Time everything
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94286e134f
commit
63133da6a4
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@ -1,4 +1,4 @@
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using System.Numerics;
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using System.Numerics;
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using KeepersCompound.LGS.Database;
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using KeepersCompound.LGS.Database.Chunks;
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using TinyEmbree;
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@ -18,12 +18,77 @@ class Program
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static void Main(string[] args)
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{
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var misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/JAYRUDE_Tests/lm_test.cow";
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var mis = new DbFile(misPath);
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var hierarchy = BuildHierarchy(misPath, mis);
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Timing.Reset();
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// Get list of brush lights, and object lights (ignore anim lights for now)
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var misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/JAYRUDE_Tests/lm_test.cow";
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misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/AtdV/miss20.mis";
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Timing.TimeStage("Total", () => LightmapMission(misPath));
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Timing.LogAll();
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}
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private static void LightmapMission(string misPath)
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{
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var mis = Timing.TimeStage("Parse DB", () => new DbFile(misPath));
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var hierarchy = Timing.TimeStage("Build Hierarchy", () => BuildHierarchy(misPath, mis));
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var lights = Timing.TimeStage("Gather Lights", () => BuildLightList(mis, hierarchy));
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// Build embree mesh
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if (!mis.Chunks.TryGetValue("WREXT", out var wrRaw))
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return;
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var worldRep = (WorldRep)wrRaw;
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var scene = Timing.TimeStage("Build Scene", () =>
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{
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var rt = new Raytracer();
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rt.AddMesh(BuildWrMesh(worldRep));
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rt.CommitScene();
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return rt;
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});
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// For each lightmap pixel cast against all the brush and object lights
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if (!mis.Chunks.TryGetValue("RENDPARAMS", out var rendParamsRaw))
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return;
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var ambient = ((RendParams)rendParamsRaw).ambientLight * 255;
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Timing.TimeStage("Light", () => CastScene(scene, worldRep, [.. lights], ambient));
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var dir = Path.GetDirectoryName(misPath);
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var filename = Path.GetFileNameWithoutExtension(misPath);
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var savePath = Path.Join(dir, $"{filename}-lit.cow");
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Timing.TimeStage("Save DB", () => mis.Save(savePath));
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Console.WriteLine($"Lit {lights.Count} light");
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}
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// Expects Hue and Saturation are 0-1, Brightness 0-255
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// https://en.wikipedia.org/wiki/HSL_and_HSV#HSV_to_RGB
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private static Vector3 HsbToRgb(float hue, float saturation, float brightness)
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{
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hue *= 360;
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var hi = Convert.ToInt32(Math.Floor(hue / 60)) % 6;
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var f = hue / 60 - Math.Floor(hue / 60);
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var v = Convert.ToInt32(brightness);
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var p = Convert.ToInt32(brightness * (1 - saturation));
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var q = Convert.ToInt32(brightness * (1 - f * saturation));
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var t = Convert.ToInt32(brightness * (1 - (1 - f) * saturation));
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return hi switch
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{
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0 => new Vector3(v, t, p),
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1 => new Vector3(q, v, p),
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2 => new Vector3(p, v, t),
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3 => new Vector3(p, q, v),
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4 => new Vector3(t, p, v),
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_ => new Vector3(v, p, q),
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};
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}
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// Get list of brush lights, and object lights (ignore anim lights for now)
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private static List<Light> BuildLightList(DbFile mis, ObjectHierarchy hierarchy)
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{
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var lights = new List<Light>();
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if (mis.Chunks.TryGetValue("BRLIST", out var brListRaw))
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{
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var brList = (BrList)brListRaw;
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@ -61,49 +126,7 @@ class Program
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}
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}
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// Build embree mesh
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if (!mis.Chunks.TryGetValue("WREXT", out var wrRaw))
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return;
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var worldRep = (WorldRep)wrRaw;
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var scene = new Raytracer();
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scene.AddMesh(BuildWrMesh(worldRep));
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scene.CommitScene();
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// For each lightmap pixel cast against all the brush and object lights
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if (!mis.Chunks.TryGetValue("RENDPARAMS", out var rendParamsRaw))
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return;
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var ambient = ((RendParams)rendParamsRaw).ambientLight * 255;
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CastScene(scene, worldRep, [.. lights], ambient);
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var dir = Path.GetDirectoryName(misPath);
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var filename = Path.GetFileNameWithoutExtension(misPath);
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mis.Save(Path.Join(dir, $"{filename}-lit.cow"));
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Console.WriteLine($"Lit {lights.Count} light");
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}
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// Expects Hue and Saturation are 0-1, Brightness 0-255
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// https://en.wikipedia.org/wiki/HSL_and_HSV#HSV_to_RGB
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private static Vector3 HsbToRgb(float hue, float saturation, float brightness)
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{
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hue *= 360;
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var hi = Convert.ToInt32(Math.Floor(hue / 60)) % 6;
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var f = hue / 60 - Math.Floor(hue / 60);
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var v = Convert.ToInt32(brightness);
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var p = Convert.ToInt32(brightness * (1 - saturation));
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var q = Convert.ToInt32(brightness * (1 - f * saturation));
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var t = Convert.ToInt32(brightness * (1 - (1 - f) * saturation));
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return hi switch
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{
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0 => new Vector3(v, t, p),
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1 => new Vector3(q, v, p),
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2 => new Vector3(p, v, t),
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3 => new Vector3(p, q, v),
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4 => new Vector3(t, p, v),
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_ => new Vector3(v, p, q),
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};
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return lights;
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}
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private static ObjectHierarchy BuildHierarchy(string misPath, DbFile misFile)
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@ -183,7 +206,7 @@ class Program
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var cells = wr.Cells;
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for (var cellIdx = 0; cellIdx < cells.Length; cellIdx++)
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{
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Console.Write($"\rLighting cell... {cellIdx + 1}/{cells.Length}\n");
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Console.Write($"\rLighting cell... {cellIdx + 1}/{cells.Length}");
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var cell = cells[cellIdx];
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var numPolys = cell.PolyCount;
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