tge/engine/terrain/terrLighting.cc
2025-02-17 23:17:30 -06:00

508 lines
16 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "terrain/terrData.h"
#include "math/mMath.h"
#include "dgl/dgl.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "dgl/gBitmap.h"
#include "dgl/gTexManager.h"
#include "terrain/terrRender.h"
U32 TerrainRender::TestSquareLights(GridSquare *sq, S32 level, Point2I pos, U32 lightMask)
{
U32 retMask = 0;
F32 blockX = pos.x * mSquareSize + mBlockPos.x;
F32 blockY = pos.y * mSquareSize + mBlockPos.y;
F32 blockZ = fixedToFloat(sq->minHeight);
F32 blockSize = mSquareSize * (1 << level);
F32 blockHeight = fixedToFloat(sq->maxHeight - sq->minHeight);
Point3F vec;
for(S32 i = 0; (lightMask >> i) != 0; i++)
{
if(lightMask & (1 << i))
{
Point3F *pos = &mTerrainLights[i].pos;
// test the visibility of this light to box
// find closest point on box to light and test
if(pos->z < blockZ)
vec.z = blockZ - pos->z;
else if(pos->z > blockZ + blockHeight)
vec.z = pos->z - (blockZ + blockHeight);
else
vec.z = 0;
if(pos->x < blockX)
vec.x = blockX - pos->x;
else if(pos->x > blockX + blockSize)
vec.x = pos->x - (blockX + blockSize);
else
vec.x = 0;
if(pos->y < blockY)
vec.y = blockY - pos->y;
else if(pos->y > blockY + blockSize)
vec.y = pos->y - (blockY + blockSize);
else
vec.y = 0;
F32 dist = vec.len();
if(dist < mTerrainLights[i].radius)
retMask |= (1 << i);
}
}
return retMask;
}
//jff tmp
#include "sceneGraph/lightManager.h"
#include "sceneGraph/sceneGraph.h"
void TerrainRender::buildLightArray()
{
static Vector<LightInfo*> lights;
//
lights.clear();
gClientSceneGraph->getLightManager()->getBestLights(mClipPlane, mNumClipPlanes, mCamPos, lights, MaxTerrainLights);
// create terrain lights from these...
U32 curIndex = 0;
for(U32 i = 0; i < lights.size(); i++)
{
if(lights[i]->mType != LightInfo::Point)
continue;
// set the 'fo
TerrLightInfo & info = mTerrainLights[curIndex++];
mCurrentBlock->getWorldTransform().mulP(lights[i]->mPos, &info.pos);
info.radius = lights[i]->mRadius; //jff
info.radiusSquared = info.radius * info.radius;
//
info.r = lights[i]->mColor.red;
info.g = lights[i]->mColor.green;
info.b = lights[i]->mColor.blue;
Point3F dVec = mCamPos - lights[i]->mPos;
info.distSquared = mDot(dVec, dVec);
}
mDynamicLightCount = curIndex;
}
static U16 convertColor(ColorF color)
{
if(color.red > 1)
color.red = 1;
if(color.green > 1)
color.green = 1;
if(color.blue > 1)
color.blue = 1;
return (U32(color.blue * 31) << 11) |
(U32(color.green * 31) << 6) |
(U32(color.red * 31) << 1) | 1;
}
void TerrainBlock::relight(const ColorF &lightColor, const ColorF &ambient, const Point3F &lightDir)
{
if(lightDir.x == 0 && lightDir.y == 0)
return;
if(!lightMap)
return;
S32 generateLevel = Con::getIntVariable("$pref::sceneLighting::terrainGenerateLevel", 0);
generateLevel = mClamp(generateLevel, 0, 4);
U32 generateDim = TerrainBlock::LightmapSize << generateLevel;
U32 generateShift = TerrainBlock::LightmapShift + generateLevel;
U32 generateMask = generateDim - 1;
F32 zStep;
F32 frac;
Point2I blockColStep;
Point2I blockRowStep;
Point2I blockFirstPos;
Point2I lmapFirstPos;
F32 terrainDim = F32(getSquareSize()) * F32(TerrainBlock::BlockSize);
F32 stepSize = F32(getSquareSize()) / F32(generateDim / TerrainBlock::BlockSize);
if(mFabs(lightDir.x) >= mFabs(lightDir.y))
{
if(lightDir.x > 0)
{
zStep = lightDir.z / lightDir.x;
frac = lightDir.y / lightDir.x;
blockColStep.set(1, 0);
blockRowStep.set(0, 1);
blockFirstPos.set(0, 0);
lmapFirstPos.set(0, 0);
}
else
{
zStep = -lightDir.z / lightDir.x;
frac = -lightDir.y / lightDir.x;
blockColStep.set(-1, 0);
blockRowStep.set(0, 1);
blockFirstPos.set(255, 0);
lmapFirstPos.set(TerrainBlock::LightmapSize-1, 0);
}
}
else
{
if(lightDir.y > 0)
{
zStep = lightDir.z / lightDir.y;
frac = lightDir.x / lightDir.y;
blockColStep.set(0, 1);
blockRowStep.set(1, 0);
blockFirstPos.set(0, 0);
lmapFirstPos.set(0, 0);
}
else
{
zStep = -lightDir.z / lightDir.y;
frac = -lightDir.x / lightDir.y;
blockColStep.set(0, -1);
blockRowStep.set(1, 0);
blockFirstPos.set(0, 255);
lmapFirstPos.set(0, TerrainBlock::LightmapSize-1);
}
}
zStep *= stepSize;
F32 * heightArray = new F32[generateDim];
S32 fracStep = -1;
if(frac < 0)
{
fracStep = 1;
frac = -frac;
}
F32 * nextHeightArray = new F32[generateDim];
F32 oneMinusFrac = 1 - frac;
U32 blockShift = generateShift - TerrainBlock::BlockShift;
U32 lightmapShift = generateShift - TerrainBlock::LightmapShift;
U32 blockStep = 1 << blockShift;
U32 blockMask = (1 << blockShift) - 1;
U32 lightmapMask = (1 << lightmapShift) - 1;
Point2I bp = blockFirstPos;
F32 terrainHeights[2][TerrainBlock::BlockSize];
U32 i;
// get first set of heights
for(i = 0; i < TerrainBlock::BlockSize; i++, bp += blockRowStep)
terrainHeights[0][i] = fixedToFloat(getHeight(bp.x, bp.y));
// get second set of heights
bp = blockFirstPos + blockColStep;
for(i = 0; i < TerrainBlock::BlockSize; i++, bp += blockRowStep)
terrainHeights[1][i] = fixedToFloat(getHeight(bp.x, bp.y));
F32 * pTerrainHeights[2];
pTerrainHeights[0] = static_cast<F32*>(terrainHeights[0]);
pTerrainHeights[1] = static_cast<F32*>(terrainHeights[1]);
F32 heightStep = 1.f / blockStep;
F32 terrainZRowStep[2][TerrainBlock::BlockSize];
F32 terrainZColStep[TerrainBlock::BlockSize];
// fill in the row steps
for(i = 0; i < TerrainBlock::BlockSize; i++)
{
terrainZRowStep[0][i] = (terrainHeights[0][(i+1) & TerrainBlock::BlockMask] - terrainHeights[0][i]) * heightStep;
terrainZRowStep[1][i] = (terrainHeights[1][(i+1) & TerrainBlock::BlockMask] - terrainHeights[1][i]) * heightStep;
terrainZColStep[i] = (terrainHeights[1][i] - terrainHeights[0][i]) * heightStep;
}
// get first row of process heights
for(i = 0; i < generateDim; i++)
{
U32 bi = i >> blockShift;
heightArray[i] = terrainHeights[0][bi] + (i & blockMask) * terrainZRowStep[0][bi];
}
bp = blockFirstPos;
if(generateDim == TerrainBlock::BlockSize)
bp += blockColStep;
// generate the initial run
U32 x, y;
for(x = 1; x < generateDim; x++)
{
U32 xmask = x & blockMask;
// generate new height step rows?
if(!xmask)
{
F32 * tmp = pTerrainHeights[0];
pTerrainHeights[0] = pTerrainHeights[1];
pTerrainHeights[1] = tmp;
bp += blockColStep;
Point2I bwalk = bp;
for(i = 0; i < TerrainBlock::BlockSize; i++, bwalk += blockRowStep)
pTerrainHeights[1][i] = fixedToFloat(getHeight(bwalk.x, bwalk.y));
// fill in the row steps
for(i = 0; i < TerrainBlock::BlockSize; i++)
{
terrainZRowStep[0][i] = (pTerrainHeights[0][(i+1) & TerrainBlock::BlockMask] - pTerrainHeights[0][i]) * heightStep;
terrainZRowStep[1][i] = (pTerrainHeights[1][(i+1) & TerrainBlock::BlockMask] - pTerrainHeights[1][i]) * heightStep;
terrainZColStep[i] = (pTerrainHeights[1][i] - pTerrainHeights[0][i]) * heightStep;
}
}
Point2I bwalk = bp - blockRowStep;
for(y = 0; y < generateDim; y++)
{
U32 ymask = y & blockMask;
if(!ymask)
bwalk += blockRowStep;
U32 bi = y >> blockShift;
U32 binext = (bi + 1) & TerrainBlock::BlockMask;
F32 height;
// 135?
if((bwalk.x ^ bwalk.y) & 1)
{
U32 xsub = blockStep - xmask;
if(xsub > ymask) // bottom
height = pTerrainHeights[0][bi] + xmask * terrainZColStep[bi] +
ymask * terrainZRowStep[0][bi];
else // top
height = pTerrainHeights[1][bi] - xsub * terrainZColStep[binext] +
ymask * terrainZRowStep[1][bi];
}
else
{
if(xmask > ymask) // bottom
height = pTerrainHeights[0][bi] + xmask * terrainZColStep[bi] +
ymask * terrainZRowStep[1][bi];
else // top
height = pTerrainHeights[0][bi] + xmask * terrainZColStep[binext] +
ymask * terrainZRowStep[0][bi];
}
F32 intHeight = heightArray[y] * oneMinusFrac + heightArray[(y + fracStep) & generateMask] * frac + zStep;
nextHeightArray[y] = getMax(height, intHeight);
}
// swap the height rows
for(y = 0; y < generateDim; y++)
heightArray[y] = nextHeightArray[y];
}
F32 squareSize = getSquareSize();
F32 squaredSquareSize = squareSize * squareSize;
F32 lexelDim = squareSize * F32(TerrainBlock::BlockSize) / F32(TerrainBlock::LightmapSize);
// calculate normal runs
Point3F normals[2][TerrainBlock::BlockSize];
Point3F * pNormals[2];
pNormals[0] = static_cast<Point3F*>(normals[0]);
pNormals[1] = static_cast<Point3F*>(normals[1]);
// calculate the normal lookup table
F32 * normTable = new F32 [blockStep * blockStep * 4];
Point2F corners[4] = {
Point2F(0.f, 0.f),
Point2F(1.f, 0.f),
Point2F(1.f, 1.f),
Point2F(0.f, 1.f)
};
U32 idx = 0;
F32 step = 1.f / blockStep;
F32 halfStep = step / 2.f;
Point2F pos(halfStep, halfStep);
// fill it
for(x = 0; x < blockStep; x++, pos.x += step, pos.y = halfStep)
for(y = 0; y < blockStep; y++, pos.y += step)
for(i = 0; i < 4; i++, idx++)
normTable[idx] = 1.f - getMin(Point2F(pos - corners[i]).len(), 1.f);
// fill first column
bp = blockFirstPos;
for(x = 0; x < TerrainBlock::BlockSize; x++)
{
terrainHeights[0][x] = fixedToFloat(getHeight(bp.x, bp.y));
Point2F pos(bp.x * squareSize, bp.y * squareSize);
getNormal(pos, &pNormals[1][x]);
bp += blockRowStep;
}
// get swapped on first pass
pTerrainHeights[0] = static_cast<F32*>(terrainHeights[1]);
pTerrainHeights[1] = static_cast<F32*>(terrainHeights[0]);
ColorF colors[TerrainBlock::LightmapSize];
F32 ratio = F32(1 << lightmapShift);
F32 inverseRatioSquared = 1.f / (ratio * ratio);
// walk it...
bp = blockFirstPos - blockColStep;
Point2I lp = lmapFirstPos - blockColStep;
for(x = 0; x < generateDim; x++)
{
U32 xmask = x & blockMask;
// process lightmap?
if(!(x & lightmapMask))
{
dMemset(colors, 0, sizeof(ColorF) * TerrainBlock::LightmapSize);
lp += blockColStep;
}
// generate new runs?
if(!xmask)
{
bp += blockColStep;
// do the normals
Point3F * temp = pNormals[0];
pNormals[0] = pNormals[1];
pNormals[1] = temp;
// fill the row
Point2I bwalk = bp + blockColStep;
for(i = 0; i < TerrainBlock::BlockSize; i++)
{
Point2F pos(bwalk.x * squareSize, bwalk.y * squareSize);
getNormal(pos, &pNormals[1][i]);
bwalk += blockRowStep;
}
// do the heights
F32 * tmp = pTerrainHeights[0];
pTerrainHeights[0] = pTerrainHeights[1];
pTerrainHeights[1] = tmp;
bwalk = bp + blockColStep;
for(i = 0; i < TerrainBlock::BlockSize; i++, bwalk += blockRowStep)
pTerrainHeights[1][i] = fixedToFloat(getHeight(bwalk.x, bwalk.y));
// fill in the row steps
for(i = 0; i < TerrainBlock::BlockSize; i++)
{
terrainZRowStep[0][i] = (pTerrainHeights[0][(i+1) & TerrainBlock::BlockMask] - pTerrainHeights[0][i]) * heightStep;
terrainZRowStep[1][i] = (pTerrainHeights[1][(i+1) & TerrainBlock::BlockMask] - pTerrainHeights[1][i]) * heightStep;
terrainZColStep[i] = (pTerrainHeights[1][i] - pTerrainHeights[0][i]) * heightStep;
}
}
Point2I bwalk = bp - blockRowStep;
for(y = 0; y < generateDim; y++)
{
U32 ymask = y & blockMask;
if(!ymask)
bwalk += blockRowStep;
U32 bi = y >> blockShift;
U32 binext = (bi + 1) & TerrainBlock::BlockMask;
F32 height;
// 135?
if((bwalk.x ^ bwalk.y) & 1)
{
U32 xsub = blockStep - xmask;
if(xsub > ymask) // bottom
height = pTerrainHeights[0][bi] + xmask * terrainZColStep[bi] +
ymask * terrainZRowStep[0][bi];
else // top
height = pTerrainHeights[1][bi] - xsub * terrainZColStep[binext] +
ymask * terrainZRowStep[1][bi];
}
else
{
if(xmask > ymask) // bottom
height = pTerrainHeights[0][bi] + xmask * terrainZColStep[bi] +
ymask * terrainZRowStep[1][bi];
else // top
height = pTerrainHeights[0][bi] + xmask * terrainZColStep[binext] +
ymask * terrainZRowStep[0][bi];
}
F32 intHeight = heightArray[y] * oneMinusFrac + heightArray[(y + fracStep) & generateMask] * frac + zStep;
ColorF & col = colors[y >> lightmapShift];
// non shadowed?
if(height >= intHeight)
{
U32 idx = (xmask + (ymask << blockShift)) << 2;
Point3F normal;
normal = pNormals[0][bi] * normTable[idx++];
normal += pNormals[0][binext] * normTable[idx++];
normal += pNormals[1][binext] * normTable[idx++];
normal += pNormals[1][bi] * normTable[idx];
normal.normalize();
nextHeightArray[y] = height;
F32 colorScale = mDot(normal, lightDir);
if(colorScale >= 0)
col += ambient;
else
col += (ambient + lightColor * -colorScale);
}
else
{
nextHeightArray[y] = intHeight;
col += ambient;
}
}
for(y = 0; y < generateDim; y++)
heightArray[y] = nextHeightArray[y];
// do some lighting stuff?
if(!((x+1) & lightmapMask))
{
Point2I lwalk = lp;
U32 mask = TerrainBlock::LightmapSize - 1;
for(i = 0; i < TerrainBlock::LightmapSize; i++)
{
U16 * ptr = (U16*)lightMap->getAddress(lp.x & mask, lp.y & mask);
*ptr = convertColor(colors[i]);
lp += blockRowStep;
}
}
}
delete [] normTable;
delete [] heightArray;
delete [] nextHeightArray;
}