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Apply a 3x3 blur on the lightmap
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1 changed files with 32 additions and 0 deletions
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@ -463,6 +463,37 @@ void LightmapBuilder::FinishSurface(Surface *surface)
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surface->lightmapOffs[0] = x;
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surface->lightmapOffs[0] = x;
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surface->lightmapOffs[1] = y;
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surface->lightmapOffs[1] = y;
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#if 1
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// store results to lightmap texture
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float weights[9] = { 0.125f, 0.25f, 0.125f, 0.25f, 0.50f, 0.25f, 0.125f, 0.25f, 0.125f };
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for (int y = 0; y < sampleHeight; y++)
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{
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Vec3* src = &colorSamples[y * sampleWidth];
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for (int x = 0; x < sampleWidth; x++)
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{
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// gaussian blur with a 3x3 kernel
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Vec3 color = { 0.0f };
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for (int yy = -1; yy <= 1; yy++)
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{
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int yyy = clamp(y + yy, 0, sampleHeight - 1) - y;
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for (int xx = -1; xx <= 1; xx++)
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{
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int xxx = clamp(x + xx, 0, sampleWidth - 1);
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color += src[yyy * sampleWidth + xxx] * weights[4 + xx + yy * 3];
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}
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}
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color *= 0.5f;
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// get texture offset
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int offs = (((textureWidth * (y + surface->lightmapOffs[1])) + surface->lightmapOffs[0]) * 3);
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// convert RGB to bytes
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currentTexture[offs + x * 3 + 0] = floatToHalf(colorSamples[y * sampleWidth + x].x);
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currentTexture[offs + x * 3 + 1] = floatToHalf(colorSamples[y * sampleWidth + x].y);
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currentTexture[offs + x * 3 + 2] = floatToHalf(colorSamples[y * sampleWidth + x].z);
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}
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}
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#else
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// store results to lightmap texture
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// store results to lightmap texture
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for (int i = 0; i < sampleHeight; i++)
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for (int i = 0; i < sampleHeight; i++)
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{
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{
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@ -477,6 +508,7 @@ void LightmapBuilder::FinishSurface(Surface *surface)
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currentTexture[offs + j * 3 + 2] = floatToHalf(colorSamples[i * sampleWidth + j].z);
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currentTexture[offs + j * 3 + 2] = floatToHalf(colorSamples[i * sampleWidth + j].z);
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}
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}
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}
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}
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#endif
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}
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}
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}
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}
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