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be95907352
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9bf80b1b5f
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@ -636,11 +636,10 @@ public class LightMapper
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var planeMapper = new MathUtils.PlanePointMapper(plane.Normal, vs[0], vs[1]);
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var planeMapper = new MathUtils.PlanePointMapper(plane.Normal, vs[0], vs[1]);
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var v2ds = planeMapper.MapTo2d(vs);
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var v2ds = planeMapper.MapTo2d(vs);
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// TODO: Only need to generate quadweights if there's any quadlights in the mission
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var (texU, texV) = renderPoly.TextureVectors;
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var (texU, texV) = renderPoly.TextureVectors;
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var (offsets, weights) =
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var (offsets, weights) =
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GetTraceOffsetsAndWeights(settings.MultiSampling, texU, texV, settings.MultiSamplingCenterWeight);
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GetTraceOffsetsAndWeights(settings.MultiSampling, texU, texV, settings.MultiSamplingCenterWeight);
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var (quadOffsets, quadWeights) = settings.MultiSampling != SoftnessMode.Standard
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var (quadOffsets, quadWeights) = settings.MultiSampling == SoftnessMode.HighFourPoint
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? (offsets, weights)
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? (offsets, weights)
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: GetTraceOffsetsAndWeights(SoftnessMode.HighFourPoint, texU, texV, settings.MultiSamplingCenterWeight);
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: GetTraceOffsetsAndWeights(SoftnessMode.HighFourPoint, texU, texV, settings.MultiSamplingCenterWeight);
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@ -655,7 +654,7 @@ public class LightMapper
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// TODO: Handle quad lit lights better. Right now we're computing two sets of points for every
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// TODO: Handle quad lit lights better. Right now we're computing two sets of points for every
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// luxel. Maybe it's better to only compute if we encounter a quadlit light?
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// luxel. Maybe it's better to only compute if we encounter a quadlit light?
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var tracePoints = GetTracePoints(pos, offsets, renderPoly.Center, planeMapper, v2ds);
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var tracePoints = GetTracePoints(pos, offsets, renderPoly.Center, planeMapper, v2ds);
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var quadTracePoints = settings.MultiSampling != SoftnessMode.Standard
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var quadTracePoints = settings.MultiSampling == SoftnessMode.HighFourPoint
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? tracePoints
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? tracePoints
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: GetTracePoints(pos, quadOffsets, renderPoly.Center, planeMapper, v2ds);
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: GetTracePoints(pos, quadOffsets, renderPoly.Center, planeMapper, v2ds);
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@ -800,7 +799,7 @@ public class LightMapper
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return mode switch
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return mode switch
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{
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{
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SoftnessMode.LowFourPoint or SoftnessMode.MediumFourPoint or SoftnessMode.HighFourPoint => (
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SoftnessMode.LowFourPoint or SoftnessMode.MediumFourPoint or SoftnessMode.HighFourPoint => (
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[-texU - texV, texU - texV, -texU + texV, texU + texV],
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[-texU - texV, -texU - texV, -texU + texV, texU + texV],
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[0.25f, 0.25f, 0.25f, 0.25f]),
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[0.25f, 0.25f, 0.25f, 0.25f]),
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SoftnessMode.MediumFivePoint or SoftnessMode.HighFivePoint => (
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SoftnessMode.MediumFivePoint or SoftnessMode.HighFivePoint => (
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[Vector3.Zero, -texU - texV, texU - texV, -texU + texV, texU + texV],
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[Vector3.Zero, -texU - texV, texU - texV, -texU + texV, texU + texV],
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@ -877,8 +876,7 @@ public class LightMapper
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origin = hitResult.Position += direction * MathUtils.Epsilon;
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origin = hitResult.Position += direction * MathUtils.Epsilon;
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}
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}
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// A large epsilon is used here to fix shadow acne on sloped surfaces :)
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return Math.Abs(hitDistanceFromTarget) < MathUtils.Epsilon;
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return Math.Abs(hitDistanceFromTarget) < 10 * MathUtils.Epsilon;
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}
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}
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// TODO: Can this be merged with the above?
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// TODO: Can this be merged with the above?
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