Handle HDR and light strength multiplication in AddLight
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@ -243,6 +243,32 @@ public class WorldRep : IChunk
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Pixels[idx + 3] = 255;
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Pixels[idx + 3] = 255;
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}
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}
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public void AddLight(int layer, int x, int y, Vector3 color, float strength, bool hdr)
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{
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if (hdr)
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{
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strength /= 2.0f;
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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 = color * strength;
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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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AddLight(layer, x, y, (byte)c.X, (byte)c.Y, (byte)c.Z);
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}
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public readonly void Write(BinaryWriter writer)
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public readonly void Write(BinaryWriter writer)
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{
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{
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writer.Write(Pixels);
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writer.Write(Pixels);
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@ -347,28 +347,8 @@ class Program
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var len = dir.Length();
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var len = dir.Length();
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var slen = len / 4.0f;
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var slen = len / 4.0f;
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var strength = (angle + 1.0f) / slen;
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var strength = (angle + 1.0f) / slen;
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if (hdr)
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{
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strength /= 2;
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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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lightmap.AddLight(0, x, y, light.color, strength, hdr);
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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 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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}
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}
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}
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}
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}
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}
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@ -388,17 +368,11 @@ class Program
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lightmap.Pixels[i] = 0;
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lightmap.Pixels[i] = 0;
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}
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}
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var c = ambientLight;
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if (hdr)
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{
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c /= 2.0f;
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}
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for (var y = 0; y < lightmap.Height; y++)
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for (var y = 0; y < lightmap.Height; y++)
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{
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{
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for (var x = 0; x < lightmap.Width; x++)
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for (var x = 0; x < lightmap.Width; x++)
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{
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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, ambientLight, 1.0f, hdr);
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}
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}
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}
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}
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}
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}
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