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First attempt at calculating lighting per face-vertex with smoothing based on the angle between faces, using edge adjacency to determine neighbouring faces.
First attempt at calculating lighting per face-vertex with smoothing based on the angle between faces, using edge adjacency to determine neighbouring faces.
Not quite right yet but it does get a result, and it's given me a good idea of what the correct solution for this should be.master
8 changed files with 312 additions and 130 deletions
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3PS1BSP.vcxproj
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9PS1BSP.vcxproj.filters
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12bsp.h
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39common.h
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214lighting.cpp
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17lighting.h
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145main.cpp
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3ps1bsp.h
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#pragma once |
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#include <memory.h> |
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#include <cstdlib> |
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#include <cstdio> |
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#include <cmath> |
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#include <vector> |
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#include <unordered_map> |
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typedef float scalar_t; // Scalar value, |
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typedef struct Vec3 // Vector or Position |
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{ |
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scalar_t x; // horizontal |
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scalar_t y; // horizontal |
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scalar_t z; // vertical |
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Vec3() : x(0), y(0), z(0) { } |
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Vec3(float x, float y, float z) : x(x), y(y), z(z) { } |
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Vec3 operator+(const Vec3& other) const |
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{ |
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return Vec3(x + other.x, y + other.y, z + other.z); |
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} |
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Vec3 operator/(float div) const |
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{ |
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return Vec3(x / div, y / div, z / div); |
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} |
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Vec3 operator-() const |
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{ |
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return Vec3(-x, -y, -z); |
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} |
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} vec3_t; |
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inline float dotProduct(vec3_t a, vec3_t b) |
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{ |
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return a.x * b.x + a.y * b.y + a.z * b.z; |
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} |
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@ -0,0 +1,214 @@ |
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#include "common.h"
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#include "lighting.h"
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unsigned char sample_lightmap(const world_t* world, const face_t* face, const BoundBox& bounds, const Vec3& point) |
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{ |
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if (face->lightmap < 0) |
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return 0; |
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const unsigned char* lightmap = &world->lightmap[face->lightmap]; |
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const plane_t* plane = &world->planes[face->plane_id]; |
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int width, height; |
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float u, v; |
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switch (plane->type) |
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{ |
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case 0: |
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case 3: |
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// Towards X
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width = (int)(ceil(bounds.max.y / 16) - floor(bounds.min.y / 16)) * 16; |
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height = (int)(ceil(bounds.max.z / 16) - floor(bounds.min.z / 16)) * 16; |
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u = (point.y - bounds.min.y) / (bounds.max.y - bounds.min.y); |
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v = (point.z - bounds.min.z) / (bounds.max.z - bounds.min.z); |
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break; |
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case 1: |
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case 4: |
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// Towards Y
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width = (int)(ceil(bounds.max.x / 16) - floor(bounds.min.x / 16)) * 16; |
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height = (int)(ceil(bounds.max.z / 16) - floor(bounds.min.z / 16)) * 16; |
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u = (point.x - bounds.min.x) / (bounds.max.x - bounds.min.x); |
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v = (point.z - bounds.min.z) / (bounds.max.z - bounds.min.z); |
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break; |
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case 2: |
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case 5: |
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// Towards Z
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width = (int)(ceil(bounds.max.x / 16) - floor(bounds.min.x / 16)) * 16; |
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height = (int)(ceil(bounds.max.y / 16) - floor(bounds.min.y / 16)) * 16; |
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u = (point.x - bounds.min.x) / (bounds.max.x - bounds.min.x); |
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v = (point.y - bounds.min.y) / (bounds.max.y - bounds.min.y); |
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break; |
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default: |
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printf("Error: unknown plane type %d\n", plane->type); |
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return 0; |
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} |
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height >>= 4; |
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width >>= 4; |
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return lightmap[(int)(v * (width + 1) + u)]; |
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} |
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void export_lightmap(const world_t* world, const face_t* face, const BoundBox& bounds, int faceIdx) |
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{ |
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if (face->lightmap < 0) |
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return; |
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const unsigned char* lightmap = &world->lightmap[face->lightmap]; |
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const plane_t* plane = &world->planes[face->plane_id]; |
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int width, height; |
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switch (plane->type) |
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{ |
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case 0: |
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case 3: |
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// Towards X
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width = (int)(ceil(bounds.max.y / 16) - floor(bounds.min.y / 16)); |
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height = (int)(ceil(bounds.max.z / 16) - floor(bounds.min.z / 16)); |
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break; |
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case 1: |
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case 4: |
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// Towards Y
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width = (int)(ceil(bounds.max.x / 16) - floor(bounds.min.x / 16)); |
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height = (int)(ceil(bounds.max.z / 16) - floor(bounds.min.z / 16)); |
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break; |
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case 2: |
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case 5: |
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// Towards Z
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width = (int)(ceil(bounds.max.x / 16) - floor(bounds.min.x / 16)); |
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height = (int)(ceil(bounds.max.y / 16) - floor(bounds.min.y / 16)); |
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break; |
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default: |
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printf("Error: unknown plane type %d\n", plane->type); |
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return; |
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} |
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width += 1; |
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char path[_MAX_PATH]; |
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sprintf_s(path, _MAX_PATH, "lightmap_face%d_e%d_PT%d_%dx%d.raw", faceIdx, face->ledge_num, plane->type, width, height); |
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FILE* flm; |
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fopen_s(&flm, path, "wb"); |
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if (!flm) |
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return; |
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for (int y = 0; y < height; ++y) |
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{ |
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fwrite(&lightmap[y * width], sizeof(unsigned char), width, flm); |
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} |
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fclose(flm); |
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} |
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std::unordered_map<const edge_t*, EdgeData> analyze_edges(const world_t* world) |
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{ |
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std::unordered_map<const edge_t*, EdgeData> edgeData; |
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for (int faceIdx = 0; faceIdx < world->numFaces; ++faceIdx) |
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{ |
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const face_t* face = &world->faces[faceIdx]; |
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const int* edgeList = &world->edgeList[face->ledge_id]; |
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for (int i = 0; i < face->ledge_num; ++i, ++edgeList) |
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{ |
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int edgeIdx = *edgeList; |
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if (edgeIdx < 0) |
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edgeIdx = -edgeIdx; // Reverse direction edge
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const edge_t* edge = &world->edges[edgeIdx]; |
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auto iter = edgeData.find(edge); |
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if (iter != edgeData.end()) |
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{ |
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iter->second.faces.push_back(face); |
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} |
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else |
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{ |
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EdgeData newData = { 0 }; |
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newData.edgeIndex = edgeIdx; |
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newData.faces.push_back(face); |
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edgeData[edge] = newData; |
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} |
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} |
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} |
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for (auto iter = edgeData.begin(); iter != edgeData.end(); ++iter) |
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{ |
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size_t numFaces = iter->second.faces.size(); |
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switch (numFaces) |
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{ |
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case 1: |
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iter->second.isSharpEdge = true; |
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break; |
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case 2: |
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{ |
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// TODO: take into account the face's side
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auto faceA = iter->second.faces[0]; |
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auto faceB = iter->second.faces[1]; |
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const plane_t* planeA = &world->planes[faceA->plane_id]; |
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const plane_t* planeB = &world->planes[faceB->plane_id]; |
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vec3_t normalA = faceA->side ? -planeA->normal : planeA->normal; |
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vec3_t normalB = faceB->side ? -planeB->normal : planeB->normal; |
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float dot = dotProduct(planeA->normal, planeB->normal); |
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bool isSmooth = dot >= 0.5f;//&& dot <= 1;
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iter->second.isSharpEdge = !isSmooth; |
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break; |
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} |
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default: |
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printf("Edge at index %d has %d adjacent face(s), weird\n", iter->second.edgeIndex, numFaces); |
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break; |
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} |
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} |
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return edgeData; |
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} |
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unsigned char compute_faceVertex_light(const world_t* world, const face_t* face, unsigned short vertexIndex, const std::unordered_map<const face_t*, BoundBox> faceBounds, const std::unordered_map<const edge_t*, EdgeData>& edgeData) |
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{ |
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const vertex_t* vertex = &world->vertices[vertexIndex]; |
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auto point = vertex->toVec(); |
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// Sample this face's lighting contribution
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unsigned int light = sample_lightmap(world, face, faceBounds.find(face)->second, point) + (0xFF - face->baselight); |
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int numSamples = 1; |
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// Collect edges connected to this vertex, filter out the smooth ones only
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std::vector<const edge_t*> smoothEdges; |
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for (auto iter = edgeData.begin(); iter != edgeData.end(); ++iter) |
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{ |
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auto edge = iter->first; |
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if (edge->vertex0 != vertexIndex && edge->vertex1 != vertexIndex) |
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continue; |
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if (iter->second.isSharpEdge) |
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continue; |
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// If the current face doesn't appear in this edge's adjacency list, we're not interested
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for (auto faceIter = iter->second.faces.begin(); faceIter != iter->second.faces.end(); ++faceIter) |
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{ |
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// TODO: actually I don't think this is the correct solution. We're allowed to sample light contributions from edges that aren't connected to this face.
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// However we need to ensure we sample contributions from each face only once, and we need to check the angle between faces on a case-by-case basis.
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// In fact I don't think we're interested in edges at all? Just in the faces that connect to a certain vertex.
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if (*faceIter == face) |
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{ |
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smoothEdges.push_back(edge); |
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break; |
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} |
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} |
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} |
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// Gather lighting contributions from neigbouring faces
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for (auto edgeIter = smoothEdges.begin(); edgeIter != smoothEdges.end(); ++edgeIter) |
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{ |
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auto faces = edgeData.find(*edgeIter)->second.faces; |
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for (auto faceIter = faces.begin(); faceIter != faces.end(); ++faceIter) // FIXME: "this" face doesn't always appear in faces list, when it absolutely should!
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{ |
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const face_t* otherFace = *faceIter; |
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if (otherFace == face) // Skip the current face, we only sample it once
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continue; |
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light += sample_lightmap(world, otherFace, faceBounds.find(otherFace)->second, point) + (0xFF - otherFace->baselight); |
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++numSamples; |
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} |
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} |
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return (unsigned char)(light / numSamples); |
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} |
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@ -0,0 +1,17 @@ |
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#pragma once |
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#include "bsp.h" |
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struct EdgeData |
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{ |
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int edgeIndex = 0; |
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const edge_t* edge = nullptr; |
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std::vector<const face_t*> faces; |
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bool isSharpEdge = false; |
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}; |
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unsigned char sample_lightmap(const world_t* world, const face_t* face, const BoundBox& bounds, const Vec3& point); |
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void export_lightmap(const world_t* world, const face_t* face, const BoundBox& bounds, int faceIdx); |
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std::unordered_map<const edge_t*, EdgeData> analyze_edges(const world_t* world); |
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unsigned char compute_faceVertex_light(const world_t* world, const face_t* face, unsigned short vertexIndex, const std::unordered_map<const face_t*, BoundBox> faceBounds, const std::unordered_map<const edge_t*, EdgeData>& edgeData); |
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