Add support for most of the shadow softness settings
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ff91ad567b
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@ -10,9 +10,10 @@ public class LightMapper
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{
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{
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private class Settings
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private class Settings
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{
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{
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public bool Hdr;
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public bool MultiSampling;
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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 SoftnessMode MultiSampling;
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public float MultiSamplingCenterWeight;
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}
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}
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private ResourcePathManager.CampaignResources _campaign;
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private ResourcePathManager.CampaignResources _campaign;
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@ -36,10 +37,11 @@ public class LightMapper
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_lights = [];
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_lights = [];
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}
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}
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public void Light(bool multiSampling)
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public void Light()
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{
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{
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// TODO: Throw?
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// TODO: Throw?
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if (!_mission.TryGetChunk<RendParams>("RENDPARAMS", out var rendParams) ||
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if (!_mission.TryGetChunk<RendParams>("RENDPARAMS", out var rendParams) ||
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!_mission.TryGetChunk<LmParams>("LM_PARAM", out var lmParams) ||
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!_mission.TryGetChunk<WorldRep>("WREXT", out var worldRep))
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!_mission.TryGetChunk<WorldRep>("WREXT", out var worldRep))
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{
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{
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return;
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return;
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@ -49,13 +51,16 @@ public class LightMapper
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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 = rendParams.ambientLight * 255,
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MultiSampling = multiSampling,
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MultiSampling = lmParams.ShadowSoftness,
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MultiSamplingCenterWeight = lmParams.CenterWeight,
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};
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};
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Timing.TimeStage("Gather Lights", BuildLightList);
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Timing.TimeStage("Gather Lights", BuildLightList);
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Timing.TimeStage("Set Light Indices", SetCellLightIndices);
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Timing.TimeStage("Set Light Indices", SetCellLightIndices);
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Timing.TimeStage("Trace Scene", () => TraceScene(settings));
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Timing.TimeStage("Trace Scene", () => TraceScene(settings));
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Timing.TimeStage("Update AnimLight Cell Mapping", SetAnimLightCellMaps);
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Timing.TimeStage("Update AnimLight Cell Mapping", SetAnimLightCellMaps);
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// lmParams.ShadowType = LmParams.LightingMode.Raycast;
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}
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}
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public void Save(string missionName)
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public void Save(string missionName)
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@ -435,26 +440,11 @@ public class LightMapper
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var pos = topLeft;
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var pos = topLeft;
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pos += x * 0.25f * renderPoly.TextureVectors.Item1;
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pos += x * 0.25f * renderPoly.TextureVectors.Item1;
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pos += y * 0.25f * renderPoly.TextureVectors.Item2;
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pos += y * 0.25f * renderPoly.TextureVectors.Item2;
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var hit = false;
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var strength = 0f;
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if (settings.MultiSampling)
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{
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var xOffset = 0.25f * 0.25f * renderPoly.TextureVectors.Item1;
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var yOffset = 0.25f * 0.25f * renderPoly.TextureVectors.Item2;
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hit |= TracePixel(light, pos - xOffset - yOffset, renderPoly.Center, plane, planeMapper, v2ds, ref strength);
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hit |= TracePixel(light, pos + xOffset - yOffset, renderPoly.Center, plane, planeMapper, v2ds, ref strength);
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hit |= TracePixel(light, pos - xOffset + yOffset, renderPoly.Center, plane, planeMapper, v2ds, ref strength);
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hit |= TracePixel(light, pos + xOffset + yOffset, renderPoly.Center, plane, planeMapper, v2ds, ref strength);
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strength /= 4f;
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}
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else
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{
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hit |= TracePixel(light, pos, renderPoly.Center, plane, planeMapper, v2ds, ref strength);
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}
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if (hit)
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if (TracePixelMultisampled(
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settings.MultiSampling, light, pos, renderPoly.Center, plane, planeMapper, v2ds,
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renderPoly.TextureVectors.Item1, renderPoly.TextureVectors.Item2,
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settings.MultiSamplingCenterWeight, out var strength))
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{
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{
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// If we're an anim light there's a lot of stuff we need to update
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// If we're an anim light there's a lot of stuff we need to update
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// Firstly we need to add the light to the cells anim light palette
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// Firstly we need to add the light to the cells anim light palette
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@ -484,6 +474,73 @@ public class LightMapper
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});
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});
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}
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}
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public bool TracePixelMultisampled(
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SoftnessMode mode,
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Light light,
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Vector3 pos,
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Vector3 polyCenter,
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Plane plane,
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MathUtils.PlanePointMapper planeMapper,
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Vector2[] v2ds,
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Vector3 texU,
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Vector3 texV,
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float centerWeight,
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out float strength)
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{
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bool FourPoint(float offsetScale, out float strength)
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{
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var hit = false;
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var xOffset = texU / offsetScale;
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var yOffset = texV / offsetScale;
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hit |= TracePixel(light, pos - xOffset - yOffset, polyCenter, plane, planeMapper, v2ds, out var strength1);
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hit |= TracePixel(light, pos + xOffset - yOffset, polyCenter, plane, planeMapper, v2ds, out var strength2);
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hit |= TracePixel(light, pos - xOffset + yOffset, polyCenter, plane, planeMapper, v2ds, out var strength3);
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hit |= TracePixel(light, pos + xOffset + yOffset, polyCenter, plane, planeMapper, v2ds, out var strength4);
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strength = (strength1 + strength2 + strength3 + strength4) / 4f;
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return hit;
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}
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bool FivePoint(float offsetScale, out float strength)
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{
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strength = 0f;
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var hit = false;
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hit |= TracePixel(light, pos, polyCenter, plane, planeMapper, v2ds, out var centerStrength);
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hit |= FourPoint(offsetScale, out strength);
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strength = (1.0f - centerWeight) * strength + centerWeight * centerStrength;
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return hit;
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}
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strength = 0f;
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var hit = false;
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switch (mode)
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{
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case SoftnessMode.Standard when light.QuadLit:
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case SoftnessMode.HighFourPoint:
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hit = FourPoint(4f, out strength);
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break;
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case SoftnessMode.HighFivePoint:
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hit = FivePoint(4f, out strength);
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break;
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case SoftnessMode.MediumFourPoint:
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hit = FourPoint(8f, out strength);
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break;
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case SoftnessMode.MediumFivePoint:
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hit = FivePoint(8f, out strength);
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break;
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case SoftnessMode.LowFourPoint:
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hit = FourPoint(16f, out strength);
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break;
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// TODO: Work out how the 8 points are sampled hmm
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case SoftnessMode.HighNinePoint:
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case SoftnessMode.MediumNinePoint:
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case SoftnessMode.Standard:
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hit = TracePixel(light, pos, polyCenter, plane, planeMapper, v2ds, out strength);
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break;
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}
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return hit;
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}
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private bool TracePixel(
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private bool TracePixel(
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Light light,
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Light light,
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Vector3 pos,
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Vector3 pos,
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@ -491,8 +548,10 @@ public class LightMapper
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Plane plane,
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Plane plane,
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MathUtils.PlanePointMapper planeMapper,
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MathUtils.PlanePointMapper planeMapper,
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Vector2[] v2ds,
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Vector2[] v2ds,
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ref float strength)
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out float strength)
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{
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{
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strength = 0f;
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// Embree has robustness issues when hitting poly edges which
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// Embree has robustness issues when hitting poly edges which
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// results in false misses. To alleviate this we pre-push everything
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// results in false misses. To alleviate this we pre-push everything
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// slightly towards the center of the poly.
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// slightly towards the center of the poly.
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@ -21,15 +21,13 @@ public class LightCommand : ICommand
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public required string MissionName { get; init; }
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public required string MissionName { get; init; }
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[CommandOption("output", 'o', Description = "Name of output file excluding extension.")]
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[CommandOption("output", 'o', Description = "Name of output file excluding extension.")]
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public string OutputName { get; init; } = "kc_lit";
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public string OutputName { get; init; } = "kc_lit";
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[CommandOption("multiSampling", 'm', Description = "Enables multi-sampled shadows. Higher quality but slower.")]
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public bool MultiSampling { get; init; } = false;
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public ValueTask ExecuteAsync(IConsole console)
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public ValueTask ExecuteAsync(IConsole console)
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{
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{
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Timing.Reset();
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Timing.Reset();
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var lightMapper = new LightMapper(InstallPath, CampaignName, MissionName);
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var lightMapper = new LightMapper(InstallPath, CampaignName, MissionName);
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lightMapper.Light(MultiSampling);
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lightMapper.Light();
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lightMapper.Save(OutputName);
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lightMapper.Save(OutputName);
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Timing.LogAll();
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Timing.LogAll();
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