More accurate handling of lights hitting the luminance limit
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@ -1,4 +1,5 @@
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using System.Numerics;
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using System.Diagnostics;
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using System.Numerics;
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using KeepersCompound.LGS.Database;
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using KeepersCompound.LGS.Database;
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using KeepersCompound.LGS.Database.Chunks;
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using KeepersCompound.LGS.Database.Chunks;
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using TinyEmbree;
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using TinyEmbree;
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@ -311,10 +312,13 @@ class Program
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});
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});
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// cheeky epsilon
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// cheeky epsilon
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// TODO: Some pixels aren't hitting and I'm not sure why
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var hit = hitResult && Math.Abs(hitResult.Distance - direction.Length()) < 0.001;
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var hit = hitResult && Math.Abs(hitResult.Distance - direction.Length()) < 0.001;
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if (hit)
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if (hit)
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{
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{
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// TODO: This isn't perfectly accurate, but it's pretty fucking close tbh
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// Calculate light strength at a given point. As far as I can tell
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// this is exact to Dark (I'm a genius??). It's just an inverse distance
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// falloff with diffuse angle, except we have to scale the length.
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var dir = light.position - pos;
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var dir = light.position - pos;
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var angle = Vector3.Dot(Vector3.Normalize(dir), plane.Normal);
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var angle = Vector3.Dot(Vector3.Normalize(dir), plane.Normal);
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var len = dir.Length();
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var len = dir.Length();
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@ -325,8 +329,22 @@ class Program
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strength /= 2;
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strength /= 2;
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}
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}
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// We need to make sure we don't go over (255, 255, 255).
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// If we just do Max(color, (255, 255, 255)) then we change
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// the hue/saturation of coloured lights. Got to make sure we
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// maintain the colour ratios.
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var c = light.color * strength;
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var c = light.color * strength;
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c = Vector3.Min(Vector3.One * 255, c);
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var ratio = 0.0f;
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foreach (var e in new float[] { c.X, c.Y, c.Z })
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{
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ratio = Math.Max(ratio, e / 255.0f);
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}
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if (ratio > 1.0f)
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{
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c /= ratio;
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}
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lightmap.AddLight(0, x, y, (byte)c.X, (byte)c.Y, (byte)c.Z);
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lightmap.AddLight(0, x, y, (byte)c.X, (byte)c.Y, (byte)c.Z);
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}
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}
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}
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}
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