630 lines
26 KiB
C#
630 lines
26 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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class Program
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{
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// Super simple for now
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private record Light
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{
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public Vector3 position;
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public Vector3 color;
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public float innerRadius;
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public float radius;
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public float r2;
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public bool spotlight;
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public Vector3 spotlightDir;
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public float spotlightInnerAngle;
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public float spotlightOuterAngle;
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public int objId;
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public int lightTableIndex;
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public bool anim;
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}
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static void Main(string[] args)
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{
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Timing.Reset();
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// TODO: Read this from args
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var installPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/";
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var campaignName = "JAYRUDE_Tests";
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var missionName = "lm_test.cow";
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// campaignName = "JAYRUDE_1MIL_Mages";
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// campaignName = "TDP20AC_a_burrick_in_a_room";
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// campaignName = "AtdV";
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// missionName = "miss20.mis";
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// Setup extract path
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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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var campaign = resPathManager.GetCampaign(campaignName);
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var misPath = campaign.GetResourcePath(ResourceType.Mission, missionName);
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Timing.TimeStage("Total", () => LightmapMission(campaign, misPath));
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Timing.LogAll();
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}
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private static void LightmapMission(ResourcePathManager.CampaignResources campaign, string misPath)
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{
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var mis = Timing.TimeStage("Parse DB", () => new DbFile(misPath));
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var hierarchy = Timing.TimeStage("Build Hierarchy", () => BuildHierarchy(misPath, mis));
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// Build embree mesh
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if (!mis.TryGetChunk<WorldRep>("WREXT", out var worldRep))
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return;
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var scene = Timing.TimeStage("Build Scene", () =>
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{
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var rt = new Raytracer();
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rt.AddMesh(BuildWrMesh(worldRep));
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rt.CommitScene();
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return rt;
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});
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// For each lightmap pixel cast against all the brush and object lights
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if (!mis.TryGetChunk<RendParams>("RENDPARAMS", out var rendParams))
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return;
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var ambient = rendParams.ambientLight * 255;
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var lights = Timing.TimeStage("Gather Lights", () => BuildLightList(mis, hierarchy, campaign));
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Timing.TimeStage("Set Light Indices", () => SetCellLightIndices(worldRep, [.. lights]));
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Timing.TimeStage("Light", () => CastSceneParallel(scene, worldRep, [.. lights], ambient));
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Timing.TimeStage("Update Anim Mapping", () => SetAnimLightCellMaps(mis, worldRep, lights));
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var dir = Path.GetDirectoryName(misPath);
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var filename = Path.GetFileNameWithoutExtension(misPath);
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var savePath = Path.Join(dir, $"{filename}-lit.cow");
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Timing.TimeStage("Save DB", () => mis.Save(savePath));
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Console.WriteLine($"Lit {lights.Count} light");
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}
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private static void SetAnimLightCellMaps(
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DbFile mis,
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WorldRep worldRep,
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List<Light> lights)
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{
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// Now that we've set all the per-cell stuff we need to aggregate the cell mappings
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// We can't do this in parallel which is why it's being done afterwards rather than
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// as we go
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var map = new Dictionary<ushort, List<WorldRep.LightTable.AnimCellMap>>();
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for (var i = 0; i < worldRep.Cells.Length; i++)
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{
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var cell = worldRep.Cells[i];
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for (var j = 0; j < cell.AnimLightCount; j++)
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{
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var animLightIdx = cell.AnimLights[j];
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if (!map.TryGetValue(animLightIdx, out var value))
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{
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value = [];
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map[animLightIdx] = value;
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}
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value.Add(new WorldRep.LightTable.AnimCellMap
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{
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CellIndex = (ushort)i,
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LightIndex = (ushort)j,
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});
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}
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}
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if (!mis.TryGetChunk<PropertyChunk<PropAnimLight>>("P$AnimLight", out var animLightChunk))
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{
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return;
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}
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foreach (var (lightIdx, animCellMaps) in map)
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{
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// Get the appropriate property!!
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var light = lights.Find((l) => l.anim && l.lightTableIndex == lightIdx);
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foreach (var prop in animLightChunk.properties)
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{
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if (prop.objectId == light.objId)
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{
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prop.LightTableLightIndex = lightIdx;
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prop.LightTableMapIndex = (ushort)worldRep.LightingTable.AnimMapCount;
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prop.CellsReached = (ushort)animCellMaps.Count;
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break;
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}
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}
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foreach (var animCellMap in animCellMaps)
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{
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worldRep.LightingTable.AnimCellMaps.Add(animCellMap);
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worldRep.LightingTable.AnimMapCount++;
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}
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}
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}
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// Gather all the brush, object, and anim ligths. Resets the lighting table
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// TODO: Handle dynamic lights
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private static List<Light> BuildLightList(
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DbFile mis,
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ObjectHierarchy hierarchy,
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ResourcePathManager.CampaignResources campaign)
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{
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var lights = new List<Light>();
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// Get the chunks we need
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if (!mis.TryGetChunk<WorldRep>("WREXT", out var worldRep) ||
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!mis.TryGetChunk<BrList>("BRLIST", out var brList))
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{
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return lights;
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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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if (brush.media == BrList.Brush.Media.Light)
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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)worldRep.LightingTable.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 = worldRep.LightingTable.LightCount,
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};
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lights.Add(light);
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worldRep.LightingTable.AddLight(new WorldRep.LightTable.LightData
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{
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Location = light.position,
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Direction = light.spotlightDir,
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Color = light.color / 32.0f, // TODO: This is based on light_scale config var
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InnerAngle = -1.0f,
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Radius = 0,
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});
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}
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else if (brush.media == BrList.Brush.Media.Object)
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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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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 = worldRep.LightingTable.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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worldRep.LightingTable.AddLight(new WorldRep.LightTable.LightData
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{
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Location = light.position,
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Direction = light.spotlightDir,
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Color = light.color / 32.0f, // TODO: This is based on light_scale config var
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InnerAngle = light.spotlightInnerAngle,
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OuterAngle = light.spotlightOuterAngle,
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Radius = propLight.Radius,
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});
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}
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if (propAnimLight != null)
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{
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var lightIndex = worldRep.LightingTable.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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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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worldRep.LightingTable.AddLight(new WorldRep.LightTable.LightData
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{
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Location = light.position,
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Direction = light.spotlightDir,
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Color = light.color / 32.0f, // TODO: This is based on light_scale config var
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InnerAngle = light.spotlightInnerAngle,
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OuterAngle = light.spotlightOuterAngle,
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Radius = propAnimLight.Radius,
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});
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}
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}
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}
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return lights;
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}
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private static ObjectHierarchy BuildHierarchy(string misPath, DbFile misFile)
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{
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ObjectHierarchy objHierarchy;
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if (misFile.TryGetChunk<GamFile>("GAM_FILE", out var gamFile))
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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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objHierarchy = new ObjectHierarchy(misFile, new DbFile(paths[0]));
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}
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else
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{
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objHierarchy = new ObjectHierarchy(misFile);
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}
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}
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else
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{
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objHierarchy = new ObjectHierarchy(misFile);
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}
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return objHierarchy;
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}
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private static TriangleMesh BuildWrMesh(WorldRep worldRep)
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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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var cells = worldRep.Cells;
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for (var cellIdx = 0; cellIdx < cells.Length; cellIdx++)
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{
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var cell = cells[cellIdx];
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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 maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
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var cellIdxOffset = 0;
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for (int polyIdx = 0; polyIdx < maxPolyIdx; 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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for (int 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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}
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cellIdxOffset += cell.Polys[polyIdx].VertexCount;
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}
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}
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return new TriangleMesh([.. vertices], [.. indices]);
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}
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private static void CastSceneParallel(Raytracer scene, WorldRep wr, Light[] lights, Vector3 ambientLight)
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{
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var hdr = wr.DataHeader.LightmapFormat == 2;
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Parallel.ForEach(wr.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 maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
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var cellIdxOffset = 0;
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for (int polyIdx = 0; polyIdx < maxPolyIdx; 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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lightmap.Reset(ambientLight, 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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if (light.anim)
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{
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// Because we're building the AnimLightBitmask in this loop we
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// know there aren't any layers set above us. So the target layer
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// is just the number of set bits + 1.
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layer = BitOperations.PopCount(info.AnimLightBitmask) + 1;
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}
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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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// We need to clip the point to slightly inside of the poly
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// to avoid three problems:
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// 1. Darkened spots from lightmap pixels who's center is outside
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// of the polygon but is partially contained in the polygon
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// 2. Darkened spots from linear filtering of points outside of the
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// polygon which have missed
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// 3. Darkened spots where centers are on the exact edge of a poly
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// which can sometimes cause Embree to miss casts
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var p2d = planeMapper.MapTo2d(pos);
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p2d = MathUtils.ClipPointToPoly2d(p2d, v2ds);
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pos = planeMapper.MapTo3d(p2d);
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// 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)
|
|
{
|
|
// 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)
|
|
{
|
|
// TODO: Don't recalculate this for every point lol
|
|
var paletteIdx = cell.AnimLights.IndexOf((ushort)light.lightTableIndex);
|
|
if (paletteIdx == -1)
|
|
{
|
|
paletteIdx = cell.AnimLightCount;
|
|
cell.AnimLightCount++;
|
|
cell.AnimLights.Add((ushort)light.lightTableIndex);
|
|
}
|
|
info.AnimLightBitmask |= 1u << paletteIdx;
|
|
|
|
if (layer >= lightmap.Layers)
|
|
{
|
|
lightmap.AddLayer();
|
|
}
|
|
}
|
|
var strength = CalculateLightStrengthAtPoint(light, pos, plane);
|
|
lightmap.AddLight(layer, x, y, light.color, strength, hdr);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
cellIdxOffset += poly.VertexCount;
|
|
}
|
|
});
|
|
}
|
|
|
|
private static void SetCellLightIndices(WorldRep wr, Light[] lights)
|
|
{
|
|
// We set up light indices in separately from lighting because the actual
|
|
// lighting phase takes a lot of shortcuts that we don't want
|
|
Parallel.ForEach(wr.Cells, cell =>
|
|
{
|
|
cell.LightIndexCount = 0;
|
|
cell.LightIndices.Clear();
|
|
|
|
// The OG lightmapper uses the cell traversal to work out all the cells that
|
|
// are actually visited. We're a lot more coarse and just say if a cell is
|
|
// in range then we potentially affect the lighting in the cell and add it
|
|
// to the list. Cells already contain their sphere bounds so we just use
|
|
// that for now, but a tighter AABB is another option.
|
|
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)))
|
|
{
|
|
cell.LightIndexCount++;
|
|
cell.LightIndices.Add((ushort)light.lightTableIndex);
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
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;
|
|
}
|
|
} |