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3 Commits

Author SHA1 Message Date
Jarrod Doyle b263bdd77e
Fix incorrect light table 2024-10-27 12:26:01 +00:00
Jarrod Doyle c8e13a7f7b
Split out Light gathering a bit 2024-10-27 10:23:15 +00:00
Jarrod Doyle a9d2d2e193
Code cleanup 2024-10-27 09:48:21 +00:00
1 changed files with 188 additions and 170 deletions

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@ -25,6 +25,19 @@ class Program
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)
@ -95,10 +108,10 @@ class Program
// We can't do this in parallel which is why it's being done afterwards rather than
// as we go
var map = new Dictionary<ushort, List<WorldRep.LightTable.AnimCellMap>>();
for (var i = 0; i < worldRep.Cells.Length; i++)
for (ushort i = 0; i < worldRep.Cells.Length; i++)
{
var cell = worldRep.Cells[i];
for (var j = 0; j < cell.AnimLightCount; j++)
for (ushort j = 0; j < cell.AnimLightCount; j++)
{
var animLightIdx = cell.AnimLights[j];
if (!map.TryGetValue(animLightIdx, out var value))
@ -108,8 +121,8 @@ class Program
}
value.Add(new WorldRep.LightTable.AnimCellMap
{
CellIndex = (ushort)i,
LightIndex = (ushort)j,
CellIndex = i,
LightIndex = j,
});
}
}
@ -120,24 +133,16 @@ class Program
}
foreach (var (lightIdx, animCellMaps) in map)
{
// Get the appropriate property!!
var light = lights.Find((l) => l.anim && l.lightTableIndex == lightIdx);
foreach (var prop in animLightChunk.properties)
{
if (prop.objectId == light.objId)
{
// We need to update the object property so it knows its mapping range
// TODO: Handle nulls
var light = lights.Find(l => l.anim && l.lightTableIndex == lightIdx);
var prop = animLightChunk.properties.Find(p => p.objectId == light.objId);
prop.LightTableLightIndex = lightIdx;
prop.LightTableMapIndex = (ushort)worldRep.LightingTable.AnimMapCount;
prop.CellsReached = (ushort)animCellMaps.Count;
break;
}
}
foreach (var animCellMap in animCellMaps)
{
worldRep.LightingTable.AnimCellMaps.Add(animCellMap);
worldRep.LightingTable.AnimMapCount++;
}
worldRep.LightingTable.AnimCellMaps.AddRange(animCellMaps);
worldRep.LightingTable.AnimMapCount += animCellMaps.Count;
}
}
@ -161,10 +166,30 @@ class Program
foreach (var brush in brList.Brushes)
{
if (brush.media == BrList.Brush.Media.Light)
switch (brush.media)
{
case BrList.Brush.Media.Light:
ProcessBrushLight(lights, worldRep.LightingTable, brush);
break;
case BrList.Brush.Media.Object:
ProcessObjectLight(
lights,
hierarchy,
campaign,
worldRep.LightingTable,
brush);
break;
}
}
return lights;
}
// TODO: Check if this works (brush is a record type)
private static void ProcessBrushLight(List<Light> lights, WorldRep.LightTable lightTable, BrList.Brush brush)
{
// For some reason the light table index on brush lights is 1 indexed
brush.brushInfo = (uint)worldRep.LightingTable.LightCount + 1;
brush.brushInfo = (uint)lightTable.LightCount + 1;
var sz = brush.size;
var light = new Light
@ -173,11 +198,11 @@ class Program
color = Utils.HsbToRgb(sz.Y, sz.Z, Math.Min(sz.X, 255.0f)),
radius = float.MaxValue,
r2 = float.MaxValue,
lightTableIndex = worldRep.LightingTable.LightCount,
lightTableIndex = lightTable.LightCount,
};
lights.Add(light);
worldRep.LightingTable.AddLight(new WorldRep.LightTable.LightData
lightTable.AddLight(new WorldRep.LightTable.LightData
{
Location = light.position,
Direction = light.spotlightDir,
@ -186,7 +211,13 @@ class Program
Radius = 0,
});
}
else if (brush.media == BrList.Brush.Media.Object)
private static void ProcessObjectLight(
List<Light> lights,
ObjectHierarchy hierarchy,
ResourcePathManager.CampaignResources campaign,
WorldRep.LightTable lightTable,
BrList.Brush brush)
{
// TODO: Handle PropSpotlightAndAmbient
var id = (int)brush.brushInfo;
@ -194,7 +225,7 @@ class Program
var propLight = hierarchy.GetProperty<PropLight>(id, "P$Light", false);
var propLightColor = hierarchy.GetProperty<PropLightColor>(id, "P$LightColo");
var propSpotlight = hierarchy.GetProperty<PropSpotlight>(id, "P$Spotlight");
var propModelname = hierarchy.GetProperty<PropLabel>(id, "P$ModelName");
var propModelName = hierarchy.GetProperty<PropLabel>(id, "P$ModelName");
propLightColor ??= new PropLightColor { Hue = 0, Saturation = 0 };
@ -205,9 +236,9 @@ class Program
spotlightInnerAngle = -1.0f,
};
if (propModelname != null)
if (propModelName != null)
{
var resName = $"{propModelname.value.ToLower()}.bin";
var resName = $"{propModelName.value.ToLower()}.bin";
var modelPath = campaign.GetResourcePath(ResourceType.Object, resName);
if (modelPath != null)
{
@ -251,9 +282,8 @@ class Program
spotlightDir = baseLight.spotlightDir,
spotlightInnerAngle = baseLight.spotlightInnerAngle,
spotlightOuterAngle = baseLight.spotlightOuterAngle,
lightTableIndex = worldRep.LightingTable.LightCount,
lightTableIndex = lightTable.LightCount,
};
if (propLight.Radius == 0)
{
light.radius = float.MaxValue;
@ -261,20 +291,12 @@ class Program
}
lights.Add(light);
worldRep.LightingTable.AddLight(new WorldRep.LightTable.LightData
{
Location = light.position,
Direction = light.spotlightDir,
Color = light.color / 32.0f, // TODO: This is based on light_scale config var
InnerAngle = light.spotlightInnerAngle,
OuterAngle = light.spotlightOuterAngle,
Radius = propLight.Radius,
});
lightTable.AddLight(light.ToLightData(32.0f));
}
if (propAnimLight != null)
{
var lightIndex = worldRep.LightingTable.LightCount;
var lightIndex = lightTable.LightCount;
propAnimLight.LightTableLightIndex = (ushort)lightIndex;
var light = new Light
@ -299,21 +321,9 @@ class Program
}
lights.Add(light);
worldRep.LightingTable.AddLight(new WorldRep.LightTable.LightData
{
Location = light.position,
Direction = light.spotlightDir,
Color = light.color / 32.0f, // TODO: This is based on light_scale config var
InnerAngle = light.spotlightInnerAngle,
OuterAngle = light.spotlightOuterAngle,
Radius = propAnimLight.Radius,
});
lightTable.AddLight(light.ToLightData(32.0f));
}
}
}
return lights;
}
private static ObjectHierarchy BuildHierarchy(string misPath, DbFile misFile)
{
@ -544,6 +554,7 @@ class Program
private static void SetCellLightIndices(WorldRep wr, Light[] lights)
{
// TODO: Move this functionality to the LGS library
// We set up light indices in separately from lighting because the actual
// lighting phase takes a lot of shortcuts that we don't want
Parallel.ForEach(wr.Cells, cell =>
@ -551,6 +562,12 @@ class Program
cell.LightIndexCount = 0;
cell.LightIndices.Clear();
// The first element of the light indices array is used to store how many
// actual lights are in the list. Which is just LightIndexCount - 1...
// Odd choice I know
cell.LightIndexCount++;
cell.LightIndices.Add(0);
// The OG lightmapper uses the cell traversal to work out all the cells that
// are actually visited. We're a lot more coarse and just say if a cell is
// in range then we potentially affect the lighting in the cell and add it
@ -563,6 +580,7 @@ class Program
{
cell.LightIndexCount++;
cell.LightIndices.Add((ushort)light.lightTableIndex);
cell.LightIndices[0]++;
}
}
});