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3 Commits
df9b21de46
...
9fd33efeed
Author | SHA1 | Date |
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Jarrod Doyle | 9fd33efeed | |
Jarrod Doyle | ed1b95af35 | |
Jarrod Doyle | 16dddcb497 |
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@ -88,7 +88,7 @@ public class LightMapper
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};
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Timing.TimeStage("Gather Lights", BuildLightList);
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Timing.TimeStage("Set Light Indices", SetCellLightIndices);
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Timing.TimeStage("Set Light Indices", () => SetCellLightIndices(settings));
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Timing.TimeStage("Trace Scene", () => TraceScene(settings));
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Timing.TimeStage("Update AnimLight Cell Mapping", SetAnimLightCellMaps);
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@ -159,6 +159,8 @@ public class LightMapper
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worldRep.LightingTable.Reset();
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// TODO: Calculate the actual effective radius of infinite lights
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// potentially do the same for all lights and lower their radius if necessary?
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foreach (var brush in brList.Brushes)
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{
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switch (brush.media)
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@ -171,6 +173,12 @@ public class LightMapper
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break;
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}
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}
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var infinite = _lights.Count(light => light.Radius == float.MaxValue);
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if (infinite > 0)
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{
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Console.WriteLine($"WARNING: Infinite radius lights found: {infinite}/{_lights.Count}");
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}
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}
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// TODO: Check if this works (brush is a record type)
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@ -218,6 +226,12 @@ public class LightMapper
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SpotlightInnerAngle = -1.0f,
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};
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// TODO: Also apply scale?
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var rot = Matrix4x4.Identity;
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rot *= Matrix4x4.CreateRotationX(float.DegreesToRadians(brush.angle.X));
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rot *= Matrix4x4.CreateRotationY(float.DegreesToRadians(brush.angle.Y));
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rot *= Matrix4x4.CreateRotationZ(float.DegreesToRadians(brush.angle.Z));
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if (propModelName != null)
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{
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var resName = $"{propModelName.value.ToLower()}.bin";
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@ -228,11 +242,12 @@ public class LightMapper
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var model = new ModelFile(modelPath);
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if (model.TryGetVhot(ModelFile.VhotId.LightPosition, out var vhot))
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{
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baseLight.Position += vhot.Position;
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baseLight.Position += Vector3.Transform(vhot.Position - model.Header.Center, rot);
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}
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if (model.TryGetVhot(ModelFile.VhotId.LightDirection, out vhot))
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{
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baseLight.SpotlightDir = vhot.Position;
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baseLight.SpotlightDir = Vector3.Transform(vhot.Position - model.Header.Center, rot);
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}
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}
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@ -240,13 +255,7 @@ public class LightMapper
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if (propSpotlight != null)
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{
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var rot = Matrix4x4.Identity;
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rot *= Matrix4x4.CreateRotationX(float.DegreesToRadians(brush.angle.X));
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rot *= Matrix4x4.CreateRotationY(float.DegreesToRadians(brush.angle.Y));
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rot *= Matrix4x4.CreateRotationZ(float.DegreesToRadians(brush.angle.Z));
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baseLight.Spotlight = true;
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baseLight.SpotlightDir = Vector3.Transform(baseLight.SpotlightDir, rot);
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baseLight.SpotlightInnerAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.InnerAngle));
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baseLight.SpotlightOuterAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.OuterAngle));
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}
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@ -255,7 +264,7 @@ public class LightMapper
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{
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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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Position = baseLight.Position + Vector3.Transform(propLight.Offset, rot),
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Color = Utils.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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@ -284,7 +293,7 @@ public class LightMapper
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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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Position = baseLight.Position + Vector3.Transform(propAnimLight.Offset, rot),
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Color = Utils.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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@ -309,7 +318,7 @@ public class LightMapper
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}
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}
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private void SetCellLightIndices()
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private void SetCellLightIndices(Settings settings)
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{
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// TODO: Doors aren't blocking lights. Need to do some cell traversal to remove light indices :(
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@ -330,10 +339,15 @@ public class LightMapper
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cell.LightIndexCount++;
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cell.LightIndices.Add(0);
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// Additionally we'll add the sun to everything (yucky)
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cell.LightIndexCount++;
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cell.LightIndices.Add(0);
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cell.LightIndices[0]++;
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// If we have sunlight, then we just assume the sun has the potential to reach everything (ew)
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// The sun enabled option doesn't actually seem to do anything at runtime, it's purely about if
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// the cell has the sunlight idx on it.
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if (settings.Sunlight.Enabled)
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{
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cell.LightIndexCount++;
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cell.LightIndices.Add(0);
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cell.LightIndices[0]++;
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}
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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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@ -355,9 +369,31 @@ public class LightMapper
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if (cell.LightIndexCount > 97)
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{
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Console.WriteLine($"Too many lights in cell at ({cell.SphereCenter}): {cell.LightIndexCount - 1} / 96");
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Console.WriteLine($"WARNING: Too many lights in cell at ({cell.SphereCenter}): {cell.LightIndexCount - 1} / 96");
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}
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});
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{
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var overLit = 0;
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var maxLights = 0;
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foreach (var cell in worldRep.Cells)
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{
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if (cell.LightIndexCount > 97)
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{
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overLit++;
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}
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if (cell.LightIndexCount > maxLights)
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{
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maxLights = cell.LightIndexCount - 1;
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}
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}
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if (overLit > 0)
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{
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Console.WriteLine($"WARNING: Overlit cells detected: {overLit}/{worldRep.Cells.Length}, MaxLights: {maxLights} / 96");
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}
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}
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}
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private void TraceScene(Settings settings)
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