WIP BuildSurfaceParams from ZDRay

This commit is contained in:
RaveYard 2023-08-31 10:07:19 +02:00 committed by Magnus Norddahl
commit 0fc5f254fc
4 changed files with 339 additions and 4 deletions

View file

@ -463,3 +463,115 @@ void DoomLevelMesh::DumpMesh(const FString& filename) const
fclose(f);
}
void DoomLevelMesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMapTextureHeight, Surface& surface)
{
secplane_t* plane;
BBox bounds;
FVector3 roundedSize;
int i;
PlaneAxis axis;
FVector3 tOrigin;
int width;
int height;
float d;
plane = &surface.plane;
bounds = GetBoundsFromSurface(surface);
//surface->bounds = bounds;
if (surface.sampleDimension <= 0)
{
surface.sampleDimension = 1; // TODO change?
}
surface.sampleDimension = 1;
//surface->sampleDimension = Math::RoundPowerOfTwo(surface->sampleDimension);
// round off dimensions
for (i = 0; i < 3; i++)
{
bounds.min[i] = surface.sampleDimension * (floor(bounds.min[i] / surface.sampleDimension) - 1);
bounds.max[i] = surface.sampleDimension * (ceil(bounds.max[i] / surface.sampleDimension) + 1);
roundedSize[i] = (bounds.max[i] - bounds.min[i]) / surface.sampleDimension;
}
FVector3 tCoords[2] = { FVector3(0.0f, 0.0f, 0.0f), FVector3(0.0f, 0.0f, 0.0f) };
axis = BestAxis(*plane);
switch (axis)
{
case AXIS_YZ:
width = (int)roundedSize.Y;
height = (int)roundedSize.Z;
tCoords[0].Y = 1.0f / surface.sampleDimension;
tCoords[1].Z = 1.0f / surface.sampleDimension;
break;
case AXIS_XZ:
width = (int)roundedSize.X;
height = (int)roundedSize.Z;
tCoords[0].X = 1.0f / surface.sampleDimension;
tCoords[1].Z = 1.0f / surface.sampleDimension;
break;
case AXIS_XY:
width = (int)roundedSize.X;
height = (int)roundedSize.Y;
tCoords[0].X = 1.0f / surface.sampleDimension;
tCoords[1].Y = 1.0f / surface.sampleDimension;
break;
}
// clamp width
if (width > lightMapTextureWidth - 2)
{
tCoords[0] *= ((float)(lightMapTextureWidth - 2) / (float)width);
width = (lightMapTextureWidth - 2);
}
// clamp height
if (height > lightMapTextureHeight - 2)
{
tCoords[1] *= ((float)(lightMapTextureHeight - 2) / (float)height);
height = (lightMapTextureHeight - 2);
}
surface.translateWorldToLocal = bounds.min;
surface.projLocalToU = tCoords[0];
surface.projLocalToV = tCoords[1];
surface.startUvIndex = AllocUvs(surface.numVerts);
auto uv = surface.startUvIndex;
for (i = 0; i < surface.numVerts; i++)
{
FVector3 tDelta = MeshVertices[surface.startVertIndex + i] - surface.translateWorldToLocal;
LightmapUvs[uv++] = (tDelta | surface.projLocalToU);
LightmapUvs[uv++] = (tDelta | surface.projLocalToV);
}
tOrigin = bounds.min;
// project tOrigin and tCoords so they lie on the plane
d = float(((bounds.min | FVector3(plane->Normal())) - plane->D) / plane->Normal()[axis]); //d = (plane->PointToDist(bounds.min)) / plane->Normal()[axis];
tOrigin[axis] -= d;
for (i = 0; i < 2; i++)
{
tCoords[i].MakeUnit();
d = (tCoords[i] | FVector3(plane->Normal())) / plane->Normal()[axis]; //d = dot(tCoords[i], plane->Normal()) / plane->Normal()[axis];
tCoords[i][axis] -= d;
}
surface.texWidth = width;
surface.texHeight = height;
//surface->texPixels.resize(width * height);
surface.worldOrigin = tOrigin;
surface.worldStepX = tCoords[0] * (float)surface.sampleDimension;
surface.worldStepY = tCoords[1] * (float)surface.sampleDimension;
}