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No commits in common. "c162a5028d3ef0eb2a8cb27106d63032333473f5" and "940c78e1cfc76124d11edfe8fb0639db013dacd4" have entirely different histories.
c162a5028d
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940c78e1cf
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@ -152,7 +152,6 @@ public class WorldRep : IChunk
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public class Lightmap
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{
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private readonly bool[] _litLayers;
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public List<byte[]> Pixels { get; set; }
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public int Layers;
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@ -164,12 +163,10 @@ public class WorldRep : IChunk
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{
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var layers = 1 + BitOperations.PopCount(bitmask);
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var length = bytesPerPixel * width * height;
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_litLayers = new bool[33];
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Pixels = new List<byte[]>();
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for (var i = 0; i < layers; i++)
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{
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Pixels.Add(reader.ReadBytes(length));
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_litLayers[i] = true;
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}
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Layers = layers;
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Width = width;
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@ -249,8 +246,6 @@ public class WorldRep : IChunk
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pLayer[idx + 1] = (byte)Math.Clamp(pLayer[idx + 1] + g, 0, 255);
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pLayer[idx + 2] = (byte)Math.Clamp(pLayer[idx + 2] + b, 0, 255);
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pLayer[idx + 3] = 255;
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_litLayers[layer] = true;
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}
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public void AddLight(int layer, int x, int y, Vector3 color, float strength, bool hdr)
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@ -265,7 +260,12 @@ public class WorldRep : IChunk
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// the hue/saturation of coloured lights. Got to make sure we
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// maintain the colour ratios.
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var c = color * strength;
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var ratio = Math.Max(Math.Max(Math.Max(0.0f, c.X), c.Y), c.Z) / 255.0f;
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var ratio = 0.0f;
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foreach (var e in new float[] { c.X, c.Y, c.Z })
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{
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ratio = Math.Max(ratio, e / 255.0f);
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}
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if (ratio > 1.0f)
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{
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c /= ratio;
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@ -276,18 +276,9 @@ public class WorldRep : IChunk
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public void Reset(Vector3 ambientLight, bool hdr)
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{
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Layers = 33;
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Layers = 0;
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Pixels.Clear();
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var bytesPerLayer = Width * Height * Bpp;
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for (var i = 0; i < Layers; i++)
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{
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Pixels.Add(new byte[bytesPerLayer]);
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for (var j = 0; j < bytesPerLayer; j++)
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{
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Pixels[i][j] = 0;
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}
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_litLayers[i] = false;
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}
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AddLayer();
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for (var y = 0; y < Height; y++)
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{
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@ -298,14 +289,22 @@ public class WorldRep : IChunk
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}
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}
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public void AddLayer()
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{
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var bytesPerLayer = Width * Height * Bpp;
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Pixels.Add(new byte[bytesPerLayer]);
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for (var j = 0; j < bytesPerLayer; j++)
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{
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Pixels[Layers][j] = 0;
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}
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Layers++;
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}
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public void Write(BinaryWriter writer)
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{
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for (var i = 0; i < Layers; i++)
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foreach (var layer in Pixels)
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{
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if (_litLayers[i])
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{
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writer.Write(Pixels[i]);
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}
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writer.Write(layer);
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}
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}
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}
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@ -4,7 +4,7 @@ namespace KeepersCompound.LGS.Database;
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public class ObjectHierarchy
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{
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private class DarkObject
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public class DarkObject
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{
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public int objectId;
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public int parentId;
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@ -17,7 +17,7 @@ public class ObjectHierarchy
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properties = new Dictionary<string, Property>();
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}
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public T? GetProperty<T>(string propName) where T : Property
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public T GetProperty<T>(string propName) where T : Property
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{
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if (properties.TryGetValue(propName, out var prop))
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{
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@ -79,12 +79,11 @@ public class ObjectHierarchy
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foreach (var prop in chunk.properties)
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{
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var id = prop.objectId;
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if (!_objects.TryGetValue(id, out var value))
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if (!_objects.ContainsKey(id))
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{
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value = new DarkObject(id);
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_objects.Add(id, value);
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_objects.Add(id, new DarkObject(id));
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}
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value.properties.TryAdd(name, prop);
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_objects[id].properties.TryAdd(name, prop);
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}
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}
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@ -103,7 +102,7 @@ public class ObjectHierarchy
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}
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// TODO: Work out if there's some nice way to automatically decide if we inherit
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public T? GetProperty<T>(int objectId, string propName, bool inherit = true) where T : Property
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public T GetProperty<T>(int objectId, string propName, bool inherit = true) where T : Property
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{
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if (!_objects.ContainsKey(objectId))
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{
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@ -2,33 +2,6 @@ using System.Numerics;
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namespace KeepersCompound.Lightmapper;
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public static class Utils
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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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public 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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}
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public static class MathUtils
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{
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public const float Epsilon = 0.001f;
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@ -76,7 +49,6 @@ public static class MathUtils
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return d2 < r2;
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}
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// Should automagically handle max float radii
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public static bool Intersects(Sphere sphere, Sphere other)
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{
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var rsum = sphere.Radius + other.Radius;
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@ -74,7 +74,6 @@ class Program
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return;
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var ambient = rendParams.ambientLight * 255;
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var lights = Timing.TimeStage("Gather Lights", () => BuildLightList(mis, hierarchy, campaign));
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Timing.TimeStage("Set Light Indices", () => SetCellLightIndices(worldRep, [.. lights]));
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Timing.TimeStage("Light", () => CastSceneParallel(scene, worldRep, [.. lights], ambient));
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Timing.TimeStage("Update Anim Mapping", () => SetAnimLightCellMaps(mis, worldRep, lights));
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@ -86,6 +85,30 @@ class Program
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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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private static void SetAnimLightCellMaps(
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DbFile mis,
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WorldRep worldRep,
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@ -170,7 +193,7 @@ class Program
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var light = new Light
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{
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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 = HsbToRgb(sz.Y, sz.Z, Math.Min(sz.X, 255.0f)),
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radius = float.MaxValue,
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r2 = float.MaxValue,
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lightTableIndex = worldRep.LightingTable.LightCount,
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@ -243,7 +266,7 @@ class Program
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var light = new Light
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{
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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 = HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propLight.Brightness),
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innerRadius = propLight.InnerRadius,
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radius = propLight.Radius,
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r2 = propLight.Radius * propLight.Radius,
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@ -280,7 +303,7 @@ class Program
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var light = new Light
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{
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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 = HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propAnimLight.MaxBrightness),
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innerRadius = propAnimLight.InnerRadius,
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radius = propAnimLight.Radius,
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r2 = propAnimLight.Radius * propAnimLight.Radius,
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@ -346,8 +369,9 @@ class Program
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var indices = new List<int>();
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var cells = worldRep.Cells;
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foreach (var cell in cells)
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for (var cellIdx = 0; cellIdx < cells.Length; cellIdx++)
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{
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var cell = cells[cellIdx];
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var numPolys = cell.PolyCount;
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var numRenderPolys = cell.RenderPolyCount;
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var numPortalPolys = cell.PortalPolyCount;
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@ -360,7 +384,7 @@ class Program
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var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
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var cellIdxOffset = 0;
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for (var polyIdx = 0; polyIdx < maxPolyIdx; polyIdx++)
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for (int polyIdx = 0; polyIdx < maxPolyIdx; polyIdx++)
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{
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var poly = cell.Polys[polyIdx];
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@ -372,7 +396,7 @@ class Program
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vertices.Add(vertex);
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}
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for (var j = 1; j < numPolyVertices - 1; j++)
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for (int j = 1; j < numPolyVertices - 1; j++)
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{
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indices.Add(meshIndexOffset);
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indices.Add(meshIndexOffset + j);
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@ -389,6 +413,42 @@ class Program
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private static void CastSceneParallel(Raytracer scene, WorldRep wr, Light[] lights, Vector3 ambientLight)
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{
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var hdr = wr.DataHeader.LightmapFormat == 2;
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// We set up light indices in a separate loop because the actual lighting
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// phase takes a lot of shortcuts that we don't want
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Parallel.ForEach(wr.Cells, cell =>
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{
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cell.LightIndexCount = 0;
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cell.LightIndices.Clear();
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// The OG lightmapper uses the cell traversal to work out all the cells that
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// are actually visited. We're a lot more coarse and just say if a cell is
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// in range then we potentially affect the lighting in the cell and add it
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// to the list. Cells already contain their sphere bounds so we just use
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// that for now, but a tighter AABB is another option.
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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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{
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// If the light had radius 0 (represented here with max float) then we
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// always add it to the list
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// TODO: Neaten this up
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if (light.radius == float.MaxValue)
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{
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cell.LightIndexCount++;
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cell.LightIndices.Add((ushort)light.lightTableIndex);
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}
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else
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{
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var lightSphere = new MathUtils.Sphere(light.position, light.radius);
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if (MathUtils.Intersects(cellSphere, lightSphere))
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{
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cell.LightIndexCount++;
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cell.LightIndices.Add((ushort)light.lightTableIndex);
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}
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}
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}
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});
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Parallel.ForEach(wr.Cells, cell =>
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{
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// Reset cell AnimLight palette
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@ -408,7 +468,7 @@ class Program
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var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
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var cellIdxOffset = 0;
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for (var polyIdx = 0; polyIdx < maxPolyIdx; polyIdx++)
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for (int polyIdx = 0; polyIdx < maxPolyIdx; polyIdx++)
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{
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var poly = cell.Polys[polyIdx];
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var plane = cell.Planes[poly.PlaneId];
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@ -445,6 +505,13 @@ class Program
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foreach (var light in lights)
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{
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var layer = 0;
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if (light.anim)
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{
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// Because we're building the AnimLightBitmask in this loop we
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// know there aren't any layers set above us. So the target layer
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// is just the number of set bits + 1.
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layer = BitOperations.PopCount(info.AnimLightBitmask) + 1;
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}
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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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@ -528,7 +595,11 @@ class Program
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cell.AnimLights.Add((ushort)light.lightTableIndex);
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}
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info.AnimLightBitmask |= 1u << paletteIdx;
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layer = paletteIdx + 1;
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if (layer >= lightmap.Layers)
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{
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lightmap.AddLayer();
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}
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}
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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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@ -542,32 +613,6 @@ class Program
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});
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}
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private static void SetCellLightIndices(WorldRep wr, Light[] lights)
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{
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// We set up light indices in separately from lighting because the actual
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// lighting phase takes a lot of shortcuts that we don't want
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Parallel.ForEach(wr.Cells, cell =>
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{
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cell.LightIndexCount = 0;
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cell.LightIndices.Clear();
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// The OG lightmapper uses the cell traversal to work out all the cells that
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// are actually visited. We're a lot more coarse and just say if a cell is
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// in range then we potentially affect the lighting in the cell and add it
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// to the list. Cells already contain their sphere bounds so we just use
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// that for now, but a tighter AABB is another option.
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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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{
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if (MathUtils.Intersects(cellSphere, new MathUtils.Sphere(light.position, light.radius)))
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{
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cell.LightIndexCount++;
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cell.LightIndices.Add((ushort)light.lightTableIndex);
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}
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}
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});
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}
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private static float CalculateLightStrengthAtPoint(Light light, Vector3 point, Plane plane)
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{
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// Calculate light strength at a given point. As far as I can tell
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