Fix incorrect anim light map layering
This commit is contained in:
parent
0a41d78cac
commit
c162a5028d
|
@ -152,6 +152,7 @@ public class WorldRep : IChunk
|
|||
|
||||
public class Lightmap
|
||||
{
|
||||
private readonly bool[] _litLayers;
|
||||
public List<byte[]> Pixels { get; set; }
|
||||
|
||||
public int Layers;
|
||||
|
@ -163,10 +164,12 @@ public class WorldRep : IChunk
|
|||
{
|
||||
var layers = 1 + BitOperations.PopCount(bitmask);
|
||||
var length = bytesPerPixel * width * height;
|
||||
_litLayers = new bool[33];
|
||||
Pixels = new List<byte[]>();
|
||||
for (var i = 0; i < layers; i++)
|
||||
{
|
||||
Pixels.Add(reader.ReadBytes(length));
|
||||
_litLayers[i] = true;
|
||||
}
|
||||
Layers = layers;
|
||||
Width = width;
|
||||
|
@ -246,6 +249,8 @@ public class WorldRep : IChunk
|
|||
pLayer[idx + 1] = (byte)Math.Clamp(pLayer[idx + 1] + g, 0, 255);
|
||||
pLayer[idx + 2] = (byte)Math.Clamp(pLayer[idx + 2] + b, 0, 255);
|
||||
pLayer[idx + 3] = 255;
|
||||
|
||||
_litLayers[layer] = true;
|
||||
}
|
||||
|
||||
public void AddLight(int layer, int x, int y, Vector3 color, float strength, bool hdr)
|
||||
|
@ -271,9 +276,18 @@ public class WorldRep : IChunk
|
|||
|
||||
public void Reset(Vector3 ambientLight, bool hdr)
|
||||
{
|
||||
Layers = 0;
|
||||
Layers = 33;
|
||||
Pixels.Clear();
|
||||
AddLayer();
|
||||
var bytesPerLayer = Width * Height * Bpp;
|
||||
for (var i = 0; i < Layers; i++)
|
||||
{
|
||||
Pixels.Add(new byte[bytesPerLayer]);
|
||||
for (var j = 0; j < bytesPerLayer; j++)
|
||||
{
|
||||
Pixels[i][j] = 0;
|
||||
}
|
||||
_litLayers[i] = false;
|
||||
}
|
||||
|
||||
for (var y = 0; y < Height; y++)
|
||||
{
|
||||
|
@ -284,22 +298,14 @@ public class WorldRep : IChunk
|
|||
}
|
||||
}
|
||||
|
||||
public void AddLayer()
|
||||
{
|
||||
var bytesPerLayer = Width * Height * Bpp;
|
||||
Pixels.Add(new byte[bytesPerLayer]);
|
||||
for (var j = 0; j < bytesPerLayer; j++)
|
||||
{
|
||||
Pixels[Layers][j] = 0;
|
||||
}
|
||||
Layers++;
|
||||
}
|
||||
|
||||
public void Write(BinaryWriter writer)
|
||||
{
|
||||
foreach (var layer in Pixels)
|
||||
for (var i = 0; i < Layers; i++)
|
||||
{
|
||||
writer.Write(layer);
|
||||
if (_litLayers[i])
|
||||
{
|
||||
writer.Write(Pixels[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -445,13 +445,6 @@ class Program
|
|||
foreach (var light in lights)
|
||||
{
|
||||
var layer = 0;
|
||||
if (light.anim)
|
||||
{
|
||||
// Because we're building the AnimLightBitmask in this loop we
|
||||
// know there aren't any layers set above us. So the target layer
|
||||
// is just the number of set bits + 1.
|
||||
layer = BitOperations.PopCount(info.AnimLightBitmask) + 1;
|
||||
}
|
||||
|
||||
// Check if plane normal is facing towards the light
|
||||
// If it's not then we're never going to be (directly) lit by this
|
||||
|
@ -535,11 +528,7 @@ class Program
|
|||
cell.AnimLights.Add((ushort)light.lightTableIndex);
|
||||
}
|
||||
info.AnimLightBitmask |= 1u << paletteIdx;
|
||||
|
||||
if (layer >= lightmap.Layers)
|
||||
{
|
||||
lightmap.AddLayer();
|
||||
}
|
||||
layer = paletteIdx + 1;
|
||||
}
|
||||
var strength = CalculateLightStrengthAtPoint(light, pos, plane);
|
||||
lightmap.AddLight(layer, x, y, light.color, strength, hdr);
|
||||
|
|
Loading…
Reference in New Issue