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3 Commits
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cb526c634c
Author | SHA1 | Date |
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Jarrod Doyle | cb526c634c | |
Jarrod Doyle | dca1b1e5ed | |
Jarrod Doyle | dcecc33bcd |
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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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@ -52,7 +52,7 @@ class Program
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if (!mis.Chunks.TryGetValue("RENDPARAMS", out var rendParamsRaw))
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if (!mis.Chunks.TryGetValue("RENDPARAMS", out var rendParamsRaw))
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return;
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return;
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var ambient = ((RendParams)rendParamsRaw).ambientLight * 255;
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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 dir = Path.GetDirectoryName(misPath);
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var filename = Path.GetFileNameWithoutExtension(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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return new TriangleMesh([.. vertices], [.. indices]);
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}
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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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{
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var hdr = wr.DataHeader.LightmapFormat == 2;
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var hdr = wr.DataHeader.LightmapFormat == 2;
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var cells = wr.Cells;
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Parallel.ForEach(wr.Cells, cell =>
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for (var cellIdx = 0; cellIdx < cells.Length; cellIdx++)
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{
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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 numPolys = cell.PolyCount;
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var numRenderPolys = cell.RenderPolyCount;
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var numRenderPolys = cell.RenderPolyCount;
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var numPortalPolys = cell.PortalPolyCount;
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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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// 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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if (numRenderPolys == 0 || numPortalPolys >= numPolys)
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{
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{
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continue;
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return;
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}
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}
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var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
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var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
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@ -339,36 +335,8 @@ class Program
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var hit = hitResult && Math.Abs(hitResult.Distance - direction.Length()) < MathUtils.Epsilon;
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var hit = hitResult && Math.Abs(hitResult.Distance - direction.Length()) < MathUtils.Epsilon;
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if (hit)
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if (hit)
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{
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{
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// Calculate light strength at a given point. As far as I can tell
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var strength = CalculateLightStrengthAtPoint(light, pos, plane);
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// this is exact to Dark (I'm a genius??). It's just an inverse distance
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lightmap.AddLight(0, x, y, light.color, strength, hdr);
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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 angle = Vector3.Dot(Vector3.Normalize(dir), plane.Normal);
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var len = dir.Length();
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var slen = len / 4.0f;
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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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// 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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@ -376,9 +344,21 @@ class Program
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cellIdxOffset += poly.VertexCount;
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cellIdxOffset += poly.VertexCount;
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}
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}
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}
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});
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}
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Console.Write("\n");
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private static float CalculateLightStrengthAtPoint(Light light, Vector3 point, Plane plane)
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{
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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 - point;
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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 slen = len / 4.0f;
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var strength = (angle + 1.0f) / slen;
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return strength;
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}
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}
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private static void ResetLightmap(Vector3 ambientLight, WorldRep.Cell.Lightmap lightmap, bool hdr)
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private static void ResetLightmap(Vector3 ambientLight, WorldRep.Cell.Lightmap lightmap, bool hdr)
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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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