Share 2d mapped points of poly across all light calculations

This commit is contained in:
Jarrod Doyle 2024-09-25 18:39:40 +01:00
parent ef32b47e02
commit b480753c13
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
1 changed files with 14 additions and 2 deletions

View File

@ -22,7 +22,7 @@ class Program
Timing.Reset(); Timing.Reset();
var misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/JAYRUDE_Tests/lm_test.cow"; var misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/JAYRUDE_Tests/lm_test.cow";
misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/AtdV/miss20.mis"; // misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/AtdV/miss20.mis";
misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/TDP20AC_a_burrick_in_a_room/miss20.mis"; misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/TDP20AC_a_burrick_in_a_room/miss20.mis";
Timing.TimeStage("Total", () => LightmapMission(misPath)); Timing.TimeStage("Total", () => LightmapMission(misPath));
@ -265,6 +265,8 @@ class Program
{ {
vs[i] = cell.Vertices[cell.Indices[cellIdxOffset + i]]; vs[i] = cell.Vertices[cell.Indices[cellIdxOffset + i]];
} }
var planeMapper = new MathUtils.PlanePointMapper(plane.Normal, vs[0], vs[1]);
var v2ds = planeMapper.MapTo2d(vs);
foreach (var light in lights) foreach (var light in lights)
{ {
@ -301,7 +303,17 @@ class Program
pos += x * 0.25f * renderPoly.TextureVectors.Item1; pos += x * 0.25f * renderPoly.TextureVectors.Item1;
pos += y * 0.25f * renderPoly.TextureVectors.Item2; pos += y * 0.25f * renderPoly.TextureVectors.Item2;
pos = MathUtils.ClipPointToPoly3d(pos, vs, plane); // We need to clip the point to slightly inside of the poly
// to avoid three problems:
// 1. Darkened spots from lightmap pixels who's center is outside
// of the polygon but is partially contained in the polygon
// 2. Darkened spots from linear filtering of points outside of the
// polygon which have missed
// 3. Darkened spots where centers are on the exact edge of a poly
// which can sometimes cause Embree to miss casts
var p2d = planeMapper.MapTo2d(pos);
p2d = MathUtils.ClipPointToPoly2d(p2d, v2ds);
pos = planeMapper.MapTo3d(p2d);
// If we're out of range there's no point casting a ray // If we're out of range there's no point casting a ray
// There's probably a better way to discard the entire lightmap // There's probably a better way to discard the entire lightmap