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214 lines
6.6 KiB
214 lines
6.6 KiB
#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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