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

Spot lights now are fully implemented, with omni and directional not working.

This commit is contained in:
LJW-Dev
2026-03-07 21:52:10 +08:00
committed by Jan Laupetin
parent 57f0ad8295
commit 21ddc368f5
4 changed files with 186 additions and 67 deletions
+5 -3
View File
@@ -61,13 +61,15 @@ namespace BSP
struct BSPLight
{
BSPLightType type;
vec3_t pos;
vec3_t direction;
vec3_t colour;
float range;
float intensity;
// only used on spot and dir lights
vec3_t pos;
vec3_t direction;
bool hasPosBeenSet;
// angle is in radians. only used on spot/dir lights
float innerConeAngle;
float outerConeAngle;
};
+134 -13
View File
@@ -125,6 +125,8 @@ namespace
throw GltfLoadException(std::format("Element count of {} accessor does not match expected vertex count of {}", accessorType, vertexCount));
}
using Transform3f = Eigen::Transform<float, 3, Eigen::Affine>;
Eigen::Matrix4f createNodeMatrix(const gltf::JsonNode& node)
{
if (node.matrix)
@@ -180,18 +182,15 @@ namespace
}
Eigen::Vector3f translation(localTranslation[0], localTranslation[1], localTranslation[2]);
Eigen::Quaternionf rotation(localRotation[0], localRotation[1], localRotation[2], localRotation[3]);
Eigen::Quaternionf rotation(localRotation[3], localRotation[0], localRotation[1], localRotation[2]); // GLTF is XYZW, Eigen is WXYZ
Eigen::Vector3f scale(localScale[0], localScale[1], localScale[2]);
Eigen::Affine3f transform = Eigen::Affine3f::Identity();
transform.translate(translation);
transform.rotate(rotation);
transform.scale(scale);
return transform.matrix();
Transform3f T;
T = T.fromPositionOrientationScale(translation, rotation, scale);
return T.matrix();
}
unsigned CreateVertices(const AccessorsForVertex& accessorsForVertex, const gltf::JsonNode& node, BSPSurface& surface)
unsigned CreateVertices(const AccessorsForVertex& accessorsForVertex, const gltf::JsonNode& node, Eigen::Matrix4f& nodeMatrix, BSPSurface& surface)
{
// clang-format off
const auto* positionAccessor = GetAccessorForIndex(
@@ -271,7 +270,6 @@ namespace
m_bsp->gfxWorld.indices.emplace_back(static_cast<uint16_t>(indices[2]));
}
Eigen::Matrix4f nodeMatrix = createNodeMatrix(node);
const auto vertexOffset = static_cast<unsigned>(m_bsp->gfxWorld.vertices.size());
m_bsp->gfxWorld.vertices.reserve(vertexOffset + vertexCount);
for (auto vertexIndex = 0u; vertexIndex < vertexCount; vertexIndex++)
@@ -315,7 +313,7 @@ namespace
return vertexOffset;
}
void loadSurfaceMaterialData(const JsonRoot& jRoot, const JsonMeshPrimitives& primitive, BSPSurface& surface)
void loadSurfaceLightData(const JsonRoot& jRoot, const JsonMeshPrimitives& primitive, BSPSurface& surface)
{
if (!primitive.material)
{
@@ -330,9 +328,53 @@ namespace
bool CreateSurfacesFromNode(const JsonRoot& jRoot, const gltf::JsonNode& node)
{
if (!node.mesh)
if (!node.mesh && !node.extensions)
return false;
Eigen::Matrix4f nodeMatrix = createNodeMatrix(node);
if (node.extensions && node.extensions->KHR_lights_punctual)
{
int lightIndex = node.extensions->KHR_lights_punctual->light;
assert(lightIndex >= 0);
if (m_bsp->lights[lightIndex].hasPosBeenSet == true)
con::warn("Internal error, multiple nodes reference the same light. Light positions/rotations are likely incorrect.");
Eigen::Vector4f position(0, 0, 0, 1.0f);
Eigen::Vector4f transformedPosition = nodeMatrix * position;
m_bsp->lights[lightIndex].pos = vec3_t{transformedPosition.x(), transformedPosition.y(), transformedPosition.z()};
RhcToLhcCoordinates(m_bsp->lights[lightIndex].pos.v);
// BO2 uses -Z up and the default light direction is straight down
Eigen::Vector3f defaultDirection(0.0f, 0.0f, 1.0f);
Eigen::Vector3f outputDirection;
if (node.rotation)
{
Eigen::Quaternionf rotationQuat(
(*node.rotation)[3], (*node.rotation)[0], (*node.rotation)[1], (*node.rotation)[2]); // GLTF is XYZW, Eigen is WXYZ
outputDirection = rotationQuat * defaultDirection;
}
else if (node.matrix)
{
con::error("matrix rotation unimpelemted");
assert(false);
// Eigen::Quaternionf rotationQuat;
// rotationQuat = nodeMatrix;
// outputDirection = rotationQuat * defaultDirection;
}
else
outputDirection = defaultDirection;
outputDirection.normalize();
m_bsp->lights[lightIndex].direction = vec3_t{outputDirection.x(), outputDirection.y(), outputDirection.z()};
RhcToLhcCoordinates(m_bsp->lights[lightIndex].direction.v);
m_bsp->lights[lightIndex].hasPosBeenSet = true;
return true;
}
con::info("Mesh {} found", node.name.has_value() ? node.name.value() : "");
const auto& mesh = jRoot.meshes.value()[node.mesh.value()];
@@ -359,8 +401,14 @@ namespace
BSPSurface surface;
loadSurfaceMaterialData(jRoot, primitive, surface);
CreateVertices(accessorsForVertex, node, surface);
if (primitive.material)
surface.materialIndex = *primitive.material;
else if (primitive.attributes.COLOR_0)
surface.materialIndex = m_color_mat_idx;
else
throw GltfLoadException("Primitive requires material or colour data.");
CreateVertices(accessorsForVertex, node, nodeMatrix, surface);
m_bsp->gfxWorld.surfaces.emplace_back(surface);
}
@@ -433,6 +481,78 @@ namespace
m_bsp->gfxWorld.materials.emplace_back(colorMaterial);
}
void LoadLights(const JsonRoot& jRoot)
{
if (!jRoot.extensions)
return;
if (!jRoot.extensions->KHR_lights_punctual)
return;
if (!jRoot.extensions->KHR_lights_punctual->lights)
return;
const std::vector<JsonPunctualLight>& jsLightArray = jRoot.extensions->KHR_lights_punctual->lights.value();
m_bsp->lights.reserve(jsLightArray.size());
for (const JsonPunctualLight& jsLight : jsLightArray)
{
if (jsLight.type == JsonPunctualLightType::POINT)
con::error("Any point lights will be converted to a spotlight as point lights are unsupported right now.");
BSPLight light{};
// position and direction data will be set during node traversal
light.hasPosBeenSet = false;
if (!jsLight.color)
{
light.colour.x = 1.0f;
light.colour.y = 1.0f;
light.colour.z = 1.0f;
}
else
{
light.colour.x = (*jsLight.color)[0];
light.colour.y = (*jsLight.color)[1];
light.colour.z = (*jsLight.color)[2];
}
if (!jsLight.intensity)
light.intensity = 100000.0f; // adjusted from GLTF spec to better match BO2
else
light.intensity = *jsLight.intensity;
if (!jsLight.range)
light.range = 1000.0f; // adjusted from GLTF spec to better match BO2
else
light.range = *jsLight.range;
if (jsLight.type == JsonPunctualLightType::DIRECTIONAL)
{
light.type = LIGHT_TYPE_DIRECTIONAL;
}
else if (jsLight.type == JsonPunctualLightType::POINT)
{
light.type = LIGHT_TYPE_POINT;
}
else // JsonPunctualLightType::SPOT
{
light.type = LIGHT_TYPE_SPOT;
assert(jsLight.spot);
if (!jsLight.spot->innerConeAngle)
light.innerConeAngle = 0.0f;
else
light.innerConeAngle = *jsLight.spot->innerConeAngle;
if (!jsLight.spot->outerConeAngle)
light.outerConeAngle = 3.14159265359f / 4.0f; /// 45 degrees
else
light.outerConeAngle = *jsLight.spot->outerConeAngle;
}
m_bsp->lights.emplace_back(light);
}
}
void TraverseNodes(const JsonRoot& jRoot)
{
// Make sure there are any nodes to traverse
@@ -570,6 +690,7 @@ namespace
CreateBufferViews(jRoot);
CreateAccessors(jRoot);
LoadLights(jRoot);
LoadMaterials(jRoot);
TraverseNodes(jRoot);
}
+10 -15
View File
@@ -103,28 +103,23 @@ namespace BSP
return sqrtf((x * x) + (y * y) + (z * z));
}
// angles are in euler degrees
void BSPUtil::convertAnglesToAxis(vec3_t* angles, vec3_t* axis)
{
float xRadians = angles->x * 0.017453292f; // M_PI / 180.0f
float yRadians = angles->y * 0.017453292f; // M_PI / 180.0f
float zRadians = angles->z * 0.017453292f; // M_PI / 180.0f
float cosX = cos(xRadians);
float sinX = sin(xRadians);
float cosY = cos(yRadians);
float sinY = sin(yRadians);
float cosZ = cos(zRadians);
float sinZ = sin(zRadians);
float cosX = cos(angles->x);
float sinX = sin(angles->x);
float cosY = cos(angles->y);
float sinY = sin(angles->y);
float cosZ = cos(angles->z);
float sinZ = sin(angles->z);
axis[0].x = cosX * cosY;
axis[0].y = cosX * sinY;
axis[0].z = -sinX;
axis[1].x = (sinZ * sinX * cosY) - (cosZ * sinY);
axis[1].y = (sinZ * sinX * sinY) + (cosZ * cosY);
axis[1].x = ((sinZ * sinX) * cosY) - (cosZ * sinY);
axis[1].y = ((sinZ * sinX) * sinY) + (cosZ * cosY);
axis[1].z = sinZ * cosX;
axis[2].x = (cosZ * sinX * cosY) + (sinZ * sinY);
axis[2].y = (cosZ * sinX * sinY) - (sinZ * cosY);
axis[2].x = ((cosZ * sinX) * cosY) + (sinZ * sinY);
axis[2].y = ((cosZ * sinX) * sinY) - (sinZ * cosY);
axis[2].z = cosZ * cosX;
}
@@ -1,5 +1,7 @@
#include "ComWorldLinker.h"
#include "../BSPUtil.h"
#define _USE_MATH_DEFINES
#include <math.h>
@@ -44,24 +46,31 @@ namespace BSP
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;
// colour also effects the brightness of the light, it's unclear what the min/max is
vec3_t BSPColor;
BSPColor.x = bspLight->colour.x;
BSPColor.y = bspLight->colour.y;
BSPColor.z = bspLight->colour.z;
light->color.x = BSPColor.x;
light->color.y = BSPColor.y;
light->color.z = BSPColor.z;
light->diffuseColor.x = BSPColor.x;
light->diffuseColor.y = BSPColor.y;
light->diffuseColor.z = BSPColor.z;
light->diffuseColor.w = 0.0f; // always 0
// the forward dir of the light, default is (0, 0, 1) to face down (-Z up)
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->dAttenuation = bspLight->intensity; // not 100% sure if these values are calculated the same
// the radius of the light's lens
light->radius = bspLight->range;
light->falloff.x = 0.0f;
light->falloff.y = bspLight->range;
light->falloff.y = bspLight->range; // only Y is set
light->falloff.z = 0.0f;
light->falloff.w = 0.0f;
@@ -71,16 +80,17 @@ namespace BSP
light->angle.z = 0.0f;
light->angle.w = 0.0f;
// 0 - light cannot move
// 1 <= x > 0 - limit that it can move each game update
light->translationLimit = 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;
light->rotationLimit = 1.0f;
// default values from official map
light->useCookie = 0;
light->cookieControl0.x = 0.0f;
light->cookieControl0.y = 0.0f;
light->cookieControl0.z = 1.0f;
@@ -94,39 +104,32 @@ namespace BSP
light->cookieControl2.z = 0.0f;
light->cookieControl2.w = 0.0f;
// values taken from an mp_overflow light
// these are possibly the result of cos(), unsure how the angle is generated though
// values taken from official maps
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 won't light the surface unless canUseShadowMap is set to 1
// may be to do with lights casting shadows on other lights
light->canUseShadowMap = 1;
light->shadowmapVolume = 0; // ignored if this is set to 0
light->exponent = 0;
light->priority = 0;
light->cullDist = 10000;
light->useCookie = 0;
light->cullDist = 1000;
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;
// first two lights are the empty light and the sun light.
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);
@@ -158,9 +161,6 @@ namespace BSP
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;
@@ -184,10 +184,11 @@ namespace BSP
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));
light->cosHalfFovInner = cosf(30.0f * (M_PI / 180.0f));
light->cosHalfFovOuter = cosf(55.0f * (M_PI / 180.0f));
light->cosHalfFovExpanded = cosf(55.0f * (M_PI / 180.0f));
}
setLightCommonValues(light, bspLight);
}
}