change light strength to light linearity 0.0 = inverse square, 1.0 = linear
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13 changed files with 54 additions and 56 deletions
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@ -118,6 +118,8 @@ FSerializer &Serialize(FSerializer &arc, const char *key, TDeletingArray<FLightD
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//
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//-----------------------------------------------------------------------------
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extern float LightCalcStrength(float radius);
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void FLightDefaults::ApplyProperties(FDynamicLight * light) const
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{
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auto oldtype = light->lighttype;
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@ -128,15 +130,8 @@ void FLightDefaults::ApplyProperties(FDynamicLight * light) const
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light->pArgs = m_Args;
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light->pSoftShadowRadius = &SoftShadowRadius;
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if(Strength > 0.0)
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{
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light->pStrength = const_cast<double*>(&Strength); // casting const to non-const, but positive strength values will not be modified
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}
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else
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{
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light->tmpStrength = 0.0;
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light->pStrength = &light->tmpStrength;
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}
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light->pLinearity = &Linearity;
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light->lightStrength = LightCalcStrength(light->pArgs[LIGHT_INTENSITY]);
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light->pLightFlags = &m_lightFlags;
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if (m_lightFlags & LF_SPOT)
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