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No commits in common. "c64343f57444c219c79f17d56764df048d02e978" and "b263bdd77e088220c0e2a8ca2fb08195e8595a9e" have entirely different histories.

2 changed files with 161 additions and 173 deletions

View File

@ -1,83 +0,0 @@
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

@ -8,6 +8,38 @@ namespace KeepersCompound.Lightmapper;
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)
{
Timing.Reset();
@ -103,8 +135,8 @@ class Program
{
// 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);
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;
@ -162,15 +194,22 @@ class Program
var sz = brush.size;
var light = new Light
{
Position = brush.position,
Color = Utils.HsbToRgb(sz.Y, sz.Z, Math.Min(sz.X, 255.0f)),
Radius = float.MaxValue,
R2 = float.MaxValue,
LightTableIndex = lightTable.LightCount,
position = brush.position,
color = Utils.HsbToRgb(sz.Y, sz.Z, Math.Min(sz.X, 255.0f)),
radius = float.MaxValue,
r2 = float.MaxValue,
lightTableIndex = lightTable.LightCount,
};
lights.Add(light);
lightTable.AddLight(light.ToLightData(32.0f));
lightTable.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 = -1.0f,
Radius = 0,
});
}
private static void ProcessObjectLight(
@ -192,9 +231,9 @@ class Program
var baseLight = new Light
{
Position = brush.position,
SpotlightDir = -Vector3.UnitZ,
SpotlightInnerAngle = -1.0f,
position = brush.position,
spotlightDir = -Vector3.UnitZ,
spotlightInnerAngle = -1.0f,
};
if (propModelName != null)
@ -207,11 +246,11 @@ class Program
var model = new ModelFile(modelPath);
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))
{
baseLight.SpotlightDir = vhot.Position;
baseLight.spotlightDir = vhot.Position;
}
}
@ -224,31 +263,31 @@ class Program
rot *= Matrix4x4.CreateRotationY(float.DegreesToRadians(brush.angle.Y));
rot *= Matrix4x4.CreateRotationZ(float.DegreesToRadians(brush.angle.Z));
baseLight.Spotlight = true;
baseLight.SpotlightDir = Vector3.Transform(baseLight.SpotlightDir, rot);
baseLight.SpotlightInnerAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.InnerAngle));
baseLight.SpotlightOuterAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.OuterAngle));
baseLight.spotlight = true;
baseLight.spotlightDir = Vector3.Transform(baseLight.spotlightDir, rot);
baseLight.spotlightInnerAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.InnerAngle));
baseLight.spotlightOuterAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.OuterAngle));
}
if (propLight != null)
{
var light = new Light
{
Position = baseLight.Position + propLight.Offset,
Color = Utils.HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propLight.Brightness),
InnerRadius = propLight.InnerRadius,
Radius = propLight.Radius,
R2 = propLight.Radius * propLight.Radius,
Spotlight = baseLight.Spotlight,
SpotlightDir = baseLight.SpotlightDir,
SpotlightInnerAngle = baseLight.SpotlightInnerAngle,
SpotlightOuterAngle = baseLight.SpotlightOuterAngle,
LightTableIndex = lightTable.LightCount,
position = baseLight.position + propLight.Offset,
color = Utils.HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propLight.Brightness),
innerRadius = propLight.InnerRadius,
radius = propLight.Radius,
r2 = propLight.Radius * propLight.Radius,
spotlight = baseLight.spotlight,
spotlightDir = baseLight.spotlightDir,
spotlightInnerAngle = baseLight.spotlightInnerAngle,
spotlightOuterAngle = baseLight.spotlightOuterAngle,
lightTableIndex = lightTable.LightCount,
};
if (propLight.Radius == 0)
{
light.Radius = float.MaxValue;
light.R2 = float.MaxValue;
light.radius = float.MaxValue;
light.r2 = float.MaxValue;
}
lights.Add(light);
@ -262,23 +301,23 @@ class Program
var light = new Light
{
Position = baseLight.Position + propAnimLight.Offset,
Color = Utils.HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propAnimLight.MaxBrightness),
InnerRadius = propAnimLight.InnerRadius,
Radius = propAnimLight.Radius,
R2 = propAnimLight.Radius * propAnimLight.Radius,
Spotlight = baseLight.Spotlight,
SpotlightDir = baseLight.SpotlightDir,
SpotlightInnerAngle = baseLight.SpotlightInnerAngle,
SpotlightOuterAngle = baseLight.SpotlightOuterAngle,
Anim = true,
ObjId = id,
LightTableIndex = propAnimLight.LightTableLightIndex,
position = baseLight.position + propAnimLight.Offset,
color = Utils.HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propAnimLight.MaxBrightness),
innerRadius = propAnimLight.InnerRadius,
radius = propAnimLight.Radius,
r2 = propAnimLight.Radius * propAnimLight.Radius,
spotlight = baseLight.spotlight,
spotlightDir = baseLight.spotlightDir,
spotlightInnerAngle = baseLight.spotlightInnerAngle,
spotlightOuterAngle = baseLight.spotlightOuterAngle,
anim = true,
objId = id,
lightTableIndex = propAnimLight.LightTableLightIndex,
};
if (propAnimLight.Radius == 0)
{
light.Radius = float.MaxValue;
light.R2 = float.MaxValue;
light.radius = float.MaxValue;
light.r2 = float.MaxValue;
}
lights.Add(light);
@ -420,7 +459,7 @@ class Program
// Check if plane normal is facing towards the light
// If it's not then we're never going to be (directly) lit by this
// light.
var centerDirection = renderPoly.Center - light.Position;
var centerDirection = renderPoly.Center - light.position;
if (Vector3.Dot(plane.Normal, centerDirection) >= 0)
{
continue;
@ -429,15 +468,15 @@ class Program
// 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.
// The more compact a map is the less effective this is
var planeDist = MathUtils.DistanceFromPlane(plane, light.Position);
if (planeDist > light.Radius)
var planeDist = MathUtils.DistanceFromPlane(plane, light.position);
if (planeDist > light.radius)
{
continue;
}
// If the poly of the lightmap doesn't intersect the light radius then
// 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;
}
@ -450,64 +489,59 @@ class Program
pos += x * 0.25f * renderPoly.TextureVectors.Item1;
pos += y * 0.25f * renderPoly.TextureVectors.Item2;
// Embree has robustness issues when hitting poly edges which
// results in false misses. To alleviate this we pre-push everything
// slightly towards the center of the poly.
var centerOffset = renderPoly.Center - pos;
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
// 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 inPoly = TraceRay(scene, pos, renderPoly.Center + plane.Normal * 0.25f);
if (!inPoly)
{
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
// There's probably a better way to discard the entire lightmap
// if we're massively out of range
if ((pos - light.Position).LengthSquared() > light.R2)
var direction = pos - light.position;
if (direction.LengthSquared() > light.r2)
{
continue;
}
// We cast from the light to the pixel because the light has
// no mesh in the scene to hit
var hit = TraceRay(scene, light.Position, pos);
var hitResult = scene.Trace(new Ray
{
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 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
// Secondly we need to set the appropriate bit of the lightmap's
// 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
var paletteIdx = cell.AnimLights.IndexOf((ushort)light.LightTableIndex);
var paletteIdx = cell.AnimLights.IndexOf((ushort)light.lightTableIndex);
if (paletteIdx == -1)
{
paletteIdx = cell.AnimLightCount;
cell.AnimLightCount++;
cell.AnimLights.Add((ushort)light.LightTableIndex);
cell.AnimLights.Add((ushort)light.lightTableIndex);
}
info.AnimLightBitmask |= 1u << paletteIdx;
layer = paletteIdx + 1;
}
var strength = light.StrengthAtPoint(pos, plane);
lightmap.AddLight(layer, x, y, light.Color, strength, hdr);
var strength = CalculateLightStrengthAtPoint(light, pos, plane);
lightmap.AddLight(layer, x, y, light.color, strength, hdr);
}
}
}
@ -518,17 +552,6 @@ 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)
{
// TODO: Move this functionality to the LGS library
@ -553,13 +576,61 @@ class Program
var cellSphere = new MathUtils.Sphere(cell.SphereCenter, cell.SphereRadius);
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.LightIndices.Add((ushort)light.LightTableIndex);
cell.LightIndices.Add((ushort)light.lightTableIndex);
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;
}
}