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-rw-r--r--src/render/PointLights.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/render/PointLights.cpp b/src/render/PointLights.cpp
index 9e98a327..a015ec54 100644
--- a/src/render/PointLights.cpp
+++ b/src/render/PointLights.cpp
@@ -33,7 +33,7 @@ CPointLights::AddLight(uint8 type, CVector coors, CVector dir, float radius, flo
return;
dist = coors - TheCamera.GetPosition();
- if(fabs(dist.x) < MAX_DIST && fabs(dist.y) < MAX_DIST){
+ if(Abs(dist.x) < MAX_DIST && Abs(dist.y) < MAX_DIST){
distance = dist.Magnitude();
if(distance < MAX_DIST){
aLights[NumLights].type = type;
@@ -73,9 +73,9 @@ CPointLights::GenerateLightsAffectingObject(CVector *objCoors)
// same weird distance calculation. simplified here
dist = aLights[i].coors - *objCoors;
radius = aLights[i].radius;
- if(fabs(dist.x) < radius &&
- fabs(dist.y) < radius &&
- fabs(dist.z) < radius){
+ if(Abs(dist.x) < radius &&
+ Abs(dist.y) < radius &&
+ Abs(dist.z) < radius){
distance = dist.Magnitude();
if(distance < radius){
@@ -213,11 +213,11 @@ CPointLights::RenderFogEffect(void)
if(dot > 0.0f && dot < FOG_AREA_LENGTH && linedistsq < sq(FOG_AREA_WIDTH)){
float intensity = 158.0f * fogginess;
// more intensity the smaller the angle
- intensity *= dot/sqrt(distsq);
+ intensity *= dot/Sqrt(distsq);
// more intensity the closer to light source
intensity *= 1.0f - sq(dot/FOG_AREA_LENGTH);
// more intensity the closer to line
- intensity *= 1.0f - sq(sqrt(linedistsq) / FOG_AREA_WIDTH);
+ intensity *= 1.0f - sq(Sqrt(linedistsq) / FOG_AREA_WIDTH);
if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x1FFF;
@@ -251,11 +251,11 @@ CPointLights::RenderFogEffect(void)
float dx = xi - aLights[i].coors.x;
float dy = yi - aLights[i].coors.y;
- float lightdist = sqrt(sq(dx) + sq(dy));
+ float lightdist = Sqrt(sq(dx) + sq(dy));
if(lightdist < FOG_AREA_RADIUS){
dx = xi - TheCamera.GetPosition().x;
dy = yi - TheCamera.GetPosition().y;
- float camdist = sqrt(sq(dx) + sq(dy));
+ float camdist = Sqrt(sq(dx) + sq(dy));
if(camdist < MAX_DIST){
float intensity;
// distance fade