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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-06-06 08:42:35 +00:00

feat: WIP add lights to the scene

This commit is contained in:
LJW-Dev
2026-02-24 00:35:05 +08:00
committed by Jan Laupetin
parent 6ce1f96ff9
commit 06fcea48a8
5 changed files with 205 additions and 22 deletions
@@ -1,5 +1,8 @@
#include "ComWorldLinker.h"
#define _USE_MATH_DEFINES
#include <math.h>
namespace BSP
{
ComWorldLinker::ComWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
@@ -9,28 +12,184 @@ namespace BSP
{
}
bool ComWorldLinker::createLightDefs()
{
T6::GfxLightDef* lightDefCube = m_memory.Alloc<T6::GfxLightDef>();
lightDefCube->name = m_memory.Dup("white_light_cube");
lightDefCube->lmapLookupStart = 0; // always 0
lightDefCube->attenuation.samplerState = 115; // always 115
auto imageCubeAsset = m_context.LoadDependency<T6::AssetImage>("whitesquare_ft");
if (imageCubeAsset == nullptr)
return false;
lightDefCube->attenuation.image = imageCubeAsset->Asset();
m_context.AddAsset<T6::AssetLightDef>(lightDefCube->name, lightDefCube);
T6::GfxLightDef* lightDef2d = m_memory.Alloc<T6::GfxLightDef>();
lightDef2d->name = m_memory.Dup("white_light");
lightDef2d->lmapLookupStart = 0; // always 0
lightDef2d->attenuation.samplerState = 115; // always 115
auto image2dAsset = m_context.LoadDependency<T6::AssetImage>("whitesquare");
if (image2dAsset == nullptr)
return false;
lightDef2d->attenuation.image = image2dAsset->Asset();
m_context.AddAsset<T6::AssetLightDef>(lightDef2d->name, lightDef2d);
return true;
}
// does not set: type, cosHalfFovOuter, cosHalfFovInner, cosHalfFovExpanded, roundness, defName
void setLightCommonValues(ComPrimaryLight* light, BSPLight* bspLight)
{
light->origin.x = bspLight->pos.x;
light->origin.y = bspLight->pos.y;
light->origin.z = bspLight->pos.z;
light->color.x = bspLight->colour.x;
light->color.y = bspLight->colour.y;
light->color.z = bspLight->colour.z;
light->diffuseColor.x = bspLight->colour.x;
light->diffuseColor.y = bspLight->colour.y;
light->diffuseColor.z = bspLight->colour.z;
light->diffuseColor.w = 0.0f;
light->dir.x = bspLight->direction.x;
light->dir.y = bspLight->direction.y;
light->dir.z = bspLight->direction.z;
light->dAttenuation = bspLight->intensity; // not too sure if this is correct or not
light->radius = bspLight->range;
light->falloff.x = 0.0f;
light->falloff.y = bspLight->range;
light->falloff.z = 0.0f;
light->falloff.w = 0.0f;
// allways 0
light->angle.x = 0.0f;
light->angle.y = 0.0f;
light->angle.z = 0.0f;
light->angle.w = 0.0f;
// 1.0f - light cannot rotate
// -1.0f - infinitely rotate
// between 1 and -1 - limit that it can rotate each game update
light->translationLimit = 1.0f;
// 0 - light cannot move
// 1 <= x > 0 - limit that it can move each game update
light->rotationLimit = 0.0f;
// default values from official map
light->cookieControl0.x = 0.0f;
light->cookieControl0.y = 0.0f;
light->cookieControl0.z = 1.0f;
light->cookieControl0.w = 1.0f;
light->cookieControl1.x = 0.0f;
light->cookieControl1.y = 0.0f;
light->cookieControl1.z = 0.0f;
light->cookieControl1.w = 0.0f;
light->cookieControl2.x = 0.0f;
light->cookieControl2.y = 0.0f;
light->cookieControl2.z = 0.0f;
light->cookieControl2.w = 0.0f;
// values taken from an mp_overflow light
light->aAbB.x = 0.5303301215171814f;
light->aAbB.y = 0.7071067690849304f;
light->aAbB.z = 0.5303301215171814f;
light->aAbB.w = 0.7071067690849304f;
light->canUseShadowMap = false;
light->shadowmapVolume = 0;
light->exponent = 0;
light->priority = 0;
light->cullDist = 10000;
light->useCookie = 0;
light->mipDistance = 0.0f;
}
ComWorld* ComWorldLinker::linkComWorld(BSPData* bsp)
{
BSPLight eeeee;
eeeee.type = LIGHT_TYPE_POINT;
eeeee.pos = vec3_t{22.35f, (-493.42f), 10.96f};
eeeee.direction = vec3_t{0.0f, 0.0f, 0.0f};
eeeee.colour = vec3_t{1.0f, 1.0f, 1.0f};
eeeee.range = 1000.0f;
eeeee.intensity = 1515948.33f;
eeeee.innerConeAngle = 0.0f;
eeeee.outerConeAngle = 0.0f;
bsp->lights.emplace_back(eeeee);
// all lights that aren't the sunlight or default light need their own GfxLightDef asset
ComWorld* comWorld = m_memory.Alloc<ComWorld>();
comWorld->name = m_memory.Dup(bsp->bspName.c_str());
comWorld->isInUse = 1;
comWorld->primaryLightCount = BSPGameConstants::BSP_DEFAULT_LIGHT_COUNT;
comWorld->primaryLights = m_memory.Alloc<ComPrimaryLight>(comWorld->primaryLightCount);
// first (static) light is always empty
size_t totalLightCount = bsp->lights.size() + BSPGameConstants::BSP_DEFAULT_LIGHT_COUNT;
comWorld->primaryLightCount = static_cast<unsigned int>(totalLightCount);
comWorld->primaryLights = m_memory.Alloc<ComPrimaryLight>(totalLightCount);
ComPrimaryLight* sunLight = &comWorld->primaryLights[1];
const vec4_t sunLightColor = BSPEditableConstants::SUNLIGHT_COLOR;
const vec3_t sunLightDirection = BSPEditableConstants::SUNLIGHT_DIRECTION;
sunLight->type = GFX_LIGHT_TYPE_DIR;
sunLight->diffuseColor.r = sunLightColor.r;
sunLight->diffuseColor.g = sunLightColor.g;
sunLight->diffuseColor.b = sunLightColor.b;
sunLight->diffuseColor.a = sunLightColor.a;
sunLight->dir.x = sunLightDirection.x;
sunLight->dir.y = sunLightDirection.y;
sunLight->dir.z = sunLightDirection.z;
if (!createLightDefs())
{
con::error("Unable to create lightdef assets.");
return nullptr;
}
for (size_t lightIdx = 0; lightIdx < totalLightCount; lightIdx++)
{
ComPrimaryLight* light = &comWorld->primaryLights[lightIdx];
if (lightIdx == BSPGameConstants::EMPTY_LIGHT_INDEX)
continue; // first (empty) light has no data
else if (lightIdx == BSPGameConstants::SUN_LIGHT_INDEX)
{
const vec4_t sunLightColor = BSPEditableConstants::SUNLIGHT_COLOR;
const vec3_t sunLightDirection = BSPEditableConstants::SUNLIGHT_DIRECTION;
light->type = GFX_LIGHT_TYPE_DIR;
light->diffuseColor.r = sunLightColor.r;
light->diffuseColor.g = sunLightColor.g;
light->diffuseColor.a = sunLightColor.a;
light->dir.x = sunLightDirection.x;
light->dir.y = sunLightDirection.y;
light->dir.z = sunLightDirection.z;
}
else
{
BSPLight* bspLight = &bsp->lights.at(lightIdx - BSPGameConstants::BSP_DEFAULT_LIGHT_COUNT);
// cosHalfFovOuter, cosHalfFovInner, cosHalfFovExpanded
setLightCommonValues(light, bspLight);
if (bspLight->type == LIGHT_TYPE_DIRECTIONAL)
{
light->type = GFX_LIGHT_TYPE_DIR;
light->defName = "white_light";
light->roundness = 1.0f;
light->cosHalfFovInner = cosf(bspLight->innerConeAngle);
light->cosHalfFovOuter = cosf(bspLight->outerConeAngle);
light->cosHalfFovExpanded = cosf(bspLight->outerConeAngle);
}
else if (bspLight->type == LIGHT_TYPE_SPOT)
{
light->type = GFX_LIGHT_TYPE_SPOT;
light->defName = "white_light";
light->roundness = 1.0f;
light->cosHalfFovInner = cosf(bspLight->innerConeAngle);
light->cosHalfFovOuter = cosf(bspLight->outerConeAngle);
light->cosHalfFovExpanded = cosf(bspLight->outerConeAngle);
}
else // LIGHT_TYPE_POINT
{
light->type = GFX_LIGHT_TYPE_OMNI;
light->defName = "white_light_cube";
light->roundness = 0.0f;
light->cosHalfFovInner = cosf(30 * (M_PI / 180.0));
light->cosHalfFovOuter = cosf(60 * (M_PI / 180.0));
light->cosHalfFovExpanded = cosf(60 * (M_PI / 180.0));
}
}
}
return comWorld;
}