ThiefLightmapper/KeepersCompound.Lightmapper/LightMapper.cs

602 lines
24 KiB
C#

using System.Numerics;
using KeepersCompound.LGS;
using KeepersCompound.LGS.Database;
using KeepersCompound.LGS.Database.Chunks;
using TinyEmbree;
namespace KeepersCompound.Lightmapper;
public class LightMapper
{
private class Settings
{
public bool Hdr;
public bool MultiSampling;
public Vector3 AmbientLight;
}
private ResourcePathManager.CampaignResources _campaign;
private string _misPath;
private DbFile _mission;
private ObjectHierarchy _hierarchy;
private Raytracer _scene;
private List<Light> _lights;
public LightMapper(
string installPath,
string campaignName,
string missionName)
{
var pathManager = SetupPathManager(installPath);
_campaign = pathManager.GetCampaign(campaignName);
_misPath = _campaign.GetResourcePath(ResourceType.Mission, missionName);
_mission = Timing.TimeStage("Parse DB", () => new DbFile(_misPath));
_hierarchy = Timing.TimeStage("Build Hierarchy", BuildHierarchy);
_scene = Timing.TimeStage("Build Scene", BuildRaytracingScene);
_lights = [];
}
public void Light(bool multiSampling)
{
// TODO: Throw?
if (!_mission.TryGetChunk<RendParams>("RENDPARAMS", out var rendParams) ||
!_mission.TryGetChunk<WorldRep>("WREXT", out var worldRep))
{
return;
}
var settings = new Settings
{
Hdr = worldRep.DataHeader.LightmapFormat == 2,
AmbientLight = rendParams.ambientLight * 255,
MultiSampling = multiSampling,
};
Timing.TimeStage("Gather Lights", BuildLightList);
Timing.TimeStage("Set Light Indices", SetCellLightIndices);
Timing.TimeStage("Trace Scene", () => TraceScene(settings));
Timing.TimeStage("Update AnimLight Cell Mapping", SetAnimLightCellMaps);
}
public void Save(string missionName)
{
var ext = Path.GetExtension(_misPath);
var dir = Path.GetDirectoryName(_misPath);
var savePath = Path.Join(dir, missionName + ext);
Timing.TimeStage("Save DB", () => _mission.Save(savePath));
}
private static ResourcePathManager SetupPathManager(string installPath)
{
var tmpDir = Directory.CreateTempSubdirectory("KCLightmapper");
var resPathManager = new ResourcePathManager(tmpDir.FullName);
resPathManager.Init(installPath);
return resPathManager;
}
private ObjectHierarchy BuildHierarchy()
{
if (!_mission.TryGetChunk<GamFile>("GAM_FILE", out var gamFile))
{
return new ObjectHierarchy(_mission);
}
var dir = Path.GetDirectoryName(_misPath);
var options = new EnumerationOptions { MatchCasing = MatchCasing.CaseInsensitive };
var name = gamFile.fileName;
var paths = Directory.GetFiles(dir!, name, options);
if (paths.Length > 0)
{
return new ObjectHierarchy(_mission, new DbFile(paths[0]));
}
return new ObjectHierarchy(_mission);
}
private Raytracer BuildRaytracingScene()
{
// TODO: Should this throw?
if (!_mission.TryGetChunk<WorldRep>("WREXT", out var worldRep))
{
return null;
}
var vertices = new List<Vector3>();
var indices = new List<int>();
foreach (var cell in worldRep.Cells)
{
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 (var 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);
}
// Cell polygons are n-sided, but fortunately they're convex so we can just do a fan triangulation
for (var j = 1; j < numPolyVertices - 1; j++)
{
indices.Add(meshIndexOffset);
indices.Add(meshIndexOffset + j);
indices.Add(meshIndexOffset + j + 1);
}
cellIdxOffset += cell.Polys[polyIdx].VertexCount;
}
}
var rt = new Raytracer();
rt.AddMesh(new TriangleMesh([.. vertices], [.. indices]));
rt.CommitScene();
return rt;
}
private void BuildLightList()
{
_lights.Clear();
// Get the chunks we need
if (!_mission.TryGetChunk<WorldRep>("WREXT", out var worldRep) ||
!_mission.TryGetChunk<BrList>("BRLIST", out var brList))
{
return;
}
worldRep.LightingTable.Reset();
foreach (var brush in brList.Brushes)
{
switch (brush.media)
{
case BrList.Brush.Media.Light:
ProcessBrushLight(worldRep.LightingTable, brush);
break;
case BrList.Brush.Media.Object:
ProcessObjectLight(worldRep.LightingTable, brush);
break;
}
}
}
// TODO: Check if this works (brush is a record type)
private void ProcessBrushLight(WorldRep.LightTable lightTable, BrList.Brush brush)
{
// For some reason the light table index on brush lights is 1 indexed
brush.brushInfo = (uint)lightTable.LightCount + 1;
var sz = brush.size;
var light = new Light
{
Position = brush.position,
Color = Utils.HsbToRgb(sz.Y, sz.Z, Math.Min(sz.X, 255.0f)),
Radius = float.MaxValue,
R2 = float.MaxValue,
LightTableIndex = lightTable.LightCount,
};
_lights.Add(light);
lightTable.AddLight(light.ToLightData(32.0f));
}
private void ProcessObjectLight(WorldRep.LightTable lightTable, BrList.Brush brush)
{
// TODO: Handle PropSpotlightAndAmbient
var id = (int)brush.brushInfo;
var propAnimLight = _hierarchy.GetProperty<PropAnimLight>(id, "P$AnimLight", false);
var propLight = _hierarchy.GetProperty<PropLight>(id, "P$Light", false);
var propLightColor = _hierarchy.GetProperty<PropLightColor>(id, "P$LightColo");
var propSpotlight = _hierarchy.GetProperty<PropSpotlight>(id, "P$Spotlight");
var propModelName = _hierarchy.GetProperty<PropLabel>(id, "P$ModelName");
propLightColor ??= new PropLightColor { Hue = 0, Saturation = 0 };
var baseLight = new Light
{
Position = brush.position,
SpotlightDir = -Vector3.UnitZ,
SpotlightInnerAngle = -1.0f,
};
if (propModelName != null)
{
var resName = $"{propModelName.value.ToLower()}.bin";
var modelPath = _campaign.GetResourcePath(ResourceType.Object, resName);
if (modelPath != null)
{
// TODO: Handle failing to find model more gracefully
var model = new ModelFile(modelPath);
if (model.TryGetVhot(ModelFile.VhotId.LightPosition, out var vhot))
{
baseLight.Position += vhot.Position;
}
if (model.TryGetVhot(ModelFile.VhotId.LightDirection, out vhot))
{
baseLight.SpotlightDir = vhot.Position;
}
}
}
if (propSpotlight != null)
{
var rot = Matrix4x4.Identity;
rot *= Matrix4x4.CreateRotationX(float.DegreesToRadians(brush.angle.X));
rot *= Matrix4x4.CreateRotationY(float.DegreesToRadians(brush.angle.Y));
rot *= Matrix4x4.CreateRotationZ(float.DegreesToRadians(brush.angle.Z));
baseLight.Spotlight = true;
baseLight.SpotlightDir = Vector3.Transform(baseLight.SpotlightDir, rot);
baseLight.SpotlightInnerAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.InnerAngle));
baseLight.SpotlightOuterAngle = (float)Math.Cos(float.DegreesToRadians(propSpotlight.OuterAngle));
}
if (propLight != null)
{
if (propLight.QuadLit)
{
Console.WriteLine("Quadlit light wowzer");
}
var light = new Light
{
Position = baseLight.Position + propLight.Offset,
Color = Utils.HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propLight.Brightness),
InnerRadius = propLight.InnerRadius,
Radius = propLight.Radius,
R2 = propLight.Radius * propLight.Radius,
QuadLit = propLight.QuadLit,
Spotlight = baseLight.Spotlight,
SpotlightDir = baseLight.SpotlightDir,
SpotlightInnerAngle = baseLight.SpotlightInnerAngle,
SpotlightOuterAngle = baseLight.SpotlightOuterAngle,
LightTableIndex = lightTable.LightCount,
};
if (propLight.Radius == 0)
{
light.Radius = float.MaxValue;
light.R2 = float.MaxValue;
}
_lights.Add(light);
lightTable.AddLight(light.ToLightData(32.0f));
}
if (propAnimLight != null)
{
var lightIndex = lightTable.LightCount;
propAnimLight.LightTableLightIndex = (ushort)lightIndex;
var light = new Light
{
Position = baseLight.Position + propAnimLight.Offset,
Color = Utils.HsbToRgb(propLightColor.Hue, propLightColor.Saturation, propAnimLight.MaxBrightness),
InnerRadius = propAnimLight.InnerRadius,
Radius = propAnimLight.Radius,
R2 = propAnimLight.Radius * propAnimLight.Radius,
QuadLit = propAnimLight.QuadLit,
Spotlight = baseLight.Spotlight,
SpotlightDir = baseLight.SpotlightDir,
SpotlightInnerAngle = baseLight.SpotlightInnerAngle,
SpotlightOuterAngle = baseLight.SpotlightOuterAngle,
Anim = true,
ObjId = id,
LightTableIndex = propAnimLight.LightTableLightIndex,
};
if (propAnimLight.Radius == 0)
{
light.Radius = float.MaxValue;
light.R2 = float.MaxValue;
}
_lights.Add(light);
lightTable.AddLight(light.ToLightData(32.0f));
}
}
private void SetCellLightIndices()
{
if (!_mission.TryGetChunk<WorldRep>("WREXT", out var worldRep))
return;
// TODO: Move this functionality to the LGS library
// 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(worldRep.Cells, cell =>
{
cell.LightIndexCount = 0;
cell.LightIndices.Clear();
// The first element of the light indices array is used to store how many
// actual lights are in the list. Which is just LightIndexCount - 1...
// Odd choice I know
cell.LightIndexCount++;
cell.LightIndices.Add(0);
// 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);
cell.LightIndices[0]++;
}
}
});
}
private void TraceScene(Settings settings)
{
if (!_mission.TryGetChunk<WorldRep>("WREXT", out var worldRep))
{
return;
}
Parallel.ForEach(worldRep.Cells, cell =>
{
// Reset cell AnimLight palette
cell.AnimLightCount = 0;
cell.AnimLights.Clear();
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 (var 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];
info.AnimLightBitmask = 0;
lightmap.Reset(settings.AmbientLight, settings.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)
{
var layer = 0;
// 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;
var hit = false;
var strength = 0f;
if (settings.MultiSampling)
{
var xOffset = 0.25f * 0.25f * renderPoly.TextureVectors.Item1;
var yOffset = 0.25f * 0.25f * renderPoly.TextureVectors.Item2;
hit |= TracePixel(light, pos - xOffset - yOffset, renderPoly.Center, plane, planeMapper, v2ds, ref strength);
hit |= TracePixel(light, pos + xOffset - yOffset, renderPoly.Center, plane, planeMapper, v2ds, ref strength);
hit |= TracePixel(light, pos - xOffset + yOffset, renderPoly.Center, plane, planeMapper, v2ds, ref strength);
hit |= TracePixel(light, pos + xOffset + yOffset, renderPoly.Center, plane, planeMapper, v2ds, ref strength);
strength /= 4f;
}
else
{
hit |= TracePixel(light, pos, renderPoly.Center, plane, planeMapper, v2ds, ref strength);
}
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;
layer = paletteIdx + 1;
}
lightmap.AddLight(layer, x, y, light.Color, strength, settings.Hdr);
}
}
}
}
cellIdxOffset += poly.VertexCount;
}
});
}
private bool TracePixel(
Light light,
Vector3 pos,
Vector3 polyCenter,
Plane plane,
MathUtils.PlanePointMapper planeMapper,
Vector2[] v2ds,
ref float strength)
{
// 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 direction = target - origin;
var hitResult = _scene.Trace(new Ray
{
Origin = origin,
Direction = Vector3.Normalize(direction),
});
return hitResult && Math.Abs(hitResult.Distance - direction.Length()) < 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;
}
}
}