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2 changed files with 173 additions and 161 deletions

View File

@ -0,0 +1,83 @@
using System.Numerics;
using KeepersCompound.LGS.Database.Chunks;
namespace KeepersCompound.Lightmapper;
public class Light
{
public Vector3 Position;
public Vector3 Color;
public float InnerRadius;
public float Radius;
public float R2;
public bool Spotlight;
public Vector3 SpotlightDir;
public float SpotlightInnerAngle;
public float SpotlightOuterAngle;
public int ObjId;
public int LightTableIndex;
public bool Anim;
public WorldRep.LightTable.LightData ToLightData(float lightScale)
{
return new WorldRep.LightTable.LightData
{
Location = Position,
Direction = SpotlightDir,
Color = Color / lightScale,
InnerAngle = SpotlightInnerAngle,
OuterAngle = SpotlightOuterAngle,
Radius = Radius == float.MaxValue ? 0 : Radius,
};
}
public float StrengthAtPoint(Vector3 point, Plane plane)
{
// Calculate light strength at a given point. As far as I can tell
// this is exact to Dark (I'm a genius??). It's just an inverse distance
// falloff with diffuse angle, except we have to scale the length.
var dir = Position - point;
var angle = Vector3.Dot(Vector3.Normalize(dir), plane.Normal);
var len = dir.Length();
var slen = len / 4.0f;
var strength = (angle + 1.0f) / slen;
// Inner radius starts a linear falloff to 0 at the radius
if (InnerRadius != 0 && len > InnerRadius)
{
strength *= (Radius - len) / (Radius - InnerRadius);
}
// This is basically the same as how inner radius works. It just applies
// a linear falloff to 0 between the inner angle and outer angle.
if (Spotlight)
{
var spotAngle = Vector3.Dot(-Vector3.Normalize(dir), SpotlightDir);
var inner = SpotlightInnerAngle;
var outer = SpotlightOuterAngle;
// In an improperly configured spotlight inner and outer angles might be the
// same. So to avoid division by zero (and some clamping) we explicitly handle
// some cases
float spotlightMultiplier;
if (spotAngle >= inner)
{
spotlightMultiplier = 1.0f;
}
else if (spotAngle <= outer)
{
spotlightMultiplier = 0.0f;
}
else
{
spotlightMultiplier = (spotAngle - outer) / (inner - outer);
}
strength *= spotlightMultiplier;
}
return strength;
}
}

View File

@ -8,38 +8,6 @@ namespace KeepersCompound.Lightmapper;
class Program class Program
{ {
// Super simple for now
private record Light
{
public Vector3 position;
public Vector3 color;
public float innerRadius;
public float radius;
public float r2;
public bool spotlight;
public Vector3 spotlightDir;
public float spotlightInnerAngle;
public float spotlightOuterAngle;
public int objId;
public int lightTableIndex;
public bool anim;
public WorldRep.LightTable.LightData ToLightData(float lightScale)
{
return new WorldRep.LightTable.LightData
{
Location = position,
Direction = spotlightDir,
Color = color / lightScale,
InnerAngle = spotlightInnerAngle,
OuterAngle = spotlightOuterAngle,
Radius = radius == float.MaxValue ? 0 : radius,
};
}
}
static void Main(string[] args) static void Main(string[] args)
{ {
Timing.Reset(); Timing.Reset();
@ -135,8 +103,8 @@ class Program
{ {
// We need to update the object property so it knows its mapping range // We need to update the object property so it knows its mapping range
// TODO: Handle nulls // TODO: Handle nulls
var light = lights.Find(l => l.anim && l.lightTableIndex == lightIdx); var light = lights.Find(l => l.Anim && l.LightTableIndex == lightIdx);
var prop = animLightChunk.properties.Find(p => p.objectId == light.objId); var prop = animLightChunk.properties.Find(p => p.objectId == light.ObjId);
prop.LightTableLightIndex = lightIdx; prop.LightTableLightIndex = lightIdx;
prop.LightTableMapIndex = (ushort)worldRep.LightingTable.AnimMapCount; prop.LightTableMapIndex = (ushort)worldRep.LightingTable.AnimMapCount;
prop.CellsReached = (ushort)animCellMaps.Count; prop.CellsReached = (ushort)animCellMaps.Count;
@ -194,22 +162,15 @@ class Program
var sz = brush.size; var sz = brush.size;
var light = new Light var light = new Light
{ {
position = brush.position, Position = brush.position,
color = Utils.HsbToRgb(sz.Y, sz.Z, Math.Min(sz.X, 255.0f)), Color = Utils.HsbToRgb(sz.Y, sz.Z, Math.Min(sz.X, 255.0f)),
radius = float.MaxValue, Radius = float.MaxValue,
r2 = float.MaxValue, R2 = float.MaxValue,
lightTableIndex = lightTable.LightCount, LightTableIndex = lightTable.LightCount,
}; };
lights.Add(light); lights.Add(light);
lightTable.AddLight(new WorldRep.LightTable.LightData lightTable.AddLight(light.ToLightData(32.0f));
{
Location = light.position,
Direction = light.spotlightDir,
Color = light.color / 32.0f, // TODO: This is based on light_scale config var
InnerAngle = -1.0f,
Radius = 0,
});
} }
private static void ProcessObjectLight( private static void ProcessObjectLight(
@ -231,9 +192,9 @@ class Program
var baseLight = new Light var baseLight = new Light
{ {
position = brush.position, Position = brush.position,
spotlightDir = -Vector3.UnitZ, SpotlightDir = -Vector3.UnitZ,
spotlightInnerAngle = -1.0f, SpotlightInnerAngle = -1.0f,
}; };
if (propModelName != null) if (propModelName != null)
@ -246,11 +207,11 @@ class Program
var model = new ModelFile(modelPath); var model = new ModelFile(modelPath);
if (model.TryGetVhot(ModelFile.VhotId.LightPosition, out var vhot)) if (model.TryGetVhot(ModelFile.VhotId.LightPosition, out var vhot))
{ {
baseLight.position += vhot.Position; baseLight.Position += vhot.Position;
} }
if (model.TryGetVhot(ModelFile.VhotId.LightDirection, out vhot)) if (model.TryGetVhot(ModelFile.VhotId.LightDirection, out vhot))
{ {
baseLight.spotlightDir = vhot.Position; baseLight.SpotlightDir = vhot.Position;
} }
} }
@ -263,31 +224,31 @@ class Program
rot *= Matrix4x4.CreateRotationY(float.DegreesToRadians(brush.angle.Y)); rot *= Matrix4x4.CreateRotationY(float.DegreesToRadians(brush.angle.Y));
rot *= Matrix4x4.CreateRotationZ(float.DegreesToRadians(brush.angle.Z)); rot *= Matrix4x4.CreateRotationZ(float.DegreesToRadians(brush.angle.Z));
baseLight.spotlight = true; baseLight.Spotlight = true;
baseLight.spotlightDir = Vector3.Transform(baseLight.spotlightDir, rot); baseLight.SpotlightDir = Vector3.Transform(baseLight.SpotlightDir, rot);
baseLight.spotlightInnerAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.InnerAngle)); baseLight.SpotlightInnerAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.InnerAngle));
baseLight.spotlightOuterAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.OuterAngle)); baseLight.SpotlightOuterAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.OuterAngle));
} }
if (propLight != null) if (propLight != null)
{ {
var light = new Light var light = new Light
{ {
position = baseLight.position + propLight.Offset, Position = baseLight.Position + propLight.Offset,
color = Utils.HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propLight.Brightness), Color = Utils.HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propLight.Brightness),
innerRadius = propLight.InnerRadius, InnerRadius = propLight.InnerRadius,
radius = propLight.Radius, Radius = propLight.Radius,
r2 = propLight.Radius * propLight.Radius, R2 = propLight.Radius * propLight.Radius,
spotlight = baseLight.spotlight, Spotlight = baseLight.Spotlight,
spotlightDir = baseLight.spotlightDir, SpotlightDir = baseLight.SpotlightDir,
spotlightInnerAngle = baseLight.spotlightInnerAngle, SpotlightInnerAngle = baseLight.SpotlightInnerAngle,
spotlightOuterAngle = baseLight.spotlightOuterAngle, SpotlightOuterAngle = baseLight.SpotlightOuterAngle,
lightTableIndex = lightTable.LightCount, LightTableIndex = lightTable.LightCount,
}; };
if (propLight.Radius == 0) if (propLight.Radius == 0)
{ {
light.radius = float.MaxValue; light.Radius = float.MaxValue;
light.r2 = float.MaxValue; light.R2 = float.MaxValue;
} }
lights.Add(light); lights.Add(light);
@ -301,23 +262,23 @@ class Program
var light = new Light var light = new Light
{ {
position = baseLight.position + propAnimLight.Offset, Position = baseLight.Position + propAnimLight.Offset,
color = Utils.HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propAnimLight.MaxBrightness), Color = Utils.HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propAnimLight.MaxBrightness),
innerRadius = propAnimLight.InnerRadius, InnerRadius = propAnimLight.InnerRadius,
radius = propAnimLight.Radius, Radius = propAnimLight.Radius,
r2 = propAnimLight.Radius * propAnimLight.Radius, R2 = propAnimLight.Radius * propAnimLight.Radius,
spotlight = baseLight.spotlight, Spotlight = baseLight.Spotlight,
spotlightDir = baseLight.spotlightDir, SpotlightDir = baseLight.SpotlightDir,
spotlightInnerAngle = baseLight.spotlightInnerAngle, SpotlightInnerAngle = baseLight.SpotlightInnerAngle,
spotlightOuterAngle = baseLight.spotlightOuterAngle, SpotlightOuterAngle = baseLight.SpotlightOuterAngle,
anim = true, Anim = true,
objId = id, ObjId = id,
lightTableIndex = propAnimLight.LightTableLightIndex, LightTableIndex = propAnimLight.LightTableLightIndex,
}; };
if (propAnimLight.Radius == 0) if (propAnimLight.Radius == 0)
{ {
light.radius = float.MaxValue; light.Radius = float.MaxValue;
light.r2 = float.MaxValue; light.R2 = float.MaxValue;
} }
lights.Add(light); lights.Add(light);
@ -459,7 +420,7 @@ class Program
// Check if plane normal is facing towards the light // Check if plane normal is facing towards the light
// If it's not then we're never going to be (directly) lit by this // If it's not then we're never going to be (directly) lit by this
// light. // light.
var centerDirection = renderPoly.Center - light.position; var centerDirection = renderPoly.Center - light.Position;
if (Vector3.Dot(plane.Normal, centerDirection) >= 0) if (Vector3.Dot(plane.Normal, centerDirection) >= 0)
{ {
continue; continue;
@ -468,15 +429,15 @@ class Program
// If there aren't *any* points on the plane that are in range of the light // If there aren't *any* points on the plane that are in range of the light
// then none of the lightmap points will be so we can discard. // then none of the lightmap points will be so we can discard.
// The more compact a map is the less effective this is // The more compact a map is the less effective this is
var planeDist = MathUtils.DistanceFromPlane(plane, light.position); var planeDist = MathUtils.DistanceFromPlane(plane, light.Position);
if (planeDist > light.radius) if (planeDist > light.Radius)
{ {
continue; continue;
} }
// If the poly of the lightmap doesn't intersect the light radius then // If the poly of the lightmap doesn't intersect the light radius then
// none of the lightmap points will so we can discard. // none of the lightmap points will so we can discard.
if (!MathUtils.Intersects(new MathUtils.Sphere(light.position, light.radius), aabb)) if (!MathUtils.Intersects(new MathUtils.Sphere(light.Position, light.Radius), aabb))
{ {
continue; continue;
} }
@ -488,60 +449,65 @@ class Program
var pos = topLeft; var pos = topLeft;
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;
// We need to clip the point to slightly inside of the poly // Embree has robustness issues when hitting poly edges which
// to avoid three problems: // results in false misses. To alleviate this we pre-push everything
// 1. Darkened spots from lightmap pixels who's center is outside // slightly towards the center of the poly.
// of the polygon but is partially contained in the polygon var centerOffset = renderPoly.Center - pos;
// 2. Darkened spots from linear filtering of points outside of the if (centerOffset.LengthSquared() > MathUtils.Epsilon)
{
pos += Vector3.Normalize(centerOffset) * MathUtils.Epsilon;
}
// If we can't see our target point from the center of the poly
// then it's outside the world. We need to clip the point to slightly
// inside the poly and retrace to avoid three problems:
// 1. Darkened spots from lightmap pixels whose center is outside
// the polygon but is partially contained in the polygon
// 2. Darkened spots from linear filtering of points outside the
// polygon which have missed // polygon which have missed
// 3. Darkened spots where centers are on the exact edge of a poly // 3. Darkened spots where centers are on the exact edge of a poly
// which can sometimes cause Embree to miss casts // which can sometimes cause Embree to miss casts
var p2d = planeMapper.MapTo2d(pos); var inPoly = TraceRay(scene, pos, renderPoly.Center + plane.Normal * 0.25f);
p2d = MathUtils.ClipPointToPoly2d(p2d, v2ds); if (!inPoly)
pos = planeMapper.MapTo3d(p2d); {
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
// if we're massively out of range // if we're massively out of range
var direction = pos - light.position; if ((pos - light.Position).LengthSquared() > light.R2)
if (direction.LengthSquared() > light.r2)
{ {
continue; continue;
} }
// We cast from the light to the pixel because the light has // We cast from the light to the pixel because the light has
// no mesh in the scene to hit // no mesh in the scene to hit
var hitResult = scene.Trace(new Ray var hit = TraceRay(scene, light.Position, pos);
{
Origin = light.position,
Direction = Vector3.Normalize(direction),
});
// cheeky epsilon
// TODO: Some pixels aren't hitting and I'm not sure why
var hit = hitResult && Math.Abs(hitResult.Distance - direction.Length()) < MathUtils.Epsilon;
if (hit) if (hit)
{ {
// If we're an anim light there's a lot of stuff we need to update // If we're an anim light there's a lot of stuff we need to update
// Firstly we need to add the light to the cells anim light palette // Firstly we need to add the light to the cells anim light palette
// Secondly we need to set the appropriate bit of the lightmap's // Secondly we need to set the appropriate bit of the lightmap's
// bitmask. Finally we need to check if the lightmap needs another layer // bitmask. Finally we need to check if the lightmap needs another layer
if (light.anim) if (light.Anim)
{ {
// TODO: Don't recalculate this for every point lol // TODO: Don't recalculate this for every point lol
var paletteIdx = cell.AnimLights.IndexOf((ushort)light.lightTableIndex); var paletteIdx = cell.AnimLights.IndexOf((ushort)light.LightTableIndex);
if (paletteIdx == -1) if (paletteIdx == -1)
{ {
paletteIdx = cell.AnimLightCount; paletteIdx = cell.AnimLightCount;
cell.AnimLightCount++; cell.AnimLightCount++;
cell.AnimLights.Add((ushort)light.lightTableIndex); cell.AnimLights.Add((ushort)light.LightTableIndex);
} }
info.AnimLightBitmask |= 1u << paletteIdx; info.AnimLightBitmask |= 1u << paletteIdx;
layer = paletteIdx + 1; layer = paletteIdx + 1;
} }
var strength = CalculateLightStrengthAtPoint(light, pos, plane); var strength = light.StrengthAtPoint(pos, plane);
lightmap.AddLight(layer, x, y, light.color, strength, hdr); lightmap.AddLight(layer, x, y, light.Color, strength, hdr);
} }
} }
} }
@ -551,6 +517,17 @@ class Program
} }
}); });
} }
private static bool TraceRay(Raytracer scene, Vector3 origin, Vector3 target)
{
var direction = target - origin;
var hitResult = scene.Trace(new Ray
{
Origin = origin,
Direction = Vector3.Normalize(direction),
});
return hitResult && Math.Abs(hitResult.Distance - direction.Length()) < MathUtils.Epsilon;
}
private static void SetCellLightIndices(WorldRep wr, Light[] lights) private static void SetCellLightIndices(WorldRep wr, Light[] lights)
{ {
@ -576,61 +553,13 @@ class Program
var cellSphere = new MathUtils.Sphere(cell.SphereCenter, cell.SphereRadius); var cellSphere = new MathUtils.Sphere(cell.SphereCenter, cell.SphereRadius);
foreach (var light in lights) foreach (var light in lights)
{ {
if (MathUtils.Intersects(cellSphere, new MathUtils.Sphere(light.position, light.radius))) if (MathUtils.Intersects(cellSphere, new MathUtils.Sphere(light.Position, light.Radius)))
{ {
cell.LightIndexCount++; cell.LightIndexCount++;
cell.LightIndices.Add((ushort)light.lightTableIndex); cell.LightIndices.Add((ushort)light.LightTableIndex);
cell.LightIndices[0]++; cell.LightIndices[0]++;
} }
} }
}); });
} }
private static float CalculateLightStrengthAtPoint(Light light, Vector3 point, Plane plane)
{
// Calculate light strength at a given point. As far as I can tell
// this is exact to Dark (I'm a genius??). It's just an inverse distance
// falloff with diffuse angle, except we have to scale the length.
var dir = light.position - point;
var angle = Vector3.Dot(Vector3.Normalize(dir), plane.Normal);
var len = dir.Length();
var slen = len / 4.0f;
var strength = (angle + 1.0f) / slen;
// Inner radius starts a linear falloff to 0 at the radius
if (light.innerRadius != 0 && len > light.innerRadius)
{
strength *= (light.radius - len) / (light.radius - light.innerRadius);
}
// This is basically the same as how inner radius works. It just applies
// a linear falloff to 0 between the inner angle and outer angle.
if (light.spotlight)
{
var spotAngle = Vector3.Dot(-Vector3.Normalize(dir), light.spotlightDir);
var inner = light.spotlightInnerAngle;
var outer = light.spotlightOuterAngle;
// In an improperly configured spotlight inner and outer angles might be the
// same. So to avoid division by zero (and some clamping) we explicitly handle
// some cases
float spotlightMultiplier;
if (spotAngle >= inner)
{
spotlightMultiplier = 1.0f;
}
else if (spotAngle <= outer)
{
spotlightMultiplier = 0.0f;
}
else
{
spotlightMultiplier = (spotAngle - outer) / (inner - outer);
}
strength *= spotlightMultiplier;
}
return strength;
}
} }