701 lines
28 KiB
C#
701 lines
28 KiB
C#
using System.Numerics;
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using KeepersCompound.LGS;
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using KeepersCompound.LGS.Database;
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using KeepersCompound.LGS.Database.Chunks;
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using TinyEmbree;
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namespace KeepersCompound.Lightmapper;
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public class LightMapper
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{
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private enum SurfaceType
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{
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Solid,
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Sky,
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Water,
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}
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private class Settings
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{
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public Vector3 AmbientLight;
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public bool Hdr;
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public SoftnessMode MultiSampling;
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public float MultiSamplingCenterWeight;
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public bool LightmappedWater;
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}
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private ResourcePathManager.CampaignResources _campaign;
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private string _misPath;
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private DbFile _mission;
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private ObjectHierarchy _hierarchy;
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private Raytracer _scene;
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private List<Light> _lights;
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private List<SurfaceType> _triangleTypeMap;
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public LightMapper(
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string installPath,
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string campaignName,
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string missionName)
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{
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var pathManager = SetupPathManager(installPath);
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_campaign = pathManager.GetCampaign(campaignName);
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_misPath = _campaign.GetResourcePath(ResourceType.Mission, missionName);
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_mission = Timing.TimeStage("Parse DB", () => new DbFile(_misPath));
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_hierarchy = Timing.TimeStage("Build Hierarchy", BuildHierarchy);
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_triangleTypeMap = [];
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_scene = Timing.TimeStage("Build Scene", BuildRaytracingScene);
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_lights = [];
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}
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public void Light()
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{
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// TODO: Throw?
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if (!_mission.TryGetChunk<RendParams>("RENDPARAMS", out var rendParams) ||
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!_mission.TryGetChunk<LmParams>("LM_PARAM", out var lmParams) ||
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!_mission.TryGetChunk<WorldRep>("WREXT", out var worldRep))
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{
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return;
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}
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// TODO: lmParams LightmappedWater doesn't mean the game will actually *use* the lightmapped water hmm
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var settings = new Settings
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{
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Hdr = worldRep.DataHeader.LightmapFormat == 2,
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AmbientLight = rendParams.ambientLight * 255,
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MultiSampling = lmParams.ShadowSoftness,
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MultiSamplingCenterWeight = lmParams.CenterWeight,
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LightmappedWater = lmParams.LightmappedWater,
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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("Trace Scene", () => TraceScene(settings));
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Timing.TimeStage("Update AnimLight Cell Mapping", SetAnimLightCellMaps);
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// lmParams.ShadowType = LmParams.LightingMode.Raycast;
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}
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public void Save(string missionName)
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{
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var ext = Path.GetExtension(_misPath);
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var dir = Path.GetDirectoryName(_misPath);
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var savePath = Path.Join(dir, missionName + ext);
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Timing.TimeStage("Save DB", () => _mission.Save(savePath));
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}
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private static ResourcePathManager SetupPathManager(string installPath)
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{
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var tmpDir = Directory.CreateTempSubdirectory("KCLightmapper");
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var resPathManager = new ResourcePathManager(tmpDir.FullName);
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resPathManager.Init(installPath);
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return resPathManager;
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}
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private ObjectHierarchy BuildHierarchy()
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{
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if (!_mission.TryGetChunk<GamFile>("GAM_FILE", out var gamFile))
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{
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return new ObjectHierarchy(_mission);
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}
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var dir = Path.GetDirectoryName(_misPath);
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var options = new EnumerationOptions { MatchCasing = MatchCasing.CaseInsensitive };
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var name = gamFile.fileName;
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var paths = Directory.GetFiles(dir!, name, options);
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if (paths.Length > 0)
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{
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return new ObjectHierarchy(_mission, new DbFile(paths[0]));
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}
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return new ObjectHierarchy(_mission);
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}
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private Raytracer BuildRaytracingScene()
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{
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// TODO: Should this throw?
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if (!_mission.TryGetChunk<WorldRep>("WREXT", out var worldRep))
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{
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return null;
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}
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var vertices = new List<Vector3>();
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var indices = new List<int>();
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foreach (var cell in worldRep.Cells)
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{
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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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// There's nothing to render
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if (numRenderPolys == 0 || numPortalPolys >= numPolys)
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{
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continue;
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}
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var solidPolys = numPolys - numPortalPolys;
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var cellIdxOffset = 0;
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for (var polyIdx = 0; polyIdx < numRenderPolys; polyIdx++)
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{
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var poly = cell.Polys[polyIdx];
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var meshIndexOffset = vertices.Count;
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var numPolyVertices = poly.VertexCount;
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for (var j = 0; j < numPolyVertices; j++)
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{
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var vertex = cell.Vertices[cell.Indices[cellIdxOffset + j]];
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vertices.Add(vertex);
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}
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// We need to know what type of surface this poly is so we can map Embree primitive IDs to surface
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// types
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var renderPoly = cell.RenderPolys[polyIdx];
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var primType = SurfaceType.Solid;
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if (renderPoly.TextureId == 249)
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{
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primType = SurfaceType.Sky;
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} else if (polyIdx >= solidPolys)
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{
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primType = SurfaceType.Water;
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}
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// Cell polygons are n-sided, but fortunately they're convex so we can just do a fan triangulation
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for (var 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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indices.Add(meshIndexOffset + j + 1);
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_triangleTypeMap.Add(primType);
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}
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cellIdxOffset += cell.Polys[polyIdx].VertexCount;
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}
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}
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var rt = new Raytracer();
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rt.AddMesh(new TriangleMesh([.. vertices], [.. indices]));
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rt.CommitScene();
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return rt;
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}
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private void BuildLightList()
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{
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_lights.Clear();
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// Get the chunks we need
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if (!_mission.TryGetChunk<WorldRep>("WREXT", out var worldRep) ||
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!_mission.TryGetChunk<BrList>("BRLIST", out var brList))
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{
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return;
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}
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worldRep.LightingTable.Reset();
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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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{
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case BrList.Brush.Media.Light:
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ProcessBrushLight(worldRep.LightingTable, brush);
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break;
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case BrList.Brush.Media.Object:
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ProcessObjectLight(worldRep.LightingTable, brush);
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break;
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}
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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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private void ProcessBrushLight(WorldRep.LightTable lightTable, BrList.Brush brush)
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{
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// For some reason the light table index on brush lights is 1 indexed
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brush.brushInfo = (uint)lightTable.LightCount + 1;
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var sz = brush.size;
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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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Radius = float.MaxValue,
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R2 = float.MaxValue,
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LightTableIndex = lightTable.LightCount,
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};
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_lights.Add(light);
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lightTable.AddLight(light.ToLightData(32.0f));
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}
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private void ProcessObjectLight(WorldRep.LightTable lightTable, BrList.Brush brush)
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{
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// TODO: Handle PropSpotlightAndAmbient
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var id = (int)brush.brushInfo;
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var propAnimLight = _hierarchy.GetProperty<PropAnimLight>(id, "P$AnimLight", false);
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var propLight = _hierarchy.GetProperty<PropLight>(id, "P$Light", false);
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var propLightColor = _hierarchy.GetProperty<PropLightColor>(id, "P$LightColo");
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var propSpotlight = _hierarchy.GetProperty<PropSpotlight>(id, "P$Spotlight");
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var propModelName = _hierarchy.GetProperty<PropLabel>(id, "P$ModelName");
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propLightColor ??= new PropLightColor { Hue = 0, Saturation = 0 };
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var baseLight = new Light
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{
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Position = brush.position,
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SpotlightDir = -Vector3.UnitZ,
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SpotlightInnerAngle = -1.0f,
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};
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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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var modelPath = _campaign.GetResourcePath(ResourceType.Object, resName);
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if (modelPath != null)
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{
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// TODO: Handle failing to find model more gracefully
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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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}
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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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}
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}
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}
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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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if (propLight != null)
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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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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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R2 = propLight.Radius * propLight.Radius,
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QuadLit = propLight.QuadLit,
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Spotlight = baseLight.Spotlight,
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SpotlightDir = baseLight.SpotlightDir,
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SpotlightInnerAngle = baseLight.SpotlightInnerAngle,
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SpotlightOuterAngle = baseLight.SpotlightOuterAngle,
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LightTableIndex = lightTable.LightCount,
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};
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if (propLight.Radius == 0)
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{
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light.Radius = float.MaxValue;
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light.R2 = float.MaxValue;
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}
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_lights.Add(light);
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lightTable.AddLight(light.ToLightData(32.0f));
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}
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if (propAnimLight != null)
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{
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var lightIndex = lightTable.LightCount;
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propAnimLight.LightTableLightIndex = (ushort)lightIndex;
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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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InnerRadius = propAnimLight.InnerRadius,
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Radius = propAnimLight.Radius,
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R2 = propAnimLight.Radius * propAnimLight.Radius,
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QuadLit = propAnimLight.QuadLit,
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Spotlight = baseLight.Spotlight,
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SpotlightDir = baseLight.SpotlightDir,
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SpotlightInnerAngle = baseLight.SpotlightInnerAngle,
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SpotlightOuterAngle = baseLight.SpotlightOuterAngle,
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Anim = true,
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ObjId = id,
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LightTableIndex = propAnimLight.LightTableLightIndex,
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};
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if (propAnimLight.Radius == 0)
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{
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light.Radius = float.MaxValue;
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light.R2 = float.MaxValue;
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}
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_lights.Add(light);
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lightTable.AddLight(light.ToLightData(32.0f));
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}
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}
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private void SetCellLightIndices()
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{
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if (!_mission.TryGetChunk<WorldRep>("WREXT", out var worldRep))
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return;
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// TODO: Move this functionality to the LGS library
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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(worldRep.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 first element of the light indices array is used to store how many
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// actual lights are in the list. Which is just LightIndexCount - 1...
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// Odd choice I know
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cell.LightIndexCount++;
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cell.LightIndices.Add(0);
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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.
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// There's a soft length limit here of 96 due to the runtime object shadow
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// cache, so we want this to be as minimal as possible. Additionally large
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// lists actually cause performance issues!
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var cellAabb = new MathUtils.Aabb(cell.Vertices);
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foreach (var light in _lights)
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{
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if (MathUtils.Intersects(new MathUtils.Sphere(light.Position, light.Radius), cellAabb))
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{
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cell.LightIndexCount++;
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cell.LightIndices.Add((ushort)light.LightTableIndex);
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cell.LightIndices[0]++;
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}
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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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{
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if (!_mission.TryGetChunk<WorldRep>("WREXT", out var worldRep))
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{
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return;
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}
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Parallel.ForEach(worldRep.Cells, cell =>
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{
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// Reset cell AnimLight palette
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cell.AnimLightCount = 0;
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cell.AnimLights.Clear();
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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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// There's nothing to render
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// Portal polys can be render polys (e.g. water) but we're ignoring them for now
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if (numRenderPolys == 0 || numPortalPolys >= numPolys)
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{
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return;
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}
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var solidPolys = numPolys - numPortalPolys;
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var cellIdxOffset = 0;
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for (var polyIdx = 0; polyIdx < numRenderPolys; 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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var renderPoly = cell.RenderPolys[polyIdx];
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var info = cell.LightList[polyIdx];
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var lightmap = cell.Lightmaps[polyIdx];
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info.AnimLightBitmask = 0;
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// We have to reset the lightmaps for water, but we don't want to do anything else
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var waterPoly = polyIdx >= solidPolys;
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if (!settings.LightmappedWater && waterPoly)
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{
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lightmap.Reset(Vector3.One * 255f, settings.Hdr);
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continue;
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}
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lightmap.Reset(settings.AmbientLight, settings.Hdr);
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// Get world position of lightmap (0, 0) (+0.5 so we cast from the center of a pixel)
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var topLeft = cell.Vertices[cell.Indices[cellIdxOffset]];
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topLeft -= renderPoly.TextureVectors.Item1 * (renderPoly.TextureBases.Item1 - info.Bases.Item1 * 0.25f);
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topLeft -= renderPoly.TextureVectors.Item2 * (renderPoly.TextureBases.Item2 - info.Bases.Item2 * 0.25f);
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var xDir = 0.25f * lightmap.Width * renderPoly.TextureVectors.Item1;
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var yDir = 0.25f * lightmap.Height * renderPoly.TextureVectors.Item2;
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var aabb = new MathUtils.Aabb([
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topLeft,
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topLeft + xDir,
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topLeft + yDir,
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topLeft + xDir + yDir,
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]);
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// Used for clipping points to poly
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var vs = new Vector3[poly.VertexCount];
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for (var i = 0; i < poly.VertexCount; i++)
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{
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vs[i] = cell.Vertices[cell.Indices[cellIdxOffset + i]];
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}
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var planeMapper = new MathUtils.PlanePointMapper(plane.Normal, vs[0], vs[1]);
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var v2ds = planeMapper.MapTo2d(vs);
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foreach (var light in _lights)
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{
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var layer = 0;
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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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// light.
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var centerDirection = renderPoly.Center - light.Position;
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if (Vector3.Dot(plane.Normal, centerDirection) >= 0)
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{
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continue;
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}
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// If there aren't *any* points on the plane that are in range of the light
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// then none of the lightmap points will be so we can discard.
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// The more compact a map is the less effective this is
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var planeDist = MathUtils.DistanceFromPlane(plane, light.Position);
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if (planeDist > light.Radius)
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{
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continue;
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}
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// If the poly of the lightmap doesn't intersect the light radius then
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// none of the lightmap points will so we can discard.
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if (!MathUtils.Intersects(new MathUtils.Sphere(light.Position, light.Radius), aabb))
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{
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continue;
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}
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for (var y = 0; y < lightmap.Height; y++)
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{
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for (var x = 0; x < lightmap.Width; x++)
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{
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var pos = topLeft;
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pos += x * 0.25f * renderPoly.TextureVectors.Item1;
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pos += y * 0.25f * renderPoly.TextureVectors.Item2;
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if (TracePixelMultisampled(
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settings.MultiSampling, light, pos, renderPoly.Center, plane, planeMapper, v2ds,
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renderPoly.TextureVectors.Item1, renderPoly.TextureVectors.Item2,
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settings.MultiSamplingCenterWeight, out var strength))
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{
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// If we're an anim light there's a lot of stuff we need to update
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// Firstly we need to add the light to the cells anim light palette
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// Secondly we need to set the appropriate bit of the lightmap's
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// bitmask. Finally we need to check if the lightmap needs another layer
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if (light.Anim)
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{
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// TODO: Don't recalculate this for every point lol
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var paletteIdx = cell.AnimLights.IndexOf((ushort)light.LightTableIndex);
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if (paletteIdx == -1)
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{
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paletteIdx = cell.AnimLightCount;
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cell.AnimLightCount++;
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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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}
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lightmap.AddLight(layer, x, y, light.Color, strength, settings.Hdr);
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}
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}
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}
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}
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cellIdxOffset += poly.VertexCount;
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}
|
|
});
|
|
}
|
|
|
|
public bool TracePixelMultisampled(
|
|
SoftnessMode mode,
|
|
Light light,
|
|
Vector3 pos,
|
|
Vector3 polyCenter,
|
|
Plane plane,
|
|
MathUtils.PlanePointMapper planeMapper,
|
|
Vector2[] v2ds,
|
|
Vector3 texU,
|
|
Vector3 texV,
|
|
float centerWeight,
|
|
out float strength)
|
|
{
|
|
bool FourPoint(float offsetScale, out float strength)
|
|
{
|
|
var hit = false;
|
|
var xOffset = texU / offsetScale;
|
|
var yOffset = texV / offsetScale;
|
|
hit |= TracePixel(light, pos - xOffset - yOffset, polyCenter, plane, planeMapper, v2ds, out var strength1);
|
|
hit |= TracePixel(light, pos + xOffset - yOffset, polyCenter, plane, planeMapper, v2ds, out var strength2);
|
|
hit |= TracePixel(light, pos - xOffset + yOffset, polyCenter, plane, planeMapper, v2ds, out var strength3);
|
|
hit |= TracePixel(light, pos + xOffset + yOffset, polyCenter, plane, planeMapper, v2ds, out var strength4);
|
|
strength = (strength1 + strength2 + strength3 + strength4) / 4f;
|
|
return hit;
|
|
}
|
|
|
|
bool FivePoint(float offsetScale, out float strength)
|
|
{
|
|
var hit = false;
|
|
hit |= TracePixel(light, pos, polyCenter, plane, planeMapper, v2ds, out var centerStrength);
|
|
hit |= FourPoint(offsetScale, out strength);
|
|
strength = (1.0f - centerWeight) * strength + centerWeight * centerStrength;
|
|
return hit;
|
|
}
|
|
|
|
bool NinePoint(float offsetScale, out float strength)
|
|
{
|
|
var hit = false;
|
|
var xOffset = texU / offsetScale;
|
|
var yOffset = texV / offsetScale;
|
|
hit |= TracePixel(light, pos - xOffset - yOffset, polyCenter, plane, planeMapper, v2ds, out var s1);
|
|
hit |= TracePixel(light, pos + xOffset - yOffset, polyCenter, plane, planeMapper, v2ds, out var s2);
|
|
hit |= TracePixel(light, pos - xOffset + yOffset, polyCenter, plane, planeMapper, v2ds, out var s3);
|
|
hit |= TracePixel(light, pos + xOffset + yOffset, polyCenter, plane, planeMapper, v2ds, out var s4);
|
|
hit |= TracePixel(light, pos - xOffset, polyCenter, plane, planeMapper, v2ds, out var s5);
|
|
hit |= TracePixel(light, pos + xOffset, polyCenter, plane, planeMapper, v2ds, out var s6);
|
|
hit |= TracePixel(light, pos - yOffset, polyCenter, plane, planeMapper, v2ds, out var s7);
|
|
hit |= TracePixel(light, pos + yOffset, polyCenter, plane, planeMapper, v2ds, out var s8);
|
|
hit |= TracePixel(light, pos, polyCenter, plane, planeMapper, v2ds, out var centerStrength);
|
|
strength = (s1 + s2 + s3 + s4 + s5 + s6 + s7 + s8) / 8f;
|
|
strength = (1.0f - centerWeight) * strength + centerWeight * centerStrength;
|
|
return hit;
|
|
}
|
|
|
|
return mode switch {
|
|
SoftnessMode.Standard when light.QuadLit => FourPoint(4f, out strength),
|
|
SoftnessMode.HighFourPoint => FourPoint(4f, out strength),
|
|
SoftnessMode.HighFivePoint => FivePoint(4f, out strength),
|
|
SoftnessMode.HighNinePoint => NinePoint(4f, out strength),
|
|
SoftnessMode.MediumFourPoint => FourPoint(8f, out strength),
|
|
SoftnessMode.MediumFivePoint => FivePoint(8f, out strength),
|
|
SoftnessMode.MediumNinePoint => NinePoint(8f, out strength),
|
|
SoftnessMode.LowFourPoint => FourPoint(16f, out strength),
|
|
_ => TracePixel(light, pos, polyCenter, plane, planeMapper, v2ds, out strength)
|
|
};
|
|
}
|
|
|
|
private bool TracePixel(
|
|
Light light,
|
|
Vector3 pos,
|
|
Vector3 polyCenter,
|
|
Plane plane,
|
|
MathUtils.PlanePointMapper planeMapper,
|
|
Vector2[] v2ds,
|
|
out float strength)
|
|
{
|
|
strength = 0f;
|
|
|
|
// 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 = polyCenter - 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
|
|
// 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(polyCenter + plane.Normal * 0.25f, pos);
|
|
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)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// We cast from the light to the pixel because the light has
|
|
// no mesh in the scene to hit
|
|
var hit = TraceRay(light.Position, pos);
|
|
if (hit)
|
|
{
|
|
strength += light.StrengthAtPoint(pos, plane);
|
|
}
|
|
return hit;
|
|
}
|
|
|
|
private bool TraceRay(Vector3 origin, Vector3 target)
|
|
{
|
|
var hitDistanceFromTarget = float.MinValue;
|
|
var hitSurfaceType = SurfaceType.Water;
|
|
while (hitDistanceFromTarget < -MathUtils.Epsilon && hitSurfaceType == SurfaceType.Water)
|
|
{
|
|
var direction = target - origin;
|
|
var hitResult = _scene.Trace(new Ray
|
|
{
|
|
Origin = origin,
|
|
Direction = Vector3.Normalize(direction),
|
|
});
|
|
|
|
hitDistanceFromTarget = hitResult.Distance - direction.Length();
|
|
hitSurfaceType = _triangleTypeMap[(int)hitResult.PrimId];
|
|
origin = hitResult.Position += direction * MathUtils.Epsilon;
|
|
}
|
|
|
|
return Math.Abs(hitDistanceFromTarget) < MathUtils.Epsilon;
|
|
}
|
|
|
|
private void SetAnimLightCellMaps()
|
|
{
|
|
if (!_mission.TryGetChunk<PropertyChunk<PropAnimLight>>("P$AnimLight", out var animLightChunk) ||
|
|
!_mission.TryGetChunk<WorldRep>("WREXT", out var worldRep))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Now that we've set all the per-cell stuff we need to aggregate the cell mappings
|
|
// 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 (ushort i = 0; i < worldRep.Cells.Length; i++)
|
|
{
|
|
var cell = worldRep.Cells[i];
|
|
for (ushort j = 0; j < cell.AnimLightCount; j++)
|
|
{
|
|
var animLightIdx = cell.AnimLights[j];
|
|
if (!map.TryGetValue(animLightIdx, out var value))
|
|
{
|
|
value = [];
|
|
map[animLightIdx] = value;
|
|
}
|
|
value.Add(new WorldRep.LightTable.AnimCellMap
|
|
{
|
|
CellIndex = i,
|
|
LightIndex = j,
|
|
});
|
|
}
|
|
}
|
|
|
|
|
|
foreach (var (lightIdx, animCellMaps) in map)
|
|
{
|
|
// 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;
|
|
|
|
worldRep.LightingTable.AnimCellMaps.AddRange(animCellMaps);
|
|
worldRep.LightingTable.AnimMapCount += animCellMaps.Count;
|
|
}
|
|
}
|
|
} |