improve baked lighting and improve wireframe perf
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parent
8c0777b547
commit
13263b91c6
5 changed files with 59 additions and 17 deletions
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@ -533,8 +533,9 @@ fn compute_vertex_light(
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let light_dir = to_light.normalize();
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let ndotl = normal.dot(light_dir).max(0.0);
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let attenuation = (1.0 - dist / light.radius).max(0.0);
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let attenuation = attenuation * attenuation;
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let dist_sq = to_light.dot(to_light);
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let radius_sq = light.radius * light.radius;
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let attenuation = (1.0 - dist_sq / radius_sq).max(0.0);
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total += light.intensity * ndotl * attenuation;
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}
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@ -1056,7 +1057,7 @@ pub fn generate_rooms(params: &ProcgenParams) -> Bsp {
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Some(LightSource {
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position: Vec3::new(cx, light_height, cz),
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intensity: 1.8,
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intensity: 1.5,
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radius: 160.0,
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})
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}).collect();
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