ThiefLightmapper/KeepersCompound.Lightmapper/Program.cs

264 lines
9.3 KiB
C#

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 radius;
}
static void Main(string[] args)
{
var misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/JAYRUDE_Tests/lm_test.cow";
var mis = new DbFile(misPath);
var hierarchy = BuildHierarchy(misPath, mis);
// Get list of brush lights, and object lights (ignore anim lights for now)
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)),
radius = float.MaxValue
});
}
else if (brush.media == BrList.Brush.Media.Object)
{
var id = (int)brush.brushInfo;
var light = hierarchy.GetProperty<PropLight>(id, "P$Light");
var lightColor = hierarchy.GetProperty<PropLightColor>(id, "P$LightColo");
if (light != null)
{
lightColor ??= new PropLightColor { Hue = 0, Saturation = 0 };
lights.Add(new Light
{
position = brush.position,
color = HsbToRgb(lightColor.Hue, lightColor.Saturation, light.Brightness),
radius = light.Radius,
});
}
else
{
Console.WriteLine($"no light prop apparently");
}
}
}
}
// Build embree mesh
if (!mis.Chunks.TryGetValue("WREXT", out var wrRaw))
return;
var worldRep = (WorldRep)wrRaw;
var scene = new Raytracer();
scene.AddMesh(BuildWrMesh(worldRep));
scene.CommitScene();
// 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;
CastScene(scene, worldRep, [.. lights], ambient);
var dir = Path.GetDirectoryName(misPath);
var filename = Path.GetFileNameWithoutExtension(misPath);
mis.Save(Path.Join(dir, $"{filename}-lit.cow"));
Console.WriteLine($"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),
};
}
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 CastScene(Raytracer scene, WorldRep wr, Light[] lights, Vector3 ambientLight)
{
var cells = wr.Cells;
for (var cellIdx = 0; cellIdx < cells.Length; cellIdx++)
{
Console.Write($"\rResetting cell lighting... {cellIdx + 1}/{cells.Length}");
var cell = cells[cellIdx];
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)
{
continue;
}
var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
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);
foreach (var light in lights)
{
// Check if plane normal is facing towards the light
var direction = renderPoly.Center - light.position;
if (Vector3.Dot(plane.Normal, direction) >= 0)
{
continue;
}
// Cast from the light to the center (later each pixel)
var hitResult = scene.Trace(new Ray
{
Origin = light.position,
Direction = Vector3.Normalize(direction)
});
// cheeky epsilon
var hit = hitResult && Math.Abs(hitResult.Distance - direction.Length()) < 0.001;
if (hit)
{
for (var y = 0; y < lightmap.Height; y++)
{
for (var x = 0; x < lightmap.Width; x++)
{
lightmap.AddLight(0, x, y, (byte)light.color.X, (byte)light.color.Y, (byte)light.color.Z);
}
}
}
}
}
}
Console.Write("\n");
}
private static void ResetLightmap(Vector3 ambientLight, WorldRep.Cell.Lightmap lightmap)
{
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, (byte)ambientLight.X, (byte)ambientLight.Y, (byte)ambientLight.Z);
}
}
}
}