mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-06-06 16:52:35 +00:00
feat: WIP add lights to the scene
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@@ -51,6 +51,27 @@ namespace BSP
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std::vector<BSPMaterial> materials;
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};
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enum BSPLightType
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{
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LIGHT_TYPE_DIRECTIONAL,
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LIGHT_TYPE_POINT,
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LIGHT_TYPE_SPOT
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};
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struct BSPLight
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{
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BSPLightType type;
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vec3_t pos;
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vec3_t direction;
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vec3_t colour;
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float range;
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float intensity;
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// only used on spot and dir lights
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float innerConeAngle;
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float outerConeAngle;
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};
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struct BSPData
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{
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std::string name;
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@@ -58,6 +79,8 @@ namespace BSP
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BSPWorld gfxWorld;
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BSPWorld colWorld;
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std::vector<BSPLight> lights;
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};
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// BSPGameConstants:
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@@ -70,7 +93,7 @@ namespace BSP
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enum BSPDefaultLights
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{
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STATIC_LIGHT_INDEX = 0,
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EMPTY_LIGHT_INDEX = 0,
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SUN_LIGHT_INDEX = 1,
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BSP_DEFAULT_LIGHT_COUNT = 2
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};
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@@ -161,10 +184,10 @@ namespace BSP
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constexpr int DEFAULT_SMODEL_REFLECTION_PROBE = 0;
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// Default surface values
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constexpr int DEFAULT_SURFACE_LIGHT = BSPGameConstants::SUN_LIGHT_INDEX;
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constexpr int DEFAULT_SURFACE_LIGHT = 2;
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constexpr int DEFAULT_SURFACE_LIGHTMAP = 0;
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constexpr int DEFAULT_SURFACE_REFLECTION_PROBE = 0;
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constexpr int DEFAULT_SURFACE_FLAGS = (GFX_SURFACE_CASTS_SUN_SHADOW | GFX_SURFACE_CASTS_SHADOW);
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constexpr int DEFAULT_SURFACE_FLAGS = 0;
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// material flags determine the features of a surface
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// unsure which flag type changes what right now
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@@ -1,5 +1,8 @@
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#include "ComWorldLinker.h"
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#define _USE_MATH_DEFINES
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#include <math.h>
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namespace BSP
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{
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ComWorldLinker::ComWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
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@@ -9,28 +12,184 @@ namespace BSP
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{
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}
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bool ComWorldLinker::createLightDefs()
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{
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T6::GfxLightDef* lightDefCube = m_memory.Alloc<T6::GfxLightDef>();
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lightDefCube->name = m_memory.Dup("white_light_cube");
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lightDefCube->lmapLookupStart = 0; // always 0
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lightDefCube->attenuation.samplerState = 115; // always 115
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auto imageCubeAsset = m_context.LoadDependency<T6::AssetImage>("whitesquare_ft");
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if (imageCubeAsset == nullptr)
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return false;
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lightDefCube->attenuation.image = imageCubeAsset->Asset();
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m_context.AddAsset<T6::AssetLightDef>(lightDefCube->name, lightDefCube);
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T6::GfxLightDef* lightDef2d = m_memory.Alloc<T6::GfxLightDef>();
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lightDef2d->name = m_memory.Dup("white_light");
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lightDef2d->lmapLookupStart = 0; // always 0
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lightDef2d->attenuation.samplerState = 115; // always 115
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auto image2dAsset = m_context.LoadDependency<T6::AssetImage>("whitesquare");
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if (image2dAsset == nullptr)
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return false;
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lightDef2d->attenuation.image = image2dAsset->Asset();
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m_context.AddAsset<T6::AssetLightDef>(lightDef2d->name, lightDef2d);
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return true;
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}
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// does not set: type, cosHalfFovOuter, cosHalfFovInner, cosHalfFovExpanded, roundness, defName
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void setLightCommonValues(ComPrimaryLight* light, BSPLight* bspLight)
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{
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light->origin.x = bspLight->pos.x;
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light->origin.y = bspLight->pos.y;
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light->origin.z = bspLight->pos.z;
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light->color.x = bspLight->colour.x;
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light->color.y = bspLight->colour.y;
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light->color.z = bspLight->colour.z;
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light->diffuseColor.x = bspLight->colour.x;
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light->diffuseColor.y = bspLight->colour.y;
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light->diffuseColor.z = bspLight->colour.z;
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light->diffuseColor.w = 0.0f;
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light->dir.x = bspLight->direction.x;
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light->dir.y = bspLight->direction.y;
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light->dir.z = bspLight->direction.z;
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light->dAttenuation = bspLight->intensity; // not too sure if this is correct or not
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light->radius = bspLight->range;
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light->falloff.x = 0.0f;
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light->falloff.y = bspLight->range;
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light->falloff.z = 0.0f;
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light->falloff.w = 0.0f;
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// allways 0
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light->angle.x = 0.0f;
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light->angle.y = 0.0f;
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light->angle.z = 0.0f;
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light->angle.w = 0.0f;
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// 1.0f - light cannot rotate
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// -1.0f - infinitely rotate
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// between 1 and -1 - limit that it can rotate each game update
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light->translationLimit = 1.0f;
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// 0 - light cannot move
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// 1 <= x > 0 - limit that it can move each game update
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light->rotationLimit = 0.0f;
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// default values from official map
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light->cookieControl0.x = 0.0f;
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light->cookieControl0.y = 0.0f;
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light->cookieControl0.z = 1.0f;
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light->cookieControl0.w = 1.0f;
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light->cookieControl1.x = 0.0f;
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light->cookieControl1.y = 0.0f;
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light->cookieControl1.z = 0.0f;
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light->cookieControl1.w = 0.0f;
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light->cookieControl2.x = 0.0f;
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light->cookieControl2.y = 0.0f;
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light->cookieControl2.z = 0.0f;
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light->cookieControl2.w = 0.0f;
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// values taken from an mp_overflow light
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light->aAbB.x = 0.5303301215171814f;
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light->aAbB.y = 0.7071067690849304f;
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light->aAbB.z = 0.5303301215171814f;
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light->aAbB.w = 0.7071067690849304f;
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light->canUseShadowMap = false;
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light->shadowmapVolume = 0;
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light->exponent = 0;
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light->priority = 0;
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light->cullDist = 10000;
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light->useCookie = 0;
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light->mipDistance = 0.0f;
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}
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ComWorld* ComWorldLinker::linkComWorld(BSPData* bsp)
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{
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BSPLight eeeee;
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eeeee.type = LIGHT_TYPE_POINT;
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eeeee.pos = vec3_t{22.35f, (-493.42f), 10.96f};
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eeeee.direction = vec3_t{0.0f, 0.0f, 0.0f};
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eeeee.colour = vec3_t{1.0f, 1.0f, 1.0f};
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eeeee.range = 1000.0f;
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eeeee.intensity = 1515948.33f;
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eeeee.innerConeAngle = 0.0f;
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eeeee.outerConeAngle = 0.0f;
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bsp->lights.emplace_back(eeeee);
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// all lights that aren't the sunlight or default light need their own GfxLightDef asset
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ComWorld* comWorld = m_memory.Alloc<ComWorld>();
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comWorld->name = m_memory.Dup(bsp->bspName.c_str());
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comWorld->isInUse = 1;
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comWorld->primaryLightCount = BSPGameConstants::BSP_DEFAULT_LIGHT_COUNT;
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comWorld->primaryLights = m_memory.Alloc<ComPrimaryLight>(comWorld->primaryLightCount);
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// first (static) light is always empty
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size_t totalLightCount = bsp->lights.size() + BSPGameConstants::BSP_DEFAULT_LIGHT_COUNT;
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comWorld->primaryLightCount = static_cast<unsigned int>(totalLightCount);
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comWorld->primaryLights = m_memory.Alloc<ComPrimaryLight>(totalLightCount);
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ComPrimaryLight* sunLight = &comWorld->primaryLights[1];
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const vec4_t sunLightColor = BSPEditableConstants::SUNLIGHT_COLOR;
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const vec3_t sunLightDirection = BSPEditableConstants::SUNLIGHT_DIRECTION;
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sunLight->type = GFX_LIGHT_TYPE_DIR;
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sunLight->diffuseColor.r = sunLightColor.r;
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sunLight->diffuseColor.g = sunLightColor.g;
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sunLight->diffuseColor.b = sunLightColor.b;
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sunLight->diffuseColor.a = sunLightColor.a;
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sunLight->dir.x = sunLightDirection.x;
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sunLight->dir.y = sunLightDirection.y;
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sunLight->dir.z = sunLightDirection.z;
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if (!createLightDefs())
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{
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con::error("Unable to create lightdef assets.");
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return nullptr;
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}
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for (size_t lightIdx = 0; lightIdx < totalLightCount; lightIdx++)
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{
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ComPrimaryLight* light = &comWorld->primaryLights[lightIdx];
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if (lightIdx == BSPGameConstants::EMPTY_LIGHT_INDEX)
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continue; // first (empty) light has no data
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else if (lightIdx == BSPGameConstants::SUN_LIGHT_INDEX)
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{
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const vec4_t sunLightColor = BSPEditableConstants::SUNLIGHT_COLOR;
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const vec3_t sunLightDirection = BSPEditableConstants::SUNLIGHT_DIRECTION;
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light->type = GFX_LIGHT_TYPE_DIR;
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light->diffuseColor.r = sunLightColor.r;
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light->diffuseColor.g = sunLightColor.g;
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light->diffuseColor.a = sunLightColor.a;
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light->dir.x = sunLightDirection.x;
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light->dir.y = sunLightDirection.y;
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light->dir.z = sunLightDirection.z;
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}
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else
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{
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BSPLight* bspLight = &bsp->lights.at(lightIdx - BSPGameConstants::BSP_DEFAULT_LIGHT_COUNT);
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// cosHalfFovOuter, cosHalfFovInner, cosHalfFovExpanded
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setLightCommonValues(light, bspLight);
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if (bspLight->type == LIGHT_TYPE_DIRECTIONAL)
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{
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light->type = GFX_LIGHT_TYPE_DIR;
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light->defName = "white_light";
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light->roundness = 1.0f;
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light->cosHalfFovInner = cosf(bspLight->innerConeAngle);
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light->cosHalfFovOuter = cosf(bspLight->outerConeAngle);
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light->cosHalfFovExpanded = cosf(bspLight->outerConeAngle);
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}
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else if (bspLight->type == LIGHT_TYPE_SPOT)
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{
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light->type = GFX_LIGHT_TYPE_SPOT;
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light->defName = "white_light";
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light->roundness = 1.0f;
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light->cosHalfFovInner = cosf(bspLight->innerConeAngle);
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light->cosHalfFovOuter = cosf(bspLight->outerConeAngle);
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light->cosHalfFovExpanded = cosf(bspLight->outerConeAngle);
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}
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else // LIGHT_TYPE_POINT
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{
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light->type = GFX_LIGHT_TYPE_OMNI;
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light->defName = "white_light_cube";
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light->roundness = 0.0f;
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light->cosHalfFovInner = cosf(30 * (M_PI / 180.0));
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light->cosHalfFovOuter = cosf(60 * (M_PI / 180.0));
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light->cosHalfFovExpanded = cosf(60 * (M_PI / 180.0));
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}
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}
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}
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return comWorld;
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}
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@@ -12,6 +12,7 @@ namespace BSP
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public:
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ComWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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ComWorld* linkComWorld(BSPData* bsp);
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bool createLightDefs();
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private:
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MemoryManager& m_memory;
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@@ -328,10 +328,10 @@ namespace BSP
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gfxWorld->sunLight = m_memory.Alloc<GfxLight>();
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}
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void GfxWorldLinker::loadGfxLights(GfxWorld* gfxWorld)
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void GfxWorldLinker::loadGfxLights(BSPData* bsp, GfxWorld* gfxWorld)
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{
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// there must be 2 or more lights, first is the static light and second is the sun light
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gfxWorld->primaryLightCount = BSPGameConstants::BSP_DEFAULT_LIGHT_COUNT;
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gfxWorld->primaryLightCount = BSPGameConstants::BSP_DEFAULT_LIGHT_COUNT + static_cast<unsigned int>(bsp->lights.size());
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gfxWorld->sunPrimaryLightIndex = BSPGameConstants::SUN_LIGHT_INDEX;
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gfxWorld->shadowGeom = m_memory.Alloc<GfxShadowGeometry>(gfxWorld->primaryLightCount);
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@@ -401,7 +401,7 @@ namespace BSP
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for (unsigned int i = 0; i < gfxWorld->lightGrid.entryCount; i++)
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{
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entryArray[i].colorsIndex = 0; // always index first colour
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entryArray[i].primaryLightIndex = BSPGameConstants::SUN_LIGHT_INDEX;
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entryArray[i].primaryLightIndex = BSPEditableConstants::DEFAULT_SURFACE_LIGHT;
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entryArray[i].visibility = 0;
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}
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gfxWorld->lightGrid.entries = entryArray;
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@@ -758,7 +758,7 @@ namespace BSP
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loadLightGrid(gfxWorld);
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loadGfxLights(gfxWorld);
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loadGfxLights(bsp, gfxWorld);
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loadModels(gfxWorld);
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@@ -22,7 +22,7 @@ namespace BSP
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bool loadMapSurfaces(BSPData* projInfo, GfxWorld* gfxWorld);
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void loadXModels(BSPData* projInfo, GfxWorld* gfxWorld);
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void cleanGfxWorld(GfxWorld* gfxWorld);
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void loadGfxLights(GfxWorld* gfxWorld);
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void loadGfxLights(BSPData* bsp, GfxWorld* gfxWorld);
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void loadLightGrid(GfxWorld* gfxWorld);
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void loadGfxCells(GfxWorld* gfxWorld);
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void loadModels(GfxWorld* gfxWorld);
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