Problem mit der Beleuchtungder Imposter Images behoben
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@@ -197,6 +197,7 @@ public class BlightGame extends SimpleApplication {
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keyBindings = KeyBindingStore.load();
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graphicsSettings = GraphicsStore.load();
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audioSettings = AudioSettingsStore.load();
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de.blight.game.state.ModelLodControl.debugLod2 = graphicsSettings.debugLod2;
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startTimeMs = System.currentTimeMillis();
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initialFixDone = false;
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@@ -478,6 +479,8 @@ public class BlightGame extends SimpleApplication {
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rebuildState(HudState.class);
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rebuildState(HotbarState.class);
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rebuildState(LoadingScreenState.class);
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JmeConsole console = stateManager.getState(JmeConsole.class);
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if (console != null) console.rebuild();
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}
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private <T extends com.jme3.app.state.BaseAppState> void rebuildState(Class<T> cls) {
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@@ -550,6 +553,73 @@ public class BlightGame extends SimpleApplication {
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return "Unbekanntes Wetter. Erlaubt: sunny, cloudy, overcast, storm";
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}
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});
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console.registerCommand("set", args -> {
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if (args.length < 3)
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return "Syntax: set <schlüssel> <wert>"
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+ " | debugLod2, width, height, fullscreen, vsync, samples, viewDistance, shadowQuality";
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String key = args[1].toLowerCase();
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String val = args[2];
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return switch (key) {
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case "debuglod2" -> {
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boolean v = Boolean.parseBoolean(val);
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graphicsSettings.debugLod2 = v;
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de.blight.game.state.ModelLodControl.debugLod2 = v;
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GraphicsStore.save(graphicsSettings);
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yield "debugLod2 = " + v;
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}
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case "width" -> {
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try { graphicsSettings.width = Integer.parseInt(val); }
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catch (NumberFormatException e) { yield "Fehler: ganze Zahl erwartet"; }
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GraphicsStore.save(graphicsSettings);
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yield "width = " + graphicsSettings.width + " (Neustart erforderlich)";
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}
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case "height" -> {
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try { graphicsSettings.height = Integer.parseInt(val); }
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catch (NumberFormatException e) { yield "Fehler: ganze Zahl erwartet"; }
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GraphicsStore.save(graphicsSettings);
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yield "height = " + graphicsSettings.height + " (Neustart erforderlich)";
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}
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case "fullscreen" -> {
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graphicsSettings.fullscreen = Boolean.parseBoolean(val);
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GraphicsStore.save(graphicsSettings);
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yield "fullscreen = " + graphicsSettings.fullscreen + " (Neustart erforderlich)";
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}
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case "vsync" -> {
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graphicsSettings.vsync = Boolean.parseBoolean(val);
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GraphicsStore.save(graphicsSettings);
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yield "vsync = " + graphicsSettings.vsync + " (Neustart erforderlich)";
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}
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case "samples" -> {
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try { graphicsSettings.samples = Integer.parseInt(val); }
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catch (NumberFormatException e) { yield "Fehler: ganze Zahl erwartet"; }
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GraphicsStore.save(graphicsSettings);
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yield "samples = " + graphicsSettings.samples + " (Neustart erforderlich)";
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}
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case "viewdistance" -> {
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try {
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graphicsSettings.viewDistance =
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GraphicsSettings.ViewDistance.valueOf(val.toUpperCase());
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} catch (IllegalArgumentException e) {
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yield "Unbekannt. Erlaubt: SHORT, NORMAL, FAR";
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}
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GraphicsStore.save(graphicsSettings);
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yield "viewDistance = " + graphicsSettings.viewDistance + " (Neustart erforderlich)";
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}
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case "shadowquality" -> {
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try {
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graphicsSettings.shadowQuality =
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GraphicsSettings.ShadowQuality.valueOf(val.toUpperCase());
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} catch (IllegalArgumentException e) {
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yield "Unbekannt. Erlaubt: LOW, MEDIUM, HIGH";
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}
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GraphicsStore.save(graphicsSettings);
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yield "shadowQuality = " + graphicsSettings.shadowQuality + " (Neustart erforderlich)";
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}
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default -> "Unbekannter Schlüssel: " + args[1]
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+ " | Erlaubt: debugLod2, width, height, fullscreen, vsync, samples, viewDistance, shadowQuality";
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};
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});
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}
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// Vollbild sicherstellen: GLFW ist hier bereits durch JME3 initialisiert.
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@@ -8,6 +8,8 @@ public class GraphicsSettings {
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public int samples = 4;
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public ViewDistance viewDistance = ViewDistance.NORMAL;
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public ShadowQuality shadowQuality = ShadowQuality.MEDIUM;
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/** Verstecktes Debug-Flag: erzwingt LOD2 (Impostor) für alle Objekte. Nur per Konsole setzbar. */
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public boolean debugLod2 = false;
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/**
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* Schattenqualitäts-Stufen.
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@@ -31,6 +31,9 @@ public class ModelLodControl extends AbstractControl {
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private static final Logger log = LoggerFactory.getLogger(ModelLodControl.class);
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/** Erzwingt LOD2 für alle Instanzen. Wird per Konsolen-Befehl "set debugLod2 true" gesetzt. */
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public static volatile boolean debugLod2 = false;
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private final Camera cam;
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private final float lod1DistSq;
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private final float lod2DistSq;
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@@ -119,7 +122,10 @@ public class ModelLodControl extends AbstractControl {
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// Fehlt LOD1 aber LOD2 vorhanden: bei lod1Distance direkt zu LOD2 wechseln (nicht ausblenden).
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// Fehlt beides (z.B. Kaktusfeige): ab lod1Distance ausblenden.
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int targetSlot;
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if (distSq >= lod2DistSq) {
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if (debugLod2) {
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// Debug: erzwingt die niedrigste verfügbare LOD-Stufe
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targetSlot = hasLod2 ? 2 : (hasLod1 ? 1 : 0);
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} else if (distSq >= lod2DistSq) {
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targetSlot = hasLod2 ? 2 : -1;
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} else if (distSq >= lod1DistSq) {
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if (hasLod1) targetSlot = 1;
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@@ -41,10 +41,16 @@ public class WorldObjectsState extends BaseAppState {
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private final List<Material> sceneLitMaterials = new ArrayList<>();
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private final List<Material> windMaterials = new ArrayList<>();
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private final List<Material> pbrMaterials = new ArrayList<>();
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/** Impostor-Unshaded-Materialien: erhalten pro Frame einen Ambient-Tint (Color-Uniform). */
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/** Impostor-Unshaded-Materialien: erhalten pro Frame einen Tint (Color-Uniform). */
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private final List<Material> impostorMaterials = new ArrayList<>();
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/** Capture-Ambient, mit dem der Impostor-Atlas gerendert wurde. Normalisiert den Tint. */
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private static final float IMPOSTOR_CAP_AMB = 0.30f;
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// Licht-Werte beim Impostor-Atlas-Capture (aus ImpostorUtil): Haupt-Sonne + Ambient.
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// Tint = (aktSonne + aktAmbient) / (capSonne + capAmbient) → folgt dem Tageszyklus.
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private static final float IMPOSTOR_CAP_SUN_R = 0.70f;
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private static final float IMPOSTOR_CAP_SUN_G = 0.65f;
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private static final float IMPOSTOR_CAP_SUN_B = 0.52f;
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private static final float IMPOSTOR_CAP_AMB_R = 0.30f;
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private static final float IMPOSTOR_CAP_AMB_G = 0.30f;
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private static final float IMPOSTOR_CAP_AMB_B = 0.32f;
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private float debugTimer = 0f;
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private float lodFactor = 1.0f;
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@@ -174,12 +180,12 @@ public class WorldObjectsState extends BaseAppState {
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for (Material mat : pbrMaterials) {
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mat.setColor("Emissive", new ColorRGBA(ac.r, ac.g, ac.b, 1f));
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}
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// Impostor-Tint: Unshaded-Atlas folgt dem Tag/Nacht-Zyklus über den Color-Multiplikator.
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// Normiert auf die Capture-Ambient (0.30): Bei gleichem Ambient = 1.0, Nacht ≈ 0.05.
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// Impostor-Tint: (aktSonne + aktAmbient) / (captureSonne + captureAmbient)
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// → Impostor folgt Sonne und Ambient; ≈1.0 bei gleichem Licht wie beim Capture.
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if (!impostorMaterials.isEmpty()) {
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float tR = Math.min(1.2f, ac.r / IMPOSTOR_CAP_AMB);
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float tG = Math.min(1.2f, ac.g / IMPOSTOR_CAP_AMB);
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float tB = Math.min(1.2f, ac.b / IMPOSTOR_CAP_AMB);
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float tR = Math.min(1.5f, (sc.r + ac.r) / (IMPOSTOR_CAP_SUN_R + IMPOSTOR_CAP_AMB_R));
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float tG = Math.min(1.5f, (sc.g + ac.g) / (IMPOSTOR_CAP_SUN_G + IMPOSTOR_CAP_AMB_G));
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float tB = Math.min(1.5f, (sc.b + ac.b) / (IMPOSTOR_CAP_SUN_B + IMPOSTOR_CAP_AMB_B));
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ColorRGBA tint = new ColorRGBA(tR, tG, tB, 1f);
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for (Material mat : impostorMaterials) {
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mat.setColor("Color", tint);
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