diff options
Diffstat (limited to 'engines/bladerunner/light.cpp')
| -rw-r--r-- | engines/bladerunner/light.cpp | 26 |
1 files changed, 24 insertions, 2 deletions
diff --git a/engines/bladerunner/light.cpp b/engines/bladerunner/light.cpp index 562936f75b..fbbf595493 100644 --- a/engines/bladerunner/light.cpp +++ b/engines/bladerunner/light.cpp @@ -1,3 +1,25 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + #include "bladerunner/light.h" #include "common/util.h" #include "common/debug.h" @@ -188,7 +210,7 @@ void Light1::calculateColor(Color *outColor, Vector3 position) { if (positionT.z < 0.0f) { float v12 = attenuation(_angleStart, _angleEnd, atan2(sqrt(positionT.x * positionT.x + positionT.y * positionT.y), -positionT.z)); float v13 = attenuation(_falloffStart, _falloffEnd, positionT.length()); - + outColor->r = v12 * v13 * _color.r; outColor->g = v12 * v13 * _color.g; outColor->b = v12 * v13 * _color.b; @@ -268,7 +290,7 @@ void Light4::calculateColor(Color *outColor, Vector3 position) { float v11 = attenuation(_angleStart, _angleEnd, fabs(positionT.y)); float v12 = attenuation(_angleStart, _angleEnd, fabs(positionT.x)); float v13 = attenuation(_falloffStart, _falloffEnd, positionT.length()); - + outColor->r = v11 * v12 * v13 * _color.r; outColor->g = v11 * v12 * v13 * _color.g; outColor->b = v11 * v12 * v13 * _color.b; |
