Close #10: Apply ambient light zones
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@ -19,7 +19,7 @@ public class LightMapper
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private struct Settings
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private struct Settings
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{
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{
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public Vector3 AmbientLight;
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public Vector3[] AmbientLight;
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public bool Hdr;
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public bool Hdr;
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public SoftnessMode MultiSampling;
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public SoftnessMode MultiSampling;
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public float MultiSamplingCenterWeight;
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public float MultiSamplingCenterWeight;
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@ -76,12 +76,19 @@ public class LightMapper
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Direction = Vector3.Normalize(rendParams.sunlightDirection),
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Direction = Vector3.Normalize(rendParams.sunlightDirection),
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Color = Utils.HsbToRgb(rendParams.sunlightHue, rendParams.sunlightSaturation, rendParams.sunlightBrightness),
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Color = Utils.HsbToRgb(rendParams.sunlightHue, rendParams.sunlightSaturation, rendParams.sunlightBrightness),
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};
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};
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var ambientLight = rendParams.ambientLightZones.ToList();
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ambientLight.Insert(0, rendParams.ambientLight);
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for (var i = 0; i < ambientLight.Count; i++)
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{
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ambientLight[i] *= 255;
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}
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// TODO: lmParams LightmappedWater doesn't mean the game will actually *use* the lightmapped water hmm
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// TODO: lmParams LightmappedWater doesn't mean the game will actually *use* the lightmapped water hmm
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var settings = new Settings
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var settings = new Settings
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{
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{
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Hdr = worldRep.DataHeader.LightmapFormat == 2,
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Hdr = worldRep.DataHeader.LightmapFormat == 2,
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AmbientLight = rendParams.ambientLight * 255,
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AmbientLight = [..ambientLight],
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MultiSampling = lmParams.ShadowSoftness,
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MultiSampling = lmParams.ShadowSoftness,
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MultiSamplingCenterWeight = lmParams.CenterWeight,
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MultiSamplingCenterWeight = lmParams.CenterWeight,
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LightmappedWater = lmParams.LightmappedWater,
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LightmappedWater = lmParams.LightmappedWater,
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@ -475,7 +482,9 @@ public class LightMapper
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lightmap.Reset(Vector3.One * 255f, settings.Hdr);
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lightmap.Reset(Vector3.One * 255f, settings.Hdr);
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continue;
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continue;
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}
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}
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lightmap.Reset(settings.AmbientLight, settings.Hdr);
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var ambientLight = settings.AmbientLight[cell.ZoneInfo.GetAmbientLightZoneIndex()];
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lightmap.Reset(ambientLight, settings.Hdr);
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// Get world position of lightmap (0, 0) (+0.5 so we cast from the center of a pixel)
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// Get world position of lightmap (0, 0) (+0.5 so we cast from the center of a pixel)
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var topLeft = cell.Vertices[cell.Indices[cellIdxOffset]];
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var topLeft = cell.Vertices[cell.Indices[cellIdxOffset]];
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