Make lighting use all cores
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dca1b1e5ed
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@ -52,7 +52,7 @@ class Program
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if (!mis.Chunks.TryGetValue("RENDPARAMS", out var rendParamsRaw))
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return;
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var ambient = ((RendParams)rendParamsRaw).ambientLight * 255;
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Timing.TimeStage("Light", () => CastScene(scene, worldRep, [.. lights], ambient));
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Timing.TimeStage("Light", () => CastSceneParallel(scene, worldRep, [.. lights], ambient));
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var dir = Path.GetDirectoryName(misPath);
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var filename = Path.GetFileNameWithoutExtension(misPath);
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@ -214,16 +214,12 @@ class Program
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return new TriangleMesh([.. vertices], [.. indices]);
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}
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private static void CastScene(Raytracer scene, WorldRep wr, Light[] lights, Vector3 ambientLight)
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private static void CastSceneParallel(Raytracer scene, WorldRep wr, Light[] lights, Vector3 ambientLight)
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{
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var hdr = wr.DataHeader.LightmapFormat == 2;
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var cells = wr.Cells;
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for (var cellIdx = 0; cellIdx < cells.Length; cellIdx++)
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Parallel.ForEach(wr.Cells, cell =>
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{
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Console.Write($"\rLighting cell... {cellIdx + 1}/{cells.Length}");
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var cell = cells[cellIdx];
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var numPolys = cell.PolyCount;
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var numRenderPolys = cell.RenderPolyCount;
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var numPortalPolys = cell.PortalPolyCount;
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@ -232,7 +228,7 @@ class Program
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// Portal polys can be render polys (e.g. water) but we're ignoring them for now
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if (numRenderPolys == 0 || numPortalPolys >= numPolys)
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{
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continue;
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return;
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}
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var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
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@ -348,9 +344,7 @@ class Program
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cellIdxOffset += poly.VertexCount;
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}
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}
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Console.Write("\n");
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});
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}
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private static float CalculateLightStrengthAtPoint(Light light, Vector3 point, Plane plane)
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