (spread>1.0e-10)
- {
- // note - this quantity is very sensitive to round off error. the sse
- // reciprocal approximation won't cut it here.
- OneOver_ThetaDot_Minus_PhiDot=1.0/spread;
- }
- else
- {
- // hard falloff instead of divide by zero
- OneOver_ThetaDot_Minus_PhiDot=1.0;
- }
- }
- if (m_Type==MATERIAL_LIGHT_DIRECTIONAL)
- {
- // set position to be real far away in the right direction
- m_Position=m_Direction;
- m_Position *= 2.0e6;
- }
-
- m_RangeSquared=m_Range*m_Range;
-
-}
-
-void LightDesc_t::ComputeLightAtPointsForDirectional(
- const FourVectors &pos, const FourVectors &normal,
- FourVectors &color, bool DoHalfLambert ) const
-{
- FourVectors delta;
- delta.DuplicateVector(m_Direction);
-// delta.VectorNormalizeFast();
- fltx4 strength=delta*normal;
- if (DoHalfLambert)
- {
- strength=AddSIMD(MulSIMD(strength,Four_PointFives),Four_PointFives);
- }
- else
- strength=MaxSIMD(Four_Zeros,delta*normal);
-
- color.x=AddSIMD(color.x,MulSIMD(strength,ReplicateX4(m_Color.x)));
- color.y=AddSIMD(color.y,MulSIMD(strength,ReplicateX4(m_Color.y)));
- color.z=AddSIMD(color.z,MulSIMD(strength,ReplicateX4(m_Color.z)));
-}
-
-
-void LightDesc_t::ComputeLightAtPoints( const FourVectors &pos, const FourVectors &normal,
- FourVectors &color, bool DoHalfLambert ) const
-{
- FourVectors delta;
- Assert((m_Type==MATERIAL_LIGHT_POINT) || (m_Type==MATERIAL_LIGHT_SPOT) || (m_Type==MATERIAL_LIGHT_DIRECTIONAL));
- switch (m_Type)
- {
- case MATERIAL_LIGHT_POINT:
- case MATERIAL_LIGHT_SPOT:
- delta.DuplicateVector(m_Position);
- delta-=pos;
- break;
-
- case MATERIAL_LIGHT_DIRECTIONAL:
- ComputeLightAtPointsForDirectional( pos, normal, color, DoHalfLambert );
- return;
- }
-
- fltx4 dist2 = delta*delta;
-
- dist2=MaxSIMD( Four_Ones, dist2 );
-
- fltx4 falloff;
-
- if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0 )
- {
- falloff = ReplicateX4(m_Attenuation0);
- }
- else
- falloff= Four_Epsilons;
-
- if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1 )
- {
- falloff=AddSIMD(falloff,MulSIMD(ReplicateX4(m_Attenuation1),SqrtEstSIMD(dist2)));
- }
-
- if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2 )
- {
- falloff=AddSIMD(falloff,MulSIMD(ReplicateX4(m_Attenuation2),dist2));
- }
-
- falloff=ReciprocalEstSIMD(falloff);
- // Cull out light beyond this radius
- // now, zero out elements for which dist2 was > range^2. !!speed!! lights should store dist^2 in sse format
- if (m_Range != 0.f)
- {
- fltx4 RangeSquared=ReplicateX4(m_RangeSquared); // !!speed!!
- falloff=AndSIMD(falloff,CmpLtSIMD(dist2,RangeSquared));
- }
-
- delta.VectorNormalizeFast();
- fltx4 strength=delta*normal;
- if (DoHalfLambert)
- {
- strength=AddSIMD(MulSIMD(strength,Four_PointFives),Four_PointFives);
- }
- else
- strength=MaxSIMD(Four_Zeros,delta*normal);
-
- switch(m_Type)
- {
- case MATERIAL_LIGHT_POINT:
- // half-lambert
- break;
-
- case MATERIAL_LIGHT_SPOT:
- {
- fltx4 dot2=SubSIMD(Four_Zeros,delta*m_Direction); // dot position with spot light dir for cone falloff
-
-
- fltx4 cone_falloff_scale=MulSIMD(ReplicateX4(OneOver_ThetaDot_Minus_PhiDot),
- SubSIMD(dot2,ReplicateX4(m_PhiDot)));
- cone_falloff_scale=MinSIMD(cone_falloff_scale,Four_Ones);
-
- if ((m_Falloff!=0.0) && (m_Falloff!=1.0))
- {
- // !!speed!! could compute integer exponent needed by powsimd and store in light
- cone_falloff_scale=PowSIMD(cone_falloff_scale,m_Falloff);
- }
- strength=MulSIMD(cone_falloff_scale,strength);
-
- // now, zero out lighting where dot2<phidot. This will mask out any invalid results
- // from pow function, etc
- fltx4 OutsideMask=CmpGtSIMD(dot2,ReplicateX4(m_PhiDot)); // outside light cone?
- strength=AndSIMD(OutsideMask,strength);
- }
- break;
-
-
- }
- strength=MulSIMD(strength,falloff);
- color.x=AddSIMD(color.x,MulSIMD(strength,ReplicateX4(m_Color.x)));
- color.y=AddSIMD(color.y,MulSIMD(strength,ReplicateX4(m_Color.y)));
- color.z=AddSIMD(color.z,MulSIMD(strength,ReplicateX4(m_Color.z)));
-}
-
-
-
-void LightDesc_t::ComputeNonincidenceLightAtPoints( const FourVectors &pos, FourVectors &color ) const
-{
- FourVectors delta;
- Assert((m_Type==MATERIAL_LIGHT_POINT) || (m_Type==MATERIAL_LIGHT_SPOT) || (m_Type==MATERIAL_LIGHT_DIRECTIONAL));
- switch (m_Type)
- {
- case MATERIAL_LIGHT_POINT:
- case MATERIAL_LIGHT_SPOT:
- delta.DuplicateVector(m_Position);
- delta-=pos;
- break;
-
- case MATERIAL_LIGHT_DIRECTIONAL:
- return;
- }
-
- fltx4 dist2 = delta*delta;
-
- dist2=MaxSIMD( Four_Ones, dist2 );
-
- fltx4 falloff;
-
- if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0 )
- {
- falloff = ReplicateX4(m_Attenuation0);
- }
- else
- falloff= Four_Epsilons;
-
- if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1 )
- {
- falloff=AddSIMD(falloff,MulSIMD(ReplicateX4(m_Attenuation1),SqrtEstSIMD(dist2)));
- }
-
- if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2 )
- {
- falloff=AddSIMD(falloff,MulSIMD(ReplicateX4(m_Attenuation2),dist2));
- }
-
- falloff=ReciprocalEstSIMD(falloff);
- // Cull out light beyond this radius
- // now, zero out elements for which dist2 was > range^2. !!speed!! lights should store dist^2 in sse format
- if (m_Range != 0.f)
- {
- fltx4 RangeSquared=ReplicateX4(m_RangeSquared); // !!speed!!
- falloff=AndSIMD(falloff,CmpLtSIMD(dist2,RangeSquared));
- }
-
- delta.VectorNormalizeFast();
- fltx4 strength = Four_Ones;
- //fltx4 strength=delta;
- //fltx4 strength = MaxSIMD(Four_Zeros,delta);
-
- switch(m_Type)
- {
- case MATERIAL_LIGHT_POINT:
- // half-lambert
- break;
-
- case MATERIAL_LIGHT_SPOT:
- {
- fltx4 dot2=SubSIMD(Four_Zeros,delta*m_Direction); // dot position with spot light dir for cone falloff
-
-
- fltx4 cone_falloff_scale=MulSIMD(ReplicateX4(OneOver_ThetaDot_Minus_PhiDot),
- SubSIMD(dot2,ReplicateX4(m_PhiDot)));
- cone_falloff_scale=MinSIMD(cone_falloff_scale,Four_Ones);
-
- if ((m_Falloff!=0.0) && (m_Falloff!=1.0))
- {
- // !!speed!! could compute integer exponent needed by powsimd and store in light
- cone_falloff_scale=PowSIMD(cone_falloff_scale,m_Falloff);
- }
- strength=MulSIMD(cone_falloff_scale,strength);
-
- // now, zero out lighting where dot2<phidot. This will mask out any invalid results
- // from pow function, etc
- fltx4 OutsideMask=CmpGtSIMD(dot2,ReplicateX4(m_PhiDot)); // outside light cone?
- strength=AndSIMD(OutsideMask,strength);
- }
- break;
-
-
- }
- strength=MulSIMD(strength,falloff);
- color.x=AddSIMD(color.x,MulSIMD(strength,ReplicateX4(m_Color.x)));
- color.y=AddSIMD(color.y,MulSIMD(strength,ReplicateX4(m_Color.y)));
- color.z=AddSIMD(color.z,MulSIMD(strength,ReplicateX4(m_Color.z)));
-}
-
-
-
-void LightDesc_t::SetupOldStyleAttenuation( float fQuadraticAttn, float fLinearAttn, float fConstantAttn )
-{
- // old-style manually typed quadrtiac coefficients
- if ( fQuadraticAttn < EQUAL_EPSILON )
- fQuadraticAttn = 0;
-
- if ( fLinearAttn < EQUAL_EPSILON)
- fLinearAttn = 0;
-
- if ( fConstantAttn < EQUAL_EPSILON)
- fConstantAttn = 0;
-
- if ( ( fConstantAttn < EQUAL_EPSILON ) &&
- ( fLinearAttn < EQUAL_EPSILON ) &&
- ( fQuadraticAttn < EQUAL_EPSILON ) )
- fConstantAttn = 1;
-
- m_Attenuation2=fQuadraticAttn;
- m_Attenuation1=fLinearAttn;
- m_Attenuation0=fConstantAttn;
- float fScaleFactor = fQuadraticAttn * 10000 + fLinearAttn * 100 + fConstantAttn;
-
- if ( fScaleFactor > 0 )
- m_Color *= fScaleFactor;
-}
-
-void LightDesc_t::SetupNewStyleAttenuation( float fFiftyPercentDistance,
- float fZeroPercentDistance )
-{
- // new style storing 50% and 0% distances
- float d50=fFiftyPercentDistance;
- float d0=fZeroPercentDistance;
- if (d0<d50)
- {
- // !!warning in lib code???!!!
- Warning("light has _fifty_percent_distance of %f but no zero_percent_distance\n",d50);
- d0=2.0*d50;
- }
- float a=0,b=1,c=0;
- if (! SolveInverseQuadraticMonotonic(0,1.0,d50,2.0,d0,256.0,a,b,c))
- {
- Warning("can't solve quadratic for light %f %f\n",d50,d0);
- }
- float v50=c+d50*(b+d50*a);
- float scale=2.0/v50;
- a*=scale;
- b*=scale;
- c*=scale;
- m_Attenuation2=a;
- m_Attenuation1=b;
- m_Attenuation0=c;
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=====================================================================================// + +#include <ssemath.h> +#include <lightdesc.h> +#include "mathlib.h" + +void LightDesc_t::RecalculateDerivedValues(void) +{ + m_Flags = LIGHTTYPE_OPTIMIZATIONFLAGS_DERIVED_VALUES_CALCED; + if (m_Attenuation0) + m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0; + if (m_Attenuation1) + m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1; + if (m_Attenuation2) + m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2; + + if (m_Type==MATERIAL_LIGHT_SPOT) + { + m_ThetaDot=cos(m_Theta); + m_PhiDot=cos(m_Phi); + float spread=m_ThetaDot-m_PhiDot; + if (spread>1.0e-10) + { + // note - this quantity is very sensitive to round off error. the sse + // reciprocal approximation won't cut it here. + OneOver_ThetaDot_Minus_PhiDot=1.0/spread; + } + else + { + // hard falloff instead of divide by zero + OneOver_ThetaDot_Minus_PhiDot=1.0; + } + } + if (m_Type==MATERIAL_LIGHT_DIRECTIONAL) + { + // set position to be real far away in the right direction + m_Position=m_Direction; + m_Position *= 2.0e6; + } + + m_RangeSquared=m_Range*m_Range; + +} + +void LightDesc_t::ComputeLightAtPointsForDirectional( + const FourVectors &pos, const FourVectors &normal, + FourVectors &color, bool DoHalfLambert ) const +{ + FourVectors delta; + delta.DuplicateVector(m_Direction); +// delta.VectorNormalizeFast(); + fltx4 strength=delta*normal; + if (DoHalfLambert) + { + strength=AddSIMD(MulSIMD(strength,Four_PointFives),Four_PointFives); + } + else + strength=MaxSIMD(Four_Zeros,delta*normal); + + color.x=AddSIMD(color.x,MulSIMD(strength,ReplicateX4(m_Color.x))); + color.y=AddSIMD(color.y,MulSIMD(strength,ReplicateX4(m_Color.y))); + color.z=AddSIMD(color.z,MulSIMD(strength,ReplicateX4(m_Color.z))); +} + + +void LightDesc_t::ComputeLightAtPoints( const FourVectors &pos, const FourVectors &normal, + FourVectors &color, bool DoHalfLambert ) const +{ + FourVectors delta; + Assert((m_Type==MATERIAL_LIGHT_POINT) || (m_Type==MATERIAL_LIGHT_SPOT) || (m_Type==MATERIAL_LIGHT_DIRECTIONAL)); + switch (m_Type) + { + case MATERIAL_LIGHT_POINT: + case MATERIAL_LIGHT_SPOT: + delta.DuplicateVector(m_Position); + delta-=pos; + break; + + case MATERIAL_LIGHT_DIRECTIONAL: + ComputeLightAtPointsForDirectional( pos, normal, color, DoHalfLambert ); + return; + } + + fltx4 dist2 = delta*delta; + + dist2=MaxSIMD( Four_Ones, dist2 ); + + fltx4 falloff; + + if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0 ) + { + falloff = ReplicateX4(m_Attenuation0); + } + else + falloff= Four_Epsilons; + + if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1 ) + { + falloff=AddSIMD(falloff,MulSIMD(ReplicateX4(m_Attenuation1),SqrtEstSIMD(dist2))); + } + + if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2 ) + { + falloff=AddSIMD(falloff,MulSIMD(ReplicateX4(m_Attenuation2),dist2)); + } + + falloff=ReciprocalEstSIMD(falloff); + // Cull out light beyond this radius + // now, zero out elements for which dist2 was > range^2. !!speed!! lights should store dist^2 in sse format + if (m_Range != 0.f) + { + fltx4 RangeSquared=ReplicateX4(m_RangeSquared); // !!speed!! + falloff=AndSIMD(falloff,CmpLtSIMD(dist2,RangeSquared)); + } + + delta.VectorNormalizeFast(); + fltx4 strength=delta*normal; + if (DoHalfLambert) + { + strength=AddSIMD(MulSIMD(strength,Four_PointFives),Four_PointFives); + } + else + strength=MaxSIMD(Four_Zeros,delta*normal); + + switch(m_Type) + { + case MATERIAL_LIGHT_POINT: + // half-lambert + break; + + case MATERIAL_LIGHT_SPOT: + { + fltx4 dot2=SubSIMD(Four_Zeros,delta*m_Direction); // dot position with spot light dir for cone falloff + + + fltx4 cone_falloff_scale=MulSIMD(ReplicateX4(OneOver_ThetaDot_Minus_PhiDot), + SubSIMD(dot2,ReplicateX4(m_PhiDot))); + cone_falloff_scale=MinSIMD(cone_falloff_scale,Four_Ones); + + if ((m_Falloff!=0.0) && (m_Falloff!=1.0)) + { + // !!speed!! could compute integer exponent needed by powsimd and store in light + cone_falloff_scale=PowSIMD(cone_falloff_scale,m_Falloff); + } + strength=MulSIMD(cone_falloff_scale,strength); + + // now, zero out lighting where dot2<phidot. This will mask out any invalid results + // from pow function, etc + fltx4 OutsideMask=CmpGtSIMD(dot2,ReplicateX4(m_PhiDot)); // outside light cone? + strength=AndSIMD(OutsideMask,strength); + } + break; + + + } + strength=MulSIMD(strength,falloff); + color.x=AddSIMD(color.x,MulSIMD(strength,ReplicateX4(m_Color.x))); + color.y=AddSIMD(color.y,MulSIMD(strength,ReplicateX4(m_Color.y))); + color.z=AddSIMD(color.z,MulSIMD(strength,ReplicateX4(m_Color.z))); +} + + + +void LightDesc_t::ComputeNonincidenceLightAtPoints( const FourVectors &pos, FourVectors &color ) const +{ + FourVectors delta; + Assert((m_Type==MATERIAL_LIGHT_POINT) || (m_Type==MATERIAL_LIGHT_SPOT) || (m_Type==MATERIAL_LIGHT_DIRECTIONAL)); + switch (m_Type) + { + case MATERIAL_LIGHT_POINT: + case MATERIAL_LIGHT_SPOT: + delta.DuplicateVector(m_Position); + delta-=pos; + break; + + case MATERIAL_LIGHT_DIRECTIONAL: + return; + } + + fltx4 dist2 = delta*delta; + + dist2=MaxSIMD( Four_Ones, dist2 ); + + fltx4 falloff; + + if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0 ) + { + falloff = ReplicateX4(m_Attenuation0); + } + else + falloff= Four_Epsilons; + + if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1 ) + { + falloff=AddSIMD(falloff,MulSIMD(ReplicateX4(m_Attenuation1),SqrtEstSIMD(dist2))); + } + + if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2 ) + { + falloff=AddSIMD(falloff,MulSIMD(ReplicateX4(m_Attenuation2),dist2)); + } + + falloff=ReciprocalEstSIMD(falloff); + // Cull out light beyond this radius + // now, zero out elements for which dist2 was > range^2. !!speed!! lights should store dist^2 in sse format + if (m_Range != 0.f) + { + fltx4 RangeSquared=ReplicateX4(m_RangeSquared); // !!speed!! + falloff=AndSIMD(falloff,CmpLtSIMD(dist2,RangeSquared)); + } + + delta.VectorNormalizeFast(); + fltx4 strength = Four_Ones; + //fltx4 strength=delta; + //fltx4 strength = MaxSIMD(Four_Zeros,delta); + + switch(m_Type) + { + case MATERIAL_LIGHT_POINT: + // half-lambert + break; + + case MATERIAL_LIGHT_SPOT: + { + fltx4 dot2=SubSIMD(Four_Zeros,delta*m_Direction); // dot position with spot light dir for cone falloff + + + fltx4 cone_falloff_scale=MulSIMD(ReplicateX4(OneOver_ThetaDot_Minus_PhiDot), + SubSIMD(dot2,ReplicateX4(m_PhiDot))); + cone_falloff_scale=MinSIMD(cone_falloff_scale,Four_Ones); + + if ((m_Falloff!=0.0) && (m_Falloff!=1.0)) + { + // !!speed!! could compute integer exponent needed by powsimd and store in light + cone_falloff_scale=PowSIMD(cone_falloff_scale,m_Falloff); + } + strength=MulSIMD(cone_falloff_scale,strength); + + // now, zero out lighting where dot2<phidot. This will mask out any invalid results + // from pow function, etc + fltx4 OutsideMask=CmpGtSIMD(dot2,ReplicateX4(m_PhiDot)); // outside light cone? + strength=AndSIMD(OutsideMask,strength); + } + break; + + + } + strength=MulSIMD(strength,falloff); + color.x=AddSIMD(color.x,MulSIMD(strength,ReplicateX4(m_Color.x))); + color.y=AddSIMD(color.y,MulSIMD(strength,ReplicateX4(m_Color.y))); + color.z=AddSIMD(color.z,MulSIMD(strength,ReplicateX4(m_Color.z))); +} + + + +void LightDesc_t::SetupOldStyleAttenuation( float fQuadraticAttn, float fLinearAttn, float fConstantAttn ) +{ + // old-style manually typed quadrtiac coefficients + if ( fQuadraticAttn < EQUAL_EPSILON ) + fQuadraticAttn = 0; + + if ( fLinearAttn < EQUAL_EPSILON) + fLinearAttn = 0; + + if ( fConstantAttn < EQUAL_EPSILON) + fConstantAttn = 0; + + if ( ( fConstantAttn < EQUAL_EPSILON ) && + ( fLinearAttn < EQUAL_EPSILON ) && + ( fQuadraticAttn < EQUAL_EPSILON ) ) + fConstantAttn = 1; + + m_Attenuation2=fQuadraticAttn; + m_Attenuation1=fLinearAttn; + m_Attenuation0=fConstantAttn; + float fScaleFactor = fQuadraticAttn * 10000 + fLinearAttn * 100 + fConstantAttn; + + if ( fScaleFactor > 0 ) + m_Color *= fScaleFactor; +} + +void LightDesc_t::SetupNewStyleAttenuation( float fFiftyPercentDistance, + float fZeroPercentDistance ) +{ + // new style storing 50% and 0% distances + float d50=fFiftyPercentDistance; + float d0=fZeroPercentDistance; + if (d0<d50) + { + // !!warning in lib code???!!! + Warning("light has _fifty_percent_distance of %f but no zero_percent_distance\n",d50); + d0=2.0*d50; + } + float a=0,b=1,c=0; + if (! SolveInverseQuadraticMonotonic(0,1.0,d50,2.0,d0,256.0,a,b,c)) + { + Warning("can't solve quadratic for light %f %f\n",d50,d0); + } + float v50=c+d50*(b+d50*a); + float scale=2.0/v50; + a*=scale; + b*=scale; + c*=scale; + m_Attenuation2=a; + m_Attenuation1=b; + m_Attenuation0=c; +} + |