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improve lighting, shadows, fix terrain triangle geometry
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1232 changed files with 629 additions and 207 deletions
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@ -14,15 +14,34 @@
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* - ambient: Multiplier for ambient light contribution (affects shadow darkness)
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*/
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export const TERRAIN_LIGHTING = {
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directional: 4,
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ambient: 1.5,
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};
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/**
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* Terrain lighting is handled via custom shader in terrainMaterial.ts.
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*
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* The shader implements Torque's gamma-space rendering formula (terrLighting.cc):
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* output = clamp(lighting × texture, 0, 1)
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*
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* Where:
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* - lighting = clamp(ambient + NdotL × shadowFactor × sunColor, 0, 1)
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* - NdotL from pre-computed terrain lightmap (smooth per-pixel normals)
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* - shadowFactor from Three.js real-time shadow maps
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*
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* No intensity multipliers are needed - the shader uses mission sun/ambient
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* colors directly and performs gamma-space math to match Torque's output.
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*/
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export const INTERIOR_LIGHTING = {
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directional: 3,
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ambient: 1,
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};
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/**
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* Interior lighting is handled via custom shader in interiorMaterial.ts.
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*
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* The shader implements Torque's gamma-space rendering formula:
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* output = clamp((scene_lighting + lightmap) × texture, 0, 1)
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*
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* Where:
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* - Outside surfaces (SurfaceOutsideVisible): scene lighting + lightmap
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* - Inside surfaces: lightmap only
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*
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* No intensity multipliers are needed - the shader extracts lighting values
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* from Three.js and performs gamma-space math to match Torque's output.
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*/
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export const SHAPE_LIGHTING = {
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directional: 1,
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