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Making maps brighter.
This is probably not the right way to do it, but oh well!
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@ -273,6 +273,12 @@ fn main() {
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if win.is_key_down(minifb::Key::L) {
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if is_camera {
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// TODO: implement removing horizon mapping.
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horizons = if horizons.is_some() {
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None
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} else {
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refresh_horizons(lgain, is_basement, is_water)
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};
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samples_changed = true;
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} else {
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is_shaded ^= true;
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samples_changed = true;
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@ -626,7 +626,7 @@ impl<'a> MapConfig<'a> {
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1.0
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}
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})
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.unwrap_or(alt as f64);
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.unwrap_or(1.0);
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let rgb = if is_shaded {
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// Phong reflection model with shadows:
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@ -643,7 +643,7 @@ impl<'a> MapConfig<'a> {
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//
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// for each light m,
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// i_m,d = (RGB) intensity of diffuse component of light source m
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let i_m_d = Rgb::new(0.45, 0.45, 0.45);
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let i_m_d = Rgb::new(1.0, 1.0, 1.0);
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// i_m,s = (RGB) intensity of specular component of light source m
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let i_m_s = Rgb::new(0.45, 0.45, 0.45);
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// let i_m_s = Rgb::new(0.45, 0.45, 0.45);
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