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https://github.com/ZDoom/ZDRay.git
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Add lights
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parent
2d1c0acff2
commit
0a7108c3b1
3 changed files with 114 additions and 11 deletions
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@ -5,6 +5,7 @@
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#include "framework/binfile.h"
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#include <algorithm>
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#include <map>
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#include <set>
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extern float lm_scale;
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@ -13,16 +14,42 @@ DoomLevelMesh::DoomLevelMesh(FLevel& doomMap, int samples, int lmdims)
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SunColor = doomMap.defaultSunColor; // TODO keep only one copy?
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SunDirection = doomMap.defaultSunDirection;
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printf(" Building level mesh\n");
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StaticMesh = std::make_unique<DoomLevelSubmesh>();
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static_cast<DoomLevelSubmesh*>(StaticMesh.get())->CreateStatic(doomMap);
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static_cast<DoomLevelSubmesh*>(StaticMesh.get())->PackLightmapAtlas(0);
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static_cast<DoomLevelSubmesh*>(StaticMesh.get())->BindLightmapSurfacesToGeometry(doomMap);
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BuildLightLists(doomMap);
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}
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int DoomLevelMesh::AddSurfaceLights(const LevelMeshSurface* surface, LevelMeshLight* list, int listMaxSize)
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{
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return 0;
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const DoomLevelMeshSurface* doomsurface = static_cast<const DoomLevelMeshSurface*>(surface);
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int listpos = 0;
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for (ThingLight* light : doomsurface->LightList)
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{
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if (listpos == listMaxSize)
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break;
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LevelMeshLight& meshlight = list[listpos++];
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meshlight.Origin = light->LightOrigin();
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meshlight.RelativeOrigin = light->LightRelativeOrigin();
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meshlight.Radius = light->LightRadius();
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meshlight.Intensity = light->intensity;
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meshlight.InnerAngleCos = light->innerAngleCos;
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meshlight.OuterAngleCos = light->outerAngleCos;
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meshlight.SpotDir = light->SpotDir();
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meshlight.Color = light->rgb;
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/*if (light->sector)
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meshlight.SectorGroup = static_cast<DoomLevelSubmesh*>(StaticMesh.get())->sectorGroup[light->sector->Index()];
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else*/
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meshlight.SectorGroup = 0;
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}
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return listpos;
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}
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void DoomLevelMesh::DumpMesh(const FString& objFilename, const FString& mtlFilename) const
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@ -202,6 +229,73 @@ void DoomLevelMesh::AddLightmapLump(FLevel& doomMap, FWadWriter& wadFile)
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zout.Write(buffer.data(), (int)(ptrdiff_t)(lumpFile.BufferAt() - lumpFile.Buffer()));
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}
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void DoomLevelMesh::PropagateLight(FLevel& doomMap, ThingLight* light, int recursiveDepth)
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{
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if (recursiveDepth > 32)
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return;
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auto submesh = static_cast<DoomLevelSubmesh*>(StaticMesh.get());
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SphereShape sphere;
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sphere.center = light->LightRelativeOrigin();
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sphere.radius = light->LightRadius();
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//std::set<Portal, RecursivePortalComparator> portalsToErase;
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for (int triangleIndex : TriangleMeshShape::find_all_hits(submesh->Collision.get(), &sphere))
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{
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DoomLevelMeshSurface* surface = &submesh->Surfaces[submesh->MeshSurfaceIndexes[triangleIndex]];
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// skip any surface which isn't physically connected to the sector group in which the light resides
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//if (light->sectorGroup == surface->sectorGroup)
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{
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/*if (surface->portalIndex >= 0)
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{
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auto portal = portals[surface->portalIndex].get();
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if (touchedPortals.insert(*portal).second)
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{
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auto fakeLight = std::make_unique<ThingLight>(*light);
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fakeLight->relativePosition.emplace(portal->TransformPosition(light->LightRelativeOrigin()));
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fakeLight->sectorGroup = portal->targetSectorGroup;
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PropagateLight(doomMap, fakeLight.get(), recursiveDepth + 1);
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portalsToErase.insert(*portal);
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portalLights.push_back(std::move(fakeLight));
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}
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}*/
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// Add light to the list if it isn't already there
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bool found = false;
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for (ThingLight* light2 : surface->LightList)
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{
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if (light2 == light)
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{
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found = true;
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break;
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}
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}
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if (!found)
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surface->LightList.push_back(light);
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}
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}
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/*for (auto& portal : portalsToErase)
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{
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touchedPortals.erase(portal);
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}*/
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}
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void DoomLevelMesh::BuildLightLists(FLevel& doomMap)
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{
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for (unsigned i = 0; i < doomMap.ThingLights.Size(); ++i)
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{
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printf(" Building light lists: %u / %u\r", i, doomMap.ThingLights.Size());
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PropagateLight(doomMap, &doomMap.ThingLights[i]);
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}
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printf(" Building light lists: %u / %u\n", doomMap.ThingLights.Size(), doomMap.ThingLights.Size());
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}
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/////////////////////////////////////////////////////////////////////////////
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void DoomLevelSubmesh::CreateStatic(FLevel& doomMap)
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@ -14,8 +14,18 @@ public:
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int AddSurfaceLights(const LevelMeshSurface* surface, LevelMeshLight* list, int listMaxSize) override;
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void DumpMesh(const FString& objFilename, const FString& mtlFilename) const;
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void AddLightmapLump(FLevel& doomMap, FWadWriter& out);
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private:
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void BuildLightLists(FLevel& doomMap);
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void PropagateLight(FLevel& doomMap, ThingLight* light, int recursiveDepth = 0);
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// Portal to portals[] index
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//std::map<Portal, int, IdenticalPortalComparator> portalCache;
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// Portal lights
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//std::vector<std::unique_ptr<ThingLight>> portalLights;
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//std::set<Portal, RecursivePortalComparator> touchedPortals;
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};
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enum DoomLevelMeshSurfaceType
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@ -38,6 +48,8 @@ struct DoomLevelMeshSurface : public LevelMeshSurface
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IntSector* ControlSector = nullptr;
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float* TexCoords = nullptr;
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std::vector<ThingLight*> LightList;
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};
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class DoomLevelSubmesh : public LevelSubmesh
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@ -32,26 +32,22 @@ void GPURaytracer::Raytrace(DoomLevelMesh* mesh)
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QueryPerformanceCounter(&s);
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#endif
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printf(" Ray tracing in progress\n");
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printf(" [");
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try
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{
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auto raytrace = mDevice->GetRaytrace();
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auto lightmap = mDevice->GetLightmap();
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auto submesh = mesh->StaticMesh.get();
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printf(" Map uses %u lightmap textures\n", submesh->LMTextureCount);
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mDevice->GetTextureManager()->CreateLightmap(submesh->LMTextureSize, submesh->LMTextureCount);
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printf(".");
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raytrace->SetLevelMesh(mesh);
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lightmap->SetLevelMesh(mesh);
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// Keep baking until all surfaces have been processed
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while (true)
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{
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printf(".");
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raytrace->BeginFrame();
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lightmap->BeginFrame();
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@ -68,12 +64,14 @@ void GPURaytracer::Raytrace(DoomLevelMesh* mesh)
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if (surfaces.Size() == 0)
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break;
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printf(" Ray tracing surfaces: %u / %u\r", submesh->GetSurfaceCount() - surfaces.Size(), submesh->GetSurfaceCount());
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lightmap->Raytrace(surfaces);
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mDevice->GetCommands()->SubmitAndWait();
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}
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printf(".");
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printf(" Ray tracing surfaces: %u / %u\n", submesh->GetSurfaceCount(), submesh->GetSurfaceCount());
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submesh->LMTextureData.Resize(submesh->LMTextureSize * submesh->LMTextureSize * submesh->LMTextureCount * 4);
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for (int arrayIndex = 0; arrayIndex < submesh->LMTextureCount; arrayIndex++)
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}
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catch (...)
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{
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printf("]\n");
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printf("\n");
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throw;
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}
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printf("]\n");
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#ifdef WIN32
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LARGE_INTEGER e, f;
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