Tools for preprocessing data files from Quake to make them suitable for use on PS1 hardware
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#include "common.h"
#include "lighting.h"
unsigned char sample_lightmap(const world_t* world, const face_t* face, const BoundBox& bounds, const Vec3& point)
{
if (face->lightmap < 0)
return 0;
const unsigned char* lightmap = &world->lightmap[face->lightmap];
const plane_t* plane = &world->planes[face->plane_id];
int width, height;
float u, v;
switch (plane->type)
{
case 0:
case 3:
// Towards X
width = (int)(ceil(bounds.max.y / 16) - floor(bounds.min.y / 16)) * 16;
height = (int)(ceil(bounds.max.z / 16) - floor(bounds.min.z / 16)) * 16;
u = (point.y - bounds.min.y) / (bounds.max.y - bounds.min.y);
v = (point.z - bounds.min.z) / (bounds.max.z - bounds.min.z);
break;
case 1:
case 4:
// Towards Y
width = (int)(ceil(bounds.max.x / 16) - floor(bounds.min.x / 16)) * 16;
height = (int)(ceil(bounds.max.z / 16) - floor(bounds.min.z / 16)) * 16;
u = (point.x - bounds.min.x) / (bounds.max.x - bounds.min.x);
v = (point.z - bounds.min.z) / (bounds.max.z - bounds.min.z);
break;
case 2:
case 5:
// Towards Z
width = (int)(ceil(bounds.max.x / 16) - floor(bounds.min.x / 16)) * 16;
height = (int)(ceil(bounds.max.y / 16) - floor(bounds.min.y / 16)) * 16;
u = (point.x - bounds.min.x) / (bounds.max.x - bounds.min.x);
v = (point.y - bounds.min.y) / (bounds.max.y - bounds.min.y);
break;
default:
printf("Error: unknown plane type %d\n", plane->type);
return 0;
}
height >>= 4;
width >>= 4;
return lightmap[(int)(v * (width + 1) + u)];
}
void export_lightmap(const world_t* world, const face_t* face, const BoundBox& bounds, int faceIdx)
{
if (face->lightmap < 0)
return;
const unsigned char* lightmap = &world->lightmap[face->lightmap];
const plane_t* plane = &world->planes[face->plane_id];
int width, height;
switch (plane->type)
{
case 0:
case 3:
// Towards X
width = (int)(ceil(bounds.max.y / 16) - floor(bounds.min.y / 16));
height = (int)(ceil(bounds.max.z / 16) - floor(bounds.min.z / 16));
break;
case 1:
case 4:
// Towards Y
width = (int)(ceil(bounds.max.x / 16) - floor(bounds.min.x / 16));
height = (int)(ceil(bounds.max.z / 16) - floor(bounds.min.z / 16));
break;
case 2:
case 5:
// Towards Z
width = (int)(ceil(bounds.max.x / 16) - floor(bounds.min.x / 16));
height = (int)(ceil(bounds.max.y / 16) - floor(bounds.min.y / 16));
break;
default:
printf("Error: unknown plane type %d\n", plane->type);
return;
}
width += 1;
char path[_MAX_PATH];
sprintf_s(path, _MAX_PATH, "lightmap_face%d_e%d_PT%d_%dx%d.raw", faceIdx, face->ledge_num, plane->type, width, height);
FILE* flm;
fopen_s(&flm, path, "wb");
if (!flm)
return;
for (int y = 0; y < height; ++y)
{
fwrite(&lightmap[y * width], sizeof(unsigned char), width, flm);
}
fclose(flm);
}
std::unordered_map<const edge_t*, EdgeData> analyze_edges(const world_t* world)
{
std::unordered_map<const edge_t*, EdgeData> edgeData;
for (int faceIdx = 0; faceIdx < world->numFaces; ++faceIdx)
{
const face_t* face = &world->faces[faceIdx];
const int* edgeList = &world->edgeList[face->ledge_id];
for (int i = 0; i < face->ledge_num; ++i, ++edgeList)
{
int edgeIdx = *edgeList;
if (edgeIdx < 0)
edgeIdx = -edgeIdx; // Reverse direction edge
const edge_t* edge = &world->edges[edgeIdx];
auto iter = edgeData.find(edge);
if (iter != edgeData.end())
{
iter->second.faces.push_back(face);
}
else
{
EdgeData newData = { 0 };
newData.edgeIndex = edgeIdx;
newData.faces.push_back(face);
edgeData[edge] = newData;
}
}
}
for (auto iter = edgeData.begin(); iter != edgeData.end(); ++iter)
{
size_t numFaces = iter->second.faces.size();
switch (numFaces)
{
case 1:
iter->second.isSharpEdge = true;
break;
case 2:
{
// TODO: take into account the face's side
auto faceA = iter->second.faces[0];
auto faceB = iter->second.faces[1];
const plane_t* planeA = &world->planes[faceA->plane_id];
const plane_t* planeB = &world->planes[faceB->plane_id];
vec3_t normalA = faceA->side ? -planeA->normal : planeA->normal;
vec3_t normalB = faceB->side ? -planeB->normal : planeB->normal;
float dot = dotProduct(planeA->normal, planeB->normal);
bool isSmooth = dot >= 0.5f;//&& dot <= 1;
iter->second.isSharpEdge = !isSmooth;
break;
}
default:
printf("Edge at index %d has %d adjacent face(s), weird\n", iter->second.edgeIndex, numFaces);
break;
}
}
return edgeData;
}
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)
{
const vertex_t* vertex = &world->vertices[vertexIndex];
auto point = vertex->toVec();
// Sample this face's lighting contribution
unsigned int light = sample_lightmap(world, face, faceBounds.find(face)->second, point) + (0xFF - face->baselight);
int numSamples = 1;
// Collect edges connected to this vertex, filter out the smooth ones only
std::vector<const edge_t*> smoothEdges;
for (auto iter = edgeData.begin(); iter != edgeData.end(); ++iter)
{
auto edge = iter->first;
if (edge->vertex0 != vertexIndex && edge->vertex1 != vertexIndex)
continue;
if (iter->second.isSharpEdge)
continue;
// If the current face doesn't appear in this edge's adjacency list, we're not interested
for (auto faceIter = iter->second.faces.begin(); faceIter != iter->second.faces.end(); ++faceIter)
{
// 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.
// 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.
// In fact I don't think we're interested in edges at all? Just in the faces that connect to a certain vertex.
if (*faceIter == face)
{
smoothEdges.push_back(edge);
break;
}
}
}
// Gather lighting contributions from neigbouring faces
for (auto edgeIter = smoothEdges.begin(); edgeIter != smoothEdges.end(); ++edgeIter)
{
auto faces = edgeData.find(*edgeIter)->second.faces;
for (auto faceIter = faces.begin(); faceIter != faces.end(); ++faceIter) // FIXME: "this" face doesn't always appear in faces list, when it absolutely should!
{
const face_t* otherFace = *faceIter;
if (otherFace == face) // Skip the current face, we only sample it once
continue;
light += sample_lightmap(world, otherFace, faceBounds.find(otherFace)->second, point) + (0xFF - otherFace->baselight);
++numSamples;
}
}
return (unsigned char)(light / numSamples);
}