fixed & improved Round Log shading
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@@ -18,7 +18,8 @@ fun Model.columnSide(radius: Double, yBottom: Double, yTop: Double, transform: (
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listOf(
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verticalRectangle(x1 = 0.0, z1 = 0.5, x2 = 0.5 - radius, z2 = 0.5, yBottom = yBottom, yTop = yTop)
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.clampUV(minU = 0.0, maxU = 0.5 - radius)
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.setAoShader(faceOrientedInterpolate(overrideFace = SOUTH)),
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.setAoShader(faceOrientedInterpolate(overrideFace = SOUTH))
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.setAoShader(faceOrientedAuto(corner = cornerAo(Axis.Y)), predicate = { v, vi -> vi == 1 || vi == 2}),
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verticalRectangle(x1 = 0.5 - radius, z1 = 0.5, x2 = 0.5 - halfRadius, z2 = 0.5 - halfRadius, yBottom = yBottom, yTop = yTop)
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.clampUV(minU = 0.5 - radius)
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@@ -44,6 +45,7 @@ fun Model.columnSide(radius: Double, yBottom: Double, yTop: Double, transform: (
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verticalRectangle(x1 = 0.5, z1 = 0.5 - radius, x2 = 0.5, z2 = 0.0, yBottom = yBottom, yTop = yTop)
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.clampUV(minU = radius - 0.5, maxU = 0.0)
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.setAoShader(faceOrientedInterpolate(overrideFace = EAST))
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.setAoShader(faceOrientedAuto(corner = cornerAo(Axis.Y)), predicate = { v, vi -> vi == 0 || vi == 3})
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).forEach { transform(it.setFlatShader(FaceFlat(EAST))).add() }
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quads.exchange(1, 2)
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@@ -64,7 +66,7 @@ fun Model.columnSideSquare(yBottom: Double, yTop: Double, transform: (Quad) -> Q
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verticalRectangle(x1 = 0.5, z1 = 0.5, x2 = 0.5, z2 = 0.0, yBottom = yBottom, yTop = yTop)
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.clampUV(maxU = 0.0)
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.setAoShader(faceOrientedInterpolate(overrideFace = EAST))
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.setAoShader(faceOrientedAuto(corner = cornerAo(Axis.Y)), predicate = { v, vi -> vi == 1 || vi == 2})
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.setAoShader(faceOrientedAuto(corner = cornerAo(Axis.Y)), predicate = { v, vi -> vi == 0 || vi == 3})
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).forEach {
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transform(it.setFlatShader(faceOrientedAuto(corner = cornerFlat))).add()
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}
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@@ -45,6 +45,19 @@ fun brSum(multiplier: Float?, vararg brightness: Int): Int {
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return result
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}
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fun brWeighted(br1: Int, weight1: Float, br2: Int, weight2: Float): Int {
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val w1int = (weight1 * 256.0f + 0.5f).toInt()
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val w2int = (weight2 * 256.0f + 0.5f).toInt()
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var result = 0
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brightnessComponents.forEachIndexed { idx, shift ->
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val comp1 = (br1 shr shift) and 15
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val comp2 = (br2 shr shift) and 15
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val compWeighted = (comp1 * w1int + comp2 * w2int) / 256
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result = result or ((compWeighted and 15) shl shift)
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}
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return result
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}
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data class HSB(var hue: Float, var saturation: Float, var brightness: Float) {
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companion object {
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fun fromColor(color: Int): HSB {
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@@ -106,7 +106,7 @@ interface Shader {
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red = min(shading1.red * weight1 + shading2.red * weight2, 1.0f)
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green = min(shading1.green * weight1 + shading2.green * weight2, 1.0f)
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blue = min(shading1.blue * weight1 + shading2.blue * weight2, 1.0f)
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brightness = brSum(null, shading1.brightness brMul weight1, shading2.brightness brMul weight2)
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brightness = brWeighted(shading1.brightness, weight1, shading2.brightness, weight2)
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}
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/**
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