Merge pull request #1027 from redbirdly/patch-6
Improve lightmap.js and fix bug caused by 1.11 update
This commit is contained in:
commit
020b918065
236
mods/lightmap.js
236
mods/lightmap.js
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@ -1,5 +1,4 @@
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// Redbirdly's Mod that adds a better light system
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// if the mod is too laggy, use fast_lightmap.js
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if (!enabledMods.includes("mods/betterSettings.js")) { enabledMods.unshift("mods/betterSettings.js"); localStorage.setItem("enabledMods", JSON.stringify(enabledMods)); window.location.reload() };
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var lightmap = [];
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var nextLightmap = [];
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@ -9,12 +8,15 @@ var lightSourceBoost = 2;
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var pixelSizeQuarter = pixelSizeHalf / 2;
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var falloff = 0.8;
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// Define RGB colors
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var coldFireColor = [0, 191, 255];
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var fireflyColor = [240, 255, 70];
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var radColor = [75, 100, 30];
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var strangeMatterColor = [220 * 0.3, 255 * 0.3, 210 * 0.3];
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var sparkColors = [[255, 210, 120], [255, 140, 10]];
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// BetterSettings.js integration
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var lightmap_settingsTab = new SettingsTab("Lightmap");
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var resolution_setting = new Setting("Resolution (higher number = lower quality)", "resolution", settingType.NUMBER, false, defaultValue=2);
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lightmap_settingsTab.registerSettings("Resolution", resolution_setting);
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settingsManager.registerTab(lightmap_settingsTab);
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function getRandomElement(arr) {
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return arr[Math.floor(Math.random() * arr.length)];
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@ -22,35 +24,34 @@ function getRandomElement(arr) {
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if (!rgbToArray) {
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function rgbToArray(colorString) {
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if (typeof colorString !== 'string') {
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console.error('Invalid colorString:', colorString);
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if (typeof colorString !== "string") {
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console.error("Invalid colorString:", colorString);
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return null;
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}
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if (colorString.startsWith('rgb')) {
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return colorString.slice(4, -1).split(',').map(val => parseInt(val.trim()));
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} else if (colorString.startsWith('#')) {
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if (colorString.startsWith("rgb")) {
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return colorString
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.slice(4, -1)
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.split(",")
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.map(val => parseInt(val.trim()));
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} else if (colorString.startsWith("#")) {
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let hex = colorString.slice(1);
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// Handle shorthand hex (e.g., #03F)
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if (hex.length === 3) {
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hex = hex.split('').map(char => char + char).join('');
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hex = hex
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.split("")
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.map(char => char + char)
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.join("");
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}
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if (hex.length !== 6) {
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console.error('Invalid hex color:', colorString);
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console.error("Invalid hex color:", colorString);
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return null;
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}
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const r = parseInt(hex.slice(0, 2), 16);
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const g = parseInt(hex.slice(2, 4), 16);
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const b = parseInt(hex.slice(4, 6), 16);
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var r = parseInt(hex.slice(0, 2), 16);
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var g = parseInt(hex.slice(2, 4), 16);
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var b = parseInt(hex.slice(4, 6), 16);
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return [r, g, b];
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} else {
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console.error('Invalid color format:', colorString);
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return null;
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}
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console.error("Invalid color format:", colorString);
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return null;
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}
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}
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@ -59,19 +60,20 @@ function scaleList(numbers, scale) {
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}
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function initializeLightmap(_width, _height) {
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const lightmapWidth = Math.ceil(_width / lightmapScale);
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const lightmapHeight = Math.ceil(_height / lightmapScale);
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lightmapWidth = Math.ceil(_width / lightmapScale) + 1;
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lightmapHeight = Math.ceil(_height / lightmapScale) + 1;
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const createLightmapArray = (width, height) =>
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Array.from({ length: height }, () =>
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Array.from({ length: width }, () => ({ color: [0, 0, 0] }))
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);
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function createLightmapArray(width_, height_) {
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return Array.from({ length: height_ }, () =>
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Array.from({ length: width_ }, () => ({ color: [0, 0, 0] }))
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);
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}
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const newLightmap = createLightmapArray(lightmapWidth, lightmapHeight);
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const newNextLightmap = createLightmapArray(lightmapWidth, lightmapHeight);
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var newLightmap = createLightmapArray(lightmapWidth, lightmapHeight);
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var newNextLightmap = createLightmapArray(lightmapWidth, lightmapHeight);
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lightmap = newLightmap;
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nextLightmap = newNextLightmap;
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lightmap = newLightmap;
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nextLightmap = newNextLightmap;
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}
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function deepCopy(source, target) {
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@ -88,12 +90,11 @@ function propagateLightmap() {
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var width = lightmap[0].length;
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var height = lightmap.length;
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var neighbors = [
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{ dx: 1, dy: 0 },
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{ dx: -1, dy: 0 },
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{ dx: 0, dy: 1 },
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{ dx: 0, dy: -1 },
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{ dx: 0, dy: -1 }
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];
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for (var y = 0; y < height; y++) {
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@ -114,9 +115,9 @@ function propagateLightmap() {
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nextLightmap[y][x] = {
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color: [
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Math.min(Math.max(0, totalColor[0] / neighborCount * falloff), 255 * 8),
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Math.min(Math.max(0, totalColor[1] / neighborCount * falloff), 255 * 8),
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Math.min(Math.max(0, totalColor[2] / neighborCount * falloff), 255 * 8)
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Math.min(Math.max(0, (totalColor[0] / neighborCount) * falloff), 255 * 8),
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Math.min(Math.max(0, (totalColor[1] / neighborCount) * falloff), 255 * 8),
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Math.min(Math.max(0, (totalColor[2] / neighborCount) * falloff), 255 * 8)
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]
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};
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}
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@ -126,67 +127,96 @@ function propagateLightmap() {
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}
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function rgbToHsv(r, g, b) {
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r /= 255; g /= 255; b /= 255;
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var max = Math.max(r, g, b), min = Math.min(r, g, b);
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var h, s, v = max;
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r /= 255;
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g /= 255;
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b /= 255;
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var max = Math.max(r, g, b);
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var min = Math.min(r, g, b);
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var h, s;
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var v = max;
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var d = max - min;
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s = max === 0 ? 0 : d / max;
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if (max === min) {
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h = 0;
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} else {
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switch (max) {
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case r: h = (g - b) / d + (g < b ? 6 : 0); break;
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case g: h = (b - r) / d + 2; break;
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case b: h = (r - g) / d + 4; break;
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case r:
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h = (g - b) / d + (g < b ? 6 : 0);
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break;
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case g:
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h = (b - r) / d + 2;
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break;
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case b:
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h = (r - g) / d + 4;
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break;
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}
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h /= 6;
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}
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return [h, s, v];
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}
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function hsvToRgb(h, s, v) {
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var r, g, b;
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var i = Math.floor(h * 6);
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var f = h * 6 - i;
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var p = v * (1 - s);
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var q = v * (1 - f * s);
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var t = v * (1 - (1 - f) * s);
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var r, g, b;
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switch (i % 6) {
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case 0: r = v; g = t; b = p; break;
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case 1: r = q; g = v; b = p; break;
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case 2: r = p; g = v; b = t; break;
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case 3: r = p; g = q; b = v; break;
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case 4: r = t; g = p; b = v; break;
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case 5: r = v; g = p; b = q; break;
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case 0:
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r = v;
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g = t;
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b = p;
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break;
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case 1:
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r = q;
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g = v;
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b = p;
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break;
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case 2:
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r = p;
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g = v;
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b = t;
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break;
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case 3:
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r = p;
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g = q;
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b = v;
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break;
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case 4:
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r = t;
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g = p;
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b = v;
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break;
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case 5:
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r = v;
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g = p;
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b = q;
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break;
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}
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return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
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}
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function renderLightmapPrePixel(ctx) {
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if (!lightmap || !lightmap[0]) return;
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if (!lightmap || !lightmap[0]) return;
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var _width = lightmap[0].length;
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var _height = lightmap.length;
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var _width = lightmap[0].length;
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var _height = lightmap.length;
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for (var y = 0; y < _height; y++) {
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for (var x = 0; x < _width; x++) {
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var color = lightmap[y][x].color;
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var r = color[0];
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var g = color[1];
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var b = color[2];
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for (var y = 0; y < _height; y++) {
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for (var x = 0; x < _width; x++) {
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var { color } = lightmap[y][x];
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var [r, g, b] = color;
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if (r > 16 || g > 16 || b > 16) {
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var hsv = rgbToHsv(r, g, b);
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var newColor = hsvToRgb(hsv[0], hsv[1], 1);
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var alpha = hsv[2];
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if (r > 16 || g > 16 || b > 16) {
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var [h, s, v] = rgbToHsv(r, g, b);
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var newColor = hsvToRgb(h, s, 1);
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var alpha = v;
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ctx.globalAlpha = 1.0;
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ctx.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.4})`;
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ctx.globalAlpha = 1.0;
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ctx.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.4})`;
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ctx.fillRect(
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x * pixelSize * lightmapScale,
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y * pixelSize * lightmapScale,
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@ -201,27 +231,39 @@ function renderLightmapPrePixel(ctx) {
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pixelSize * lightmapScale * 2,
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pixelSize * lightmapScale * 2
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);
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}
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}
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}
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}
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}
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}
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}
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// Register the function to run before each pixel is rendered
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// Main loop
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renderPrePixel(function(ctx) {
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if (!paused) {propagateLightmap();}
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renderLightmapPrePixel(ctx);
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// Reset lightmap if resolution changed
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if (resolution_setting.value != lightmapScale) {
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lightmapScale = resolution_setting.value;
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initializeLightmap(width, height);
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return;
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}
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if (!paused) {
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propagateLightmap();
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}
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renderLightmapPrePixel(ctx);
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});
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function glowItsOwnColor(pixel) {
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if (!pixel.color) {return;}
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if (!pixel.color) return;
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var x = Math.floor(pixel.x / lightmapScale);
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var y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: scaleList(rgbToArray(pixel.color), lightSourceBoost) };
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try {
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lightmap[y][x] = { color: scaleList(rgbToArray(pixel.color), lightSourceBoost) };
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} catch (e) {
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console.log(e, pixel, pixel.color, rgbToArray(pixel.color), x, y)
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}
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}
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function glowItsOwnColorIfPowered(pixel) {
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if (!pixel.charge || pixel.charge <= 0) {return;}
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if (!pixel.charge || pixel.charge <= 0) return;
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if (!pixel.color) return;
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var x = Math.floor(pixel.x / lightmapScale);
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var y = Math.floor(pixel.y / lightmapScale);
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@ -229,7 +271,7 @@ function glowItsOwnColorIfPowered(pixel) {
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}
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function glowColor(pixel, color) {
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if (!color) {return;}
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if (!color) return;
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var x = Math.floor(pixel.x / lightmapScale);
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var y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: scaleList(color, lightSourceBoost) };
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@ -241,7 +283,6 @@ function glowRadiationColor(pixel) {
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lightmap[y][x] = { color: scaleList(radColor, lightSourceBoost) };
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}
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// Define element tick functions
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var originalStrangeMatterTick = elements.strange_matter.tick;
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elements.strange_matter.tick = function(pixel) {
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originalStrangeMatterTick(pixel);
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@ -266,9 +307,9 @@ elements.laser.tick = function(pixel) {
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glowColor(pixel, scaleList(rgbToArray(pixel.color), 0.5));
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};
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var originalFireTick2 = elements.fire.tick;
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var originalFireTick3 = elements.fire.tick;
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elements.fire.tick = function(pixel) {
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originalFireTick2(pixel);
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originalFireTick3(pixel);
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glowItsOwnColor(pixel);
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};
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@ -287,10 +328,8 @@ elements.rainbow.tick = function(pixel) {
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var originalFireflyTick = elements.firefly.tick;
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elements.firefly.tick = function(pixel) {
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originalFireflyTick(pixel);
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var x = Math.floor(pixel.x / lightmapScale);
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var y = Math.floor(pixel.y / lightmapScale);
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var tickMod = pixelTicks % pixel.fff;
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var num;
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@ -315,10 +354,8 @@ elements.sun.tick = glowItsOwnColor;
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elements.magma.tick = glowItsOwnColor;
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elements.plasma.tick = glowItsOwnColor;
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elements.fw_ember.tick = glowItsOwnColor;
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elements.cold_fire.tick = glowItsOwnColor;
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// Radioactive elements
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var radioactiveElements = [
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"uranium", "radiation", "rad_glass", "fallout",
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"molten_uranium", "rad_shard", "rad_cloud", "rad_steam"
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@ -327,12 +364,11 @@ radioactiveElements.forEach(element => {
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elements[element].tick = glowRadiationColor;
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});
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window.addEventListener('load', () => {
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initializeLightmap(width, height);
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var fireflyColor = [240, 255, 70];
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var radColor = [75, 100, 30];
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var strangeMatterColor = [220 * 0.3, 255 * 0.3, 210 * 0.3];
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var sparkColors = [[255, 210, 120], [255, 140, 10]];
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var originalResizeCanvas = resizeCanvas;
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resizeCanvas = function(newHeight, newWidth, newPixelSize, clear) {
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originalResizeCanvas(newHeight, newWidth, newPixelSize, clear);
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initializeLightmap(width, height);
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};
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runAfterReset(() => {
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initializeLightmap(width, height);
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});
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