Rename Light fields
This commit is contained in:
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50f3c1e9e1
commit
025f4d0508
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@ -5,31 +5,31 @@ namespace KeepersCompound.Lightmapper;
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public class Light
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public class Light
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{
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{
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public Vector3 position;
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public Vector3 Position;
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public Vector3 color;
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public Vector3 Color;
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public float innerRadius;
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public float InnerRadius;
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public float radius;
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public float Radius;
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public float r2;
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public float R2;
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public bool spotlight;
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public bool Spotlight;
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public Vector3 spotlightDir;
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public Vector3 SpotlightDir;
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public float spotlightInnerAngle;
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public float SpotlightInnerAngle;
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public float spotlightOuterAngle;
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public float SpotlightOuterAngle;
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public int objId;
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public int ObjId;
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public int lightTableIndex;
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public int LightTableIndex;
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public bool anim;
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public bool Anim;
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public WorldRep.LightTable.LightData ToLightData(float lightScale)
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public WorldRep.LightTable.LightData ToLightData(float lightScale)
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{
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{
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return new WorldRep.LightTable.LightData
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return new WorldRep.LightTable.LightData
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{
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{
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Location = position,
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Location = Position,
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Direction = spotlightDir,
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Direction = SpotlightDir,
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Color = color / lightScale,
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Color = Color / lightScale,
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InnerAngle = spotlightInnerAngle,
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InnerAngle = SpotlightInnerAngle,
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OuterAngle = spotlightOuterAngle,
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OuterAngle = SpotlightOuterAngle,
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Radius = radius == float.MaxValue ? 0 : radius,
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Radius = Radius == float.MaxValue ? 0 : Radius,
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};
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};
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}
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}
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}
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}
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@ -103,8 +103,8 @@ class Program
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{
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{
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// We need to update the object property so it knows its mapping range
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// We need to update the object property so it knows its mapping range
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// TODO: Handle nulls
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// TODO: Handle nulls
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var light = lights.Find(l => l.anim && l.lightTableIndex == lightIdx);
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var light = lights.Find(l => l.Anim && l.LightTableIndex == lightIdx);
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var prop = animLightChunk.properties.Find(p => p.objectId == light.objId);
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var prop = animLightChunk.properties.Find(p => p.objectId == light.ObjId);
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prop.LightTableLightIndex = lightIdx;
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prop.LightTableLightIndex = lightIdx;
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prop.LightTableMapIndex = (ushort)worldRep.LightingTable.AnimMapCount;
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prop.LightTableMapIndex = (ushort)worldRep.LightingTable.AnimMapCount;
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prop.CellsReached = (ushort)animCellMaps.Count;
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prop.CellsReached = (ushort)animCellMaps.Count;
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@ -162,19 +162,19 @@ class Program
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var sz = brush.size;
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var sz = brush.size;
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var light = new Light
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var light = new Light
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{
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{
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position = brush.position,
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Position = brush.position,
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color = Utils.HsbToRgb(sz.Y, sz.Z, Math.Min(sz.X, 255.0f)),
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Color = Utils.HsbToRgb(sz.Y, sz.Z, Math.Min(sz.X, 255.0f)),
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radius = float.MaxValue,
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Radius = float.MaxValue,
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r2 = float.MaxValue,
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R2 = float.MaxValue,
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lightTableIndex = lightTable.LightCount,
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LightTableIndex = lightTable.LightCount,
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};
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};
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lights.Add(light);
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lights.Add(light);
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lightTable.AddLight(new WorldRep.LightTable.LightData
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lightTable.AddLight(new WorldRep.LightTable.LightData
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{
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{
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Location = light.position,
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Location = light.Position,
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Direction = light.spotlightDir,
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Direction = light.SpotlightDir,
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Color = light.color / 32.0f, // TODO: This is based on light_scale config var
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Color = light.Color / 32.0f, // TODO: This is based on light_scale config var
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InnerAngle = -1.0f,
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InnerAngle = -1.0f,
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Radius = 0,
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Radius = 0,
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});
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});
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@ -199,9 +199,9 @@ class Program
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var baseLight = new Light
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var baseLight = new Light
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{
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{
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position = brush.position,
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Position = brush.position,
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spotlightDir = -Vector3.UnitZ,
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SpotlightDir = -Vector3.UnitZ,
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spotlightInnerAngle = -1.0f,
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SpotlightInnerAngle = -1.0f,
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};
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};
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if (propModelName != null)
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if (propModelName != null)
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@ -214,11 +214,11 @@ class Program
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var model = new ModelFile(modelPath);
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var model = new ModelFile(modelPath);
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if (model.TryGetVhot(ModelFile.VhotId.LightPosition, out var vhot))
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if (model.TryGetVhot(ModelFile.VhotId.LightPosition, out var vhot))
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{
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{
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baseLight.position += vhot.Position;
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baseLight.Position += vhot.Position;
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}
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}
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if (model.TryGetVhot(ModelFile.VhotId.LightDirection, out vhot))
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if (model.TryGetVhot(ModelFile.VhotId.LightDirection, out vhot))
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{
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{
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baseLight.spotlightDir = vhot.Position;
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baseLight.SpotlightDir = vhot.Position;
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}
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}
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}
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}
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@ -231,31 +231,31 @@ class Program
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rot *= Matrix4x4.CreateRotationY(float.DegreesToRadians(brush.angle.Y));
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rot *= Matrix4x4.CreateRotationY(float.DegreesToRadians(brush.angle.Y));
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rot *= Matrix4x4.CreateRotationZ(float.DegreesToRadians(brush.angle.Z));
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rot *= Matrix4x4.CreateRotationZ(float.DegreesToRadians(brush.angle.Z));
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baseLight.spotlight = true;
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baseLight.Spotlight = true;
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baseLight.spotlightDir = Vector3.Transform(baseLight.spotlightDir, rot);
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baseLight.SpotlightDir = Vector3.Transform(baseLight.SpotlightDir, rot);
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baseLight.spotlightInnerAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.InnerAngle));
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baseLight.SpotlightInnerAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.InnerAngle));
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baseLight.spotlightOuterAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.OuterAngle));
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baseLight.SpotlightOuterAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.OuterAngle));
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}
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}
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if (propLight != null)
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if (propLight != null)
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{
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{
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var light = new Light
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var light = new Light
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{
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{
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position = baseLight.position + propLight.Offset,
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Position = baseLight.Position + propLight.Offset,
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color = Utils.HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propLight.Brightness),
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Color = Utils.HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propLight.Brightness),
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innerRadius = propLight.InnerRadius,
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InnerRadius = propLight.InnerRadius,
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radius = propLight.Radius,
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Radius = propLight.Radius,
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r2 = propLight.Radius * propLight.Radius,
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R2 = propLight.Radius * propLight.Radius,
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spotlight = baseLight.spotlight,
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Spotlight = baseLight.Spotlight,
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spotlightDir = baseLight.spotlightDir,
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SpotlightDir = baseLight.SpotlightDir,
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spotlightInnerAngle = baseLight.spotlightInnerAngle,
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SpotlightInnerAngle = baseLight.SpotlightInnerAngle,
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spotlightOuterAngle = baseLight.spotlightOuterAngle,
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SpotlightOuterAngle = baseLight.SpotlightOuterAngle,
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lightTableIndex = lightTable.LightCount,
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LightTableIndex = lightTable.LightCount,
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};
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};
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if (propLight.Radius == 0)
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if (propLight.Radius == 0)
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{
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{
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light.radius = float.MaxValue;
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light.Radius = float.MaxValue;
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light.r2 = float.MaxValue;
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light.R2 = float.MaxValue;
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}
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}
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lights.Add(light);
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lights.Add(light);
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@ -269,23 +269,23 @@ class Program
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var light = new Light
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var light = new Light
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{
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{
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position = baseLight.position + propAnimLight.Offset,
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Position = baseLight.Position + propAnimLight.Offset,
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color = Utils.HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propAnimLight.MaxBrightness),
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Color = Utils.HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propAnimLight.MaxBrightness),
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innerRadius = propAnimLight.InnerRadius,
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InnerRadius = propAnimLight.InnerRadius,
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radius = propAnimLight.Radius,
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Radius = propAnimLight.Radius,
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r2 = propAnimLight.Radius * propAnimLight.Radius,
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R2 = propAnimLight.Radius * propAnimLight.Radius,
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spotlight = baseLight.spotlight,
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Spotlight = baseLight.Spotlight,
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spotlightDir = baseLight.spotlightDir,
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SpotlightDir = baseLight.SpotlightDir,
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spotlightInnerAngle = baseLight.spotlightInnerAngle,
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SpotlightInnerAngle = baseLight.SpotlightInnerAngle,
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spotlightOuterAngle = baseLight.spotlightOuterAngle,
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SpotlightOuterAngle = baseLight.SpotlightOuterAngle,
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anim = true,
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Anim = true,
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objId = id,
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ObjId = id,
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lightTableIndex = propAnimLight.LightTableLightIndex,
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LightTableIndex = propAnimLight.LightTableLightIndex,
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};
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};
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if (propAnimLight.Radius == 0)
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if (propAnimLight.Radius == 0)
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{
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{
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light.radius = float.MaxValue;
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light.Radius = float.MaxValue;
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light.r2 = float.MaxValue;
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light.R2 = float.MaxValue;
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}
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}
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lights.Add(light);
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lights.Add(light);
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@ -427,7 +427,7 @@ class Program
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// Check if plane normal is facing towards the light
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// Check if plane normal is facing towards the light
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// If it's not then we're never going to be (directly) lit by this
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// If it's not then we're never going to be (directly) lit by this
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// light.
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// light.
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var centerDirection = renderPoly.Center - light.position;
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var centerDirection = renderPoly.Center - light.Position;
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if (Vector3.Dot(plane.Normal, centerDirection) >= 0)
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if (Vector3.Dot(plane.Normal, centerDirection) >= 0)
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{
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{
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continue;
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continue;
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@ -436,15 +436,15 @@ class Program
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// If there aren't *any* points on the plane that are in range of the light
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// If there aren't *any* points on the plane that are in range of the light
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// then none of the lightmap points will be so we can discard.
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// then none of the lightmap points will be so we can discard.
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// The more compact a map is the less effective this is
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// The more compact a map is the less effective this is
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var planeDist = MathUtils.DistanceFromPlane(plane, light.position);
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var planeDist = MathUtils.DistanceFromPlane(plane, light.Position);
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if (planeDist > light.radius)
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if (planeDist > light.Radius)
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{
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{
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continue;
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continue;
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}
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}
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// If the poly of the lightmap doesn't intersect the light radius then
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// If the poly of the lightmap doesn't intersect the light radius then
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// none of the lightmap points will so we can discard.
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// none of the lightmap points will so we can discard.
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if (!MathUtils.Intersects(new MathUtils.Sphere(light.position, light.radius), aabb))
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if (!MathUtils.Intersects(new MathUtils.Sphere(light.Position, light.Radius), aabb))
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{
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{
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continue;
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continue;
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}
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}
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@ -472,8 +472,8 @@ class Program
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// If we're out of range there's no point casting a ray
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// If we're out of range there's no point casting a ray
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// There's probably a better way to discard the entire lightmap
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// There's probably a better way to discard the entire lightmap
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// if we're massively out of range
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// if we're massively out of range
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var direction = pos - light.position;
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var direction = pos - light.Position;
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if (direction.LengthSquared() > light.r2)
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if (direction.LengthSquared() > light.R2)
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{
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{
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continue;
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continue;
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}
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}
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@ -482,7 +482,7 @@ class Program
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// no mesh in the scene to hit
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// no mesh in the scene to hit
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var hitResult = scene.Trace(new Ray
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var hitResult = scene.Trace(new Ray
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{
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{
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Origin = light.position,
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Origin = light.Position,
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Direction = Vector3.Normalize(direction),
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Direction = Vector3.Normalize(direction),
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});
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});
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@ -495,21 +495,21 @@ class Program
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// Firstly we need to add the light to the cells anim light palette
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// Firstly we need to add the light to the cells anim light palette
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// Secondly we need to set the appropriate bit of the lightmap's
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// Secondly we need to set the appropriate bit of the lightmap's
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// bitmask. Finally we need to check if the lightmap needs another layer
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// bitmask. Finally we need to check if the lightmap needs another layer
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if (light.anim)
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if (light.Anim)
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{
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{
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// TODO: Don't recalculate this for every point lol
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// TODO: Don't recalculate this for every point lol
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var paletteIdx = cell.AnimLights.IndexOf((ushort)light.lightTableIndex);
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var paletteIdx = cell.AnimLights.IndexOf((ushort)light.LightTableIndex);
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if (paletteIdx == -1)
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if (paletteIdx == -1)
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{
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{
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paletteIdx = cell.AnimLightCount;
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paletteIdx = cell.AnimLightCount;
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cell.AnimLightCount++;
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cell.AnimLightCount++;
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cell.AnimLights.Add((ushort)light.lightTableIndex);
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cell.AnimLights.Add((ushort)light.LightTableIndex);
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}
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}
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info.AnimLightBitmask |= 1u << paletteIdx;
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info.AnimLightBitmask |= 1u << paletteIdx;
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layer = paletteIdx + 1;
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layer = paletteIdx + 1;
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}
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}
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var strength = CalculateLightStrengthAtPoint(light, pos, plane);
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var strength = CalculateLightStrengthAtPoint(light, pos, plane);
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lightmap.AddLight(layer, x, y, light.color, strength, hdr);
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lightmap.AddLight(layer, x, y, light.Color, strength, hdr);
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}
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}
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}
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}
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}
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}
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@ -544,10 +544,10 @@ class Program
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var cellSphere = new MathUtils.Sphere(cell.SphereCenter, cell.SphereRadius);
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var cellSphere = new MathUtils.Sphere(cell.SphereCenter, cell.SphereRadius);
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foreach (var light in lights)
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foreach (var light in lights)
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{
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{
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if (MathUtils.Intersects(cellSphere, new MathUtils.Sphere(light.position, light.radius)))
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if (MathUtils.Intersects(cellSphere, new MathUtils.Sphere(light.Position, light.Radius)))
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{
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{
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cell.LightIndexCount++;
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cell.LightIndexCount++;
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cell.LightIndices.Add((ushort)light.lightTableIndex);
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cell.LightIndices.Add((ushort)light.LightTableIndex);
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cell.LightIndices[0]++;
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cell.LightIndices[0]++;
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}
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}
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}
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}
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@ -559,25 +559,25 @@ class Program
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// Calculate light strength at a given point. As far as I can tell
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// Calculate light strength at a given point. As far as I can tell
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// this is exact to Dark (I'm a genius??). It's just an inverse distance
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// this is exact to Dark (I'm a genius??). It's just an inverse distance
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// falloff with diffuse angle, except we have to scale the length.
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// falloff with diffuse angle, except we have to scale the length.
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var dir = light.position - point;
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var dir = light.Position - point;
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var angle = Vector3.Dot(Vector3.Normalize(dir), plane.Normal);
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var angle = Vector3.Dot(Vector3.Normalize(dir), plane.Normal);
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var len = dir.Length();
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var len = dir.Length();
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var slen = len / 4.0f;
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var slen = len / 4.0f;
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var strength = (angle + 1.0f) / slen;
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var strength = (angle + 1.0f) / slen;
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// Inner radius starts a linear falloff to 0 at the radius
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// Inner radius starts a linear falloff to 0 at the radius
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if (light.innerRadius != 0 && len > light.innerRadius)
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if (light.InnerRadius != 0 && len > light.InnerRadius)
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{
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{
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strength *= (light.radius - len) / (light.radius - light.innerRadius);
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strength *= (light.Radius - len) / (light.Radius - light.InnerRadius);
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}
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}
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// This is basically the same as how inner radius works. It just applies
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// This is basically the same as how inner radius works. It just applies
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// a linear falloff to 0 between the inner angle and outer angle.
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// a linear falloff to 0 between the inner angle and outer angle.
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if (light.spotlight)
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if (light.Spotlight)
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{
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{
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var spotAngle = Vector3.Dot(-Vector3.Normalize(dir), light.spotlightDir);
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var spotAngle = Vector3.Dot(-Vector3.Normalize(dir), light.SpotlightDir);
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var inner = light.spotlightInnerAngle;
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var inner = light.SpotlightInnerAngle;
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var outer = light.spotlightOuterAngle;
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var outer = light.SpotlightOuterAngle;
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// In an improperly configured spotlight inner and outer angles might be the
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// In an improperly configured spotlight inner and outer angles might be the
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// same. So to avoid division by zero (and some clamping) we explicitly handle
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// same. So to avoid division by zero (and some clamping) we explicitly handle
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