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	| Author | SHA1 | Date | 
|---|---|---|
|  | 1b962831a0 | |
|  | 7693261cd7 | 
|  | @ -72,7 +72,7 @@ public class LightMapper | ||||||
|         { |         { | ||||||
|             Enabled = rendParams.useSunlight, |             Enabled = rendParams.useSunlight, | ||||||
|             QuadLit = rendParams.sunlightMode is RendParams.SunlightMode.QuadUnshadowed or RendParams.SunlightMode.QuadObjcastShadows, |             QuadLit = rendParams.sunlightMode is RendParams.SunlightMode.QuadUnshadowed or RendParams.SunlightMode.QuadObjcastShadows, | ||||||
|             Direction = rendParams.sunlightDirection, |             Direction = Vector3.Normalize(rendParams.sunlightDirection), | ||||||
|             Color = Utils.HsbToRgb(rendParams.sunlightHue, rendParams.sunlightSaturation, rendParams.sunlightBrightness), |             Color = Utils.HsbToRgb(rendParams.sunlightHue, rendParams.sunlightSaturation, rendParams.sunlightBrightness), | ||||||
|         }; |         }; | ||||||
| 
 | 
 | ||||||
|  | @ -323,6 +323,11 @@ public class LightMapper | ||||||
|             // Odd choice I know |             // Odd choice I know | ||||||
|             cell.LightIndexCount++; |             cell.LightIndexCount++; | ||||||
|             cell.LightIndices.Add(0); |             cell.LightIndices.Add(0); | ||||||
|  |              | ||||||
|  |             // Additionally we'll add the sun to everything (yucky) | ||||||
|  |             cell.LightIndexCount++; | ||||||
|  |             cell.LightIndices.Add(0); | ||||||
|  |             cell.LightIndices[0]++; | ||||||
| 
 | 
 | ||||||
|             // The OG lightmapper uses the cell traversal to work out all the cells that |             // The OG lightmapper uses the cell traversal to work out all the cells that | ||||||
|             // are actually visited. We're a lot more coarse and just say if a cell is |             // are actually visited. We're a lot more coarse and just say if a cell is | ||||||
|  | @ -434,7 +439,7 @@ public class LightMapper | ||||||
|                             ? tracePoints |                             ? tracePoints | ||||||
|                             : GetTracePoints(pos, quadOffsets, renderPoly.Center, planeMapper, v2ds); |                             : GetTracePoints(pos, quadOffsets, renderPoly.Center, planeMapper, v2ds); | ||||||
|                          |                          | ||||||
|                         // TODO: This isn't quite right yet. It seems to be too bright |                         // This is almost perfect now. Any issues seem to be related to Dark not carrying HSB strength correctly | ||||||
|                         if (settings.Sunlight.Enabled) { |                         if (settings.Sunlight.Enabled) { | ||||||
|                             // Check if plane normal is facing towards the light |                             // Check if plane normal is facing towards the light | ||||||
|                             // If it's not then we're never going to be (directly) lit by this |                             // If it's not then we're never going to be (directly) lit by this | ||||||
|  |  | ||||||
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