Apply a 3x3 blur on the lightmap

This commit is contained in:
Magnus Norddahl 2021-10-16 04:46:53 +02:00
parent c76bf98834
commit e5816c7df4
1 changed files with 32 additions and 0 deletions

View File

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