ThiefLightmapper/KeepersCompound.Lightmapper/Program.cs

388 lines
15 KiB
C#

using System.Diagnostics;
using System.Numerics;
using KeepersCompound.LGS.Database;
using KeepersCompound.LGS.Database.Chunks;
using TinyEmbree;
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;
}
static void Main(string[] args)
{
Timing.Reset();
var misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/JAYRUDE_Tests/lm_test.cow";
// misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/AtdV/miss20.mis";
// misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/TDP20AC_a_burrick_in_a_room/miss20.mis";
Timing.TimeStage("Total", () => LightmapMission(misPath));
Timing.LogAll();
}
private static void LightmapMission(string misPath)
{
var mis = Timing.TimeStage("Parse DB", () => new DbFile(misPath));
var hierarchy = Timing.TimeStage("Build Hierarchy", () => BuildHierarchy(misPath, mis));
var lights = Timing.TimeStage("Gather Lights", () => BuildLightList(mis, hierarchy));
// Build embree mesh
if (!mis.Chunks.TryGetValue("WREXT", out var wrRaw))
return;
var worldRep = (WorldRep)wrRaw;
var scene = Timing.TimeStage("Build Scene", () =>
{
var rt = new Raytracer();
rt.AddMesh(BuildWrMesh(worldRep));
rt.CommitScene();
return rt;
});
// For each lightmap pixel cast against all the brush and object lights
if (!mis.Chunks.TryGetValue("RENDPARAMS", out var rendParamsRaw))
return;
var ambient = ((RendParams)rendParamsRaw).ambientLight * 255;
Timing.TimeStage("Light", () => CastSceneParallel(scene, worldRep, [.. lights], ambient));
var dir = Path.GetDirectoryName(misPath);
var filename = Path.GetFileNameWithoutExtension(misPath);
var savePath = Path.Join(dir, $"{filename}-lit.cow");
Timing.TimeStage("Save DB", () => mis.Save(savePath));
Console.WriteLine($"Lit {lights.Count} light");
}
// Expects Hue and Saturation are 0-1, Brightness 0-255
// https://en.wikipedia.org/wiki/HSL_and_HSV#HSV_to_RGB
private static Vector3 HsbToRgb(float hue, float saturation, float brightness)
{
hue *= 360;
var hi = Convert.ToInt32(Math.Floor(hue / 60)) % 6;
var f = hue / 60 - Math.Floor(hue / 60);
var v = Convert.ToInt32(brightness);
var p = Convert.ToInt32(brightness * (1 - saturation));
var q = Convert.ToInt32(brightness * (1 - f * saturation));
var t = Convert.ToInt32(brightness * (1 - (1 - f) * saturation));
return hi switch
{
0 => new Vector3(v, t, p),
1 => new Vector3(q, v, p),
2 => new Vector3(p, v, t),
3 => new Vector3(p, q, v),
4 => new Vector3(t, p, v),
_ => new Vector3(v, p, q),
};
}
// Get list of brush lights, and object lights (ignore anim lights for now)
private static List<Light> BuildLightList(DbFile mis, ObjectHierarchy hierarchy)
{
var lights = new List<Light>();
if (mis.Chunks.TryGetValue("BRLIST", out var brListRaw))
{
var brList = (BrList)brListRaw;
foreach (var brush in brList.Brushes)
{
if (brush.media == BrList.Brush.Media.Light)
{
var sz = brush.size;
lights.Add(new Light
{
position = brush.position,
color = HsbToRgb(sz.Y, sz.Z, Math.Min(sz.X, 255.0f)),
innerRadius = 0.0f,
radius = float.MaxValue,
r2 = float.MaxValue
});
}
else if (brush.media == BrList.Brush.Media.Object)
{
var id = (int)brush.brushInfo;
var propLight = hierarchy.GetProperty<PropLight>(id, "P$Light");
var propLightColor = hierarchy.GetProperty<PropLightColor>(id, "P$LightColo");
if (propLight != null)
{
propLightColor ??= new PropLightColor { Hue = 0, Saturation = 0 };
// TODO: There's still some lights that aren't positioned right such as Streetlamp.
// Perhaps there's a light point specified in model files?
var light = new Light
{
position = brush.position + propLight.Offset,
color = HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propLight.Brightness),
innerRadius = propLight.InnerRadius,
radius = propLight.Radius,
r2 = propLight.Radius * propLight.Radius,
};
if (propLight.Radius == 0)
{
light.radius = float.MaxValue;
light.r2 = float.MaxValue;
}
lights.Add(light);
}
}
}
}
return lights;
}
private static ObjectHierarchy BuildHierarchy(string misPath, DbFile misFile)
{
ObjectHierarchy objHierarchy;
if (misFile.Chunks.TryGetValue("GAM_FILE", out var gamFileChunk))
{
var dir = Path.GetDirectoryName(misPath);
var options = new EnumerationOptions { MatchCasing = MatchCasing.CaseInsensitive };
var name = ((GamFile)gamFileChunk).fileName;
var paths = Directory.GetFiles(dir!, name, options);
if (paths.Length > 0)
{
objHierarchy = new ObjectHierarchy(misFile, new DbFile(paths[0]));
}
else
{
objHierarchy = new ObjectHierarchy(misFile);
}
}
else
{
objHierarchy = new ObjectHierarchy(misFile);
}
return objHierarchy;
}
private static TriangleMesh BuildWrMesh(WorldRep worldRep)
{
var vertices = new List<Vector3>();
var indices = new List<int>();
var cells = worldRep.Cells;
for (var cellIdx = 0; cellIdx < cells.Length; cellIdx++)
{
var cell = cells[cellIdx];
var numPolys = cell.PolyCount;
var numRenderPolys = cell.RenderPolyCount;
var numPortalPolys = cell.PortalPolyCount;
// There's nothing to render
if (numRenderPolys == 0 || numPortalPolys >= numPolys)
{
continue;
}
var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
var cellIdxOffset = 0;
for (int polyIdx = 0; polyIdx < maxPolyIdx; polyIdx++)
{
var poly = cell.Polys[polyIdx];
var meshIndexOffset = vertices.Count;
var numPolyVertices = poly.VertexCount;
for (var j = 0; j < numPolyVertices; j++)
{
var vertex = cell.Vertices[cell.Indices[cellIdxOffset + j]];
vertices.Add(vertex);
}
for (int j = 1; j < numPolyVertices - 1; j++)
{
indices.Add(meshIndexOffset);
indices.Add(meshIndexOffset + j);
indices.Add(meshIndexOffset + j + 1);
}
cellIdxOffset += cell.Polys[polyIdx].VertexCount;
}
}
return new TriangleMesh([.. vertices], [.. indices]);
}
private static void CastSceneParallel(Raytracer scene, WorldRep wr, Light[] lights, Vector3 ambientLight)
{
var hdr = wr.DataHeader.LightmapFormat == 2;
Parallel.ForEach(wr.Cells, cell =>
{
var numPolys = cell.PolyCount;
var numRenderPolys = cell.RenderPolyCount;
var numPortalPolys = cell.PortalPolyCount;
// There's nothing to render
// Portal polys can be render polys (e.g. water) but we're ignoring them for now
if (numRenderPolys == 0 || numPortalPolys >= numPolys)
{
return;
}
var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
var cellIdxOffset = 0;
for (int polyIdx = 0; polyIdx < maxPolyIdx; polyIdx++)
{
var poly = cell.Polys[polyIdx];
var plane = cell.Planes[poly.PlaneId];
var renderPoly = cell.RenderPolys[polyIdx];
var info = cell.LightList[polyIdx];
var lightmap = cell.Lightmaps[polyIdx];
ResetLightmap(ambientLight, lightmap, hdr);
// Get world position of lightmap (0, 0) (+0.5 so we cast from the center of a pixel)
var topLeft = cell.Vertices[cell.Indices[cellIdxOffset]];
topLeft -= renderPoly.TextureVectors.Item1 * (renderPoly.TextureBases.Item1 - info.Bases.Item1 * 0.25f);
topLeft -= renderPoly.TextureVectors.Item2 * (renderPoly.TextureBases.Item2 - info.Bases.Item2 * 0.25f);
var xDir = 0.25f * lightmap.Width * renderPoly.TextureVectors.Item1;
var yDir = 0.25f * lightmap.Height * renderPoly.TextureVectors.Item2;
var aabb = new MathUtils.Aabb([
topLeft,
topLeft + xDir,
topLeft + yDir,
topLeft + xDir + yDir,
]);
// Used for clipping points to poly
var vs = new Vector3[poly.VertexCount];
for (var i = 0; i < poly.VertexCount; i++)
{
vs[i] = cell.Vertices[cell.Indices[cellIdxOffset + i]];
}
var planeMapper = new MathUtils.PlanePointMapper(plane.Normal, vs[0], vs[1]);
var v2ds = planeMapper.MapTo2d(vs);
foreach (var light in lights)
{
// 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;
if (Vector3.Dot(plane.Normal, centerDirection) >= 0)
{
continue;
}
// 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)
{
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))
{
continue;
}
for (var y = 0; y < lightmap.Height; y++)
{
for (var x = 0; x < lightmap.Width; x++)
{
var pos = topLeft;
pos += x * 0.25f * renderPoly.TextureVectors.Item1;
pos += y * 0.25f * renderPoly.TextureVectors.Item2;
// 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 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
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 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)
{
var strength = CalculateLightStrengthAtPoint(light, pos, plane);
lightmap.AddLight(0, x, y, light.color, strength, hdr);
}
}
}
}
cellIdxOffset += poly.VertexCount;
}
});
}
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);
}
return strength;
}
private static void ResetLightmap(Vector3 ambientLight, WorldRep.Cell.Lightmap lightmap, bool hdr)
{
for (var i = 0; i < lightmap.Pixels.Length; i++)
{
lightmap.Pixels[i] = 0;
}
for (var y = 0; y < lightmap.Height; y++)
{
for (var x = 0; x < lightmap.Width; x++)
{
lightmap.AddLight(0, x, y, ambientLight, 1.0f, hdr);
}
}
}
}