ZDRay lump loading adjustments

This commit is contained in:
Magnus Norddahl 2024-01-16 12:42:58 +01:00
commit ee7771f71f
8 changed files with 283 additions and 247 deletions

View file

@ -1,5 +1,6 @@
#include "hw_levelmesh.h"
#include "halffloat.h"
LevelMesh::LevelMesh()
{
@ -187,3 +188,105 @@ void LevelSubmesh::BuildTileSurfaceLists()
}
}
}
void LevelSubmesh::SetupTileTransforms()
{
for (auto& tile : LightmapTiles)
{
tile.SetupTileTransform(LMTextureSize);
}
}
void LevelSubmesh::PackLightmapAtlas(int lightmapStartIndex)
{
std::vector<LightmapTile*> sortedTiles;
sortedTiles.reserve(LightmapTiles.Size());
for (auto& tile : LightmapTiles)
{
sortedTiles.push_back(&tile);
}
std::sort(sortedTiles.begin(), sortedTiles.end(), [](LightmapTile* a, LightmapTile* b) { return a->AtlasLocation.Height != b->AtlasLocation.Height ? a->AtlasLocation.Height > b->AtlasLocation.Height : a->AtlasLocation.Width > b->AtlasLocation.Width; });
RectPacker packer(LMTextureSize, LMTextureSize, RectPacker::Spacing(0));
for (LightmapTile* tile : sortedTiles)
{
int sampleWidth = tile->AtlasLocation.Width;
int sampleHeight = tile->AtlasLocation.Height;
auto result = packer.insert(sampleWidth, sampleHeight);
int x = result.pos.x, y = result.pos.y;
tile->AtlasLocation.X = x;
tile->AtlasLocation.Y = y;
tile->AtlasLocation.ArrayIndex = lightmapStartIndex + (int)result.pageIndex;
}
LMTextureCount = (int)packer.getNumPages();
// Calculate final texture coordinates
for (int i = 0, count = GetSurfaceCount(); i < count; i++)
{
auto surface = GetSurface(i);
if (surface->LightmapTileIndex >= 0)
{
const LightmapTile& tile = LightmapTiles[surface->LightmapTileIndex];
for (int i = 0; i < surface->MeshLocation.NumVerts; i++)
{
auto& vertex = Mesh.Vertices[surface->MeshLocation.StartVertIndex + i];
FVector2 uv = tile.ToUV(vertex.fPos(), (float)LMTextureSize);
vertex.lu = uv.X;
vertex.lv = uv.Y;
vertex.lindex = (float)tile.AtlasLocation.ArrayIndex;
}
}
}
#if 0 // Debug atlas tile locations:
float colors[30] =
{
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
0.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f,
0.5f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
0.0f, 0.5f, 0.5f,
0.5f, 0.0f, 0.5f
};
LMTextureData.Resize(LMTextureSize * LMTextureSize * LMTextureCount * 3);
uint16_t* pixels = LMTextureData.Data();
for (LightmapTile& tile : LightmapTiles)
{
tile.NeedsUpdate = false;
int index = tile.Binding.TypeIndex;
float* color = colors + (index % 10) * 3;
int x = tile.AtlasLocation.X;
int y = tile.AtlasLocation.Y;
int w = tile.AtlasLocation.Width;
int h = tile.AtlasLocation.Height;
for (int yy = y; yy < y + h; yy++)
{
uint16_t* line = pixels + tile.AtlasLocation.ArrayIndex * LMTextureSize * LMTextureSize + yy * LMTextureSize * 3;
for (int xx = x; xx < x + w; xx++)
{
float gray = (yy - y) / (float)h;
line[xx * 3] = floatToHalf(color[0] * gray);
line[xx * 3 + 1] = floatToHalf(color[1] * gray);
line[xx * 3 + 2] = floatToHalf(color[2] * gray);
}
}
}
for (int i = 0, count = GetSurfaceCount(); i < count; i++)
{
auto surface = GetSurface(i);
surface->AlwaysUpdate = false;
}
#endif
}

View file

@ -13,6 +13,9 @@
#include "hw_surfaceuniforms.h"
#include <memory>
#include <dp_rect_pack.h>
typedef dp::rect_pack::RectPacker<int> RectPacker;
struct LevelMeshTileStats;
struct LevelSubmeshDrawRange
@ -61,9 +64,8 @@ public:
void UpdateCollision();
void GatherTilePixelStats(LevelMeshTileStats& stats);
void BuildTileSurfaceLists();
private:
FVector2 ToUV(const FVector3& vert, const LightmapTile* tile);
void SetupTileTransforms();
void PackLightmapAtlas(int lightmapStartIndex);
};
class LevelMesh

View file

@ -69,4 +69,96 @@ struct LightmapTile
float v = (AtlasLocation.Y + (localPos | Transform.ProjLocalToV)) / textureSize;
return FVector2(u, v);
}
enum PlaneAxis
{
AXIS_YZ = 0,
AXIS_XZ,
AXIS_XY
};
static PlaneAxis BestAxis(const FVector4& p)
{
float na = fabs(float(p.X));
float nb = fabs(float(p.Y));
float nc = fabs(float(p.Z));
// figure out what axis the plane lies on
if (na >= nb && na >= nc)
{
return AXIS_YZ;
}
else if (nb >= na && nb >= nc)
{
return AXIS_XZ;
}
return AXIS_XY;
}
void SetupTileTransform(int textureSize)
{
BBox bounds = Bounds;
// round off dimensions
FVector3 roundedSize;
for (int i = 0; i < 3; i++)
{
bounds.min[i] = SampleDimension * (floor(bounds.min[i] / SampleDimension) - 1);
bounds.max[i] = SampleDimension * (ceil(bounds.max[i] / SampleDimension) + 1);
roundedSize[i] = (bounds.max[i] - bounds.min[i]) / SampleDimension;
}
FVector3 tCoords[2] = { FVector3(0.0f, 0.0f, 0.0f), FVector3(0.0f, 0.0f, 0.0f) };
PlaneAxis axis = BestAxis(Plane);
int width;
int height;
switch (axis)
{
default:
case AXIS_YZ:
width = (int)roundedSize.Y;
height = (int)roundedSize.Z;
tCoords[0].Y = 1.0f / SampleDimension;
tCoords[1].Z = 1.0f / SampleDimension;
break;
case AXIS_XZ:
width = (int)roundedSize.X;
height = (int)roundedSize.Z;
tCoords[0].X = 1.0f / SampleDimension;
tCoords[1].Z = 1.0f / SampleDimension;
break;
case AXIS_XY:
width = (int)roundedSize.X;
height = (int)roundedSize.Y;
tCoords[0].X = 1.0f / SampleDimension;
tCoords[1].Y = 1.0f / SampleDimension;
break;
}
// clamp width
if (width > textureSize - 2)
{
tCoords[0] *= ((float)(textureSize - 2) / (float)width);
width = (textureSize - 2);
}
// clamp height
if (height > textureSize - 2)
{
tCoords[1] *= ((float)(textureSize - 2) / (float)height);
height = (textureSize - 2);
}
Transform.TranslateWorldToLocal = bounds.min;
Transform.ProjLocalToU = tCoords[0];
Transform.ProjLocalToV = tCoords[1];
AtlasLocation.Width = width;
AtlasLocation.Height = height;
}
};