| 1 | /* |
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| 2 | ================================================================================= |
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| 3 | This file is part of Cafu, the open-source game engine and graphics engine |
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| 4 | for multiplayer, cross-platform, real-time 3D action. |
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| 5 | Copyright (C) 2002-2012 Carsten Fuchs Software. |
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| 6 | |
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| 7 | Cafu is free software: you can redistribute it and/or modify it under the terms |
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| 8 | of the GNU General Public License as published by the Free Software Foundation, |
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| 9 | either version 3 of the License, or (at your option) any later version. |
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| 10 | |
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| 11 | Cafu is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; |
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| 12 | without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR |
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| 13 | PURPOSE. See the GNU General Public License for more details. |
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| 14 | |
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| 15 | You should have received a copy of the GNU General Public License |
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| 16 | along with Cafu. If not, see <http://www.gnu.org/licenses/>. |
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| 17 | |
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| 18 | For support and more information about Cafu, visit us at <http://www.cafu.de>. |
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| 19 | ================================================================================= |
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| 20 | */ |
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| 21 | |
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| 22 | /*****************************/ |
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| 23 | /*** ***/ |
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| 24 | /*** Cafu Lighting Utility ***/ |
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| 25 | /*** ***/ |
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| 26 | /*** Der Herr sprach ***/ |
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| 27 | /*** Es werde Licht! ***/ |
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| 28 | /*** Und es wurde Licht. ***/ |
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| 29 | /*** Genesis ***/ |
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| 30 | /*** ***/ |
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| 31 | /*****************************/ |
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| 32 | |
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| 33 | // ALLGEMEINE BEMERKUNGEN ZU FACES, LIGHTMAPS UND PATCHES: |
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| 34 | // Wir definieren eine LightMap als ein Rechteck aus s*t quadratischen Patches, die jeweils eine Face "abdecken". |
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| 35 | // Das Rechteck sollte bei gegebener Seitenlänge der Patches und gegebener Orientierung (entlang des UV-Koordinatensystems, |
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| 36 | // welches man mit Plane3T<double>::GetSpanVectors() erhält) möglichst kleine s- und t-Abmessungen haben. D.h., daß der linke Rand |
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| 37 | // der LightMap mit der kleinsten U-Koordinate der Vertices der Face zusammenfallen soll und der obere Rand mit der kleinsten |
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| 38 | // V-Koordinate. |
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| 39 | // Außerdem ziehen wir noch einen 1 Patch breiten Rahmen drumherum. Damit soll dem OpenGL-Renderer Rechnung getragen werden, |
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| 40 | // der zu jeder (s,t)-Koordinate den Mittelwert des umliegenden 2x2-Quadrats bestimmt (bilinear Filtering). |
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| 41 | |
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| 42 | #if defined(_WIN32) && defined (_MSC_VER) |
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| 43 | #if (_MSC_VER<1300) |
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| 44 | #define for if (false) ; else for |
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| 45 | #endif |
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| 46 | #endif |
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| 47 | #ifdef _WIN32 |
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| 48 | #define WIN32_LEAN_AND_MEAN |
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| 49 | #include <windows.h> |
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| 50 | #include <conio.h> |
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| 51 | #else |
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| 52 | #include <stdarg.h> |
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| 53 | #include <unistd.h> |
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| 54 | #include <string.h> |
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| 55 | #define _stricmp strcasecmp |
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| 56 | #define _strnicmp strncasecmp |
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| 57 | #define _getch getchar |
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| 58 | #endif |
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| 59 | |
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| 60 | #include <time.h> |
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| 61 | #include <stdio.h> |
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| 62 | #include <cassert> |
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| 63 | |
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| 64 | #include "Templates/Array.hpp" |
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| 65 | #include "Math3D/Plane3.hpp" |
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| 66 | #include "Bitmap/Bitmap.hpp" |
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| 67 | #include "ConsoleCommands/Console.hpp" |
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| 68 | #include "ConsoleCommands/ConsoleInterpreter.hpp" |
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| 69 | #include "ConsoleCommands/ConsoleStdout.hpp" |
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| 70 | #include "FileSys/FileManImpl.hpp" |
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| 71 | #include "MaterialSystem/Material.hpp" |
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| 72 | #include "MaterialSystem/MaterialManager.hpp" |
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| 73 | #include "MaterialSystem/MaterialManagerImpl.hpp" |
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| 74 | #include "Models/ModelManager.hpp" |
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| 75 | #include "SceneGraph/Node.hpp" |
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| 76 | #include "SceneGraph/BspTreeNode.hpp" |
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| 77 | #include "SceneGraph/FaceNode.hpp" |
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| 78 | #include "ClipSys/CollisionModelMan_impl.hpp" |
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| 79 | |
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| 80 | #include "CaLightWorld.hpp" |
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| 81 | |
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| 82 | #if defined(_WIN32) |
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| 83 | #if defined(_MSC_VER) |
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| 84 | #define vsnprintf _vsnprintf |
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| 85 | #endif |
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| 86 | #endif |
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| 87 | |
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| 88 | |
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| 89 | static cf::ConsoleStdoutT ConsoleStdout; |
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| 90 | cf::ConsoleI* Console=&ConsoleStdout; |
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| 91 | |
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| 92 | static cf::FileSys::FileManImplT FileManImpl; |
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| 93 | cf::FileSys::FileManI* cf::FileSys::FileMan=&FileManImpl; |
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| 94 | |
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| 95 | static cf::ClipSys::CollModelManImplT CCM; |
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| 96 | cf::ClipSys::CollModelManI* cf::ClipSys::CollModelMan=&CCM; |
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| 97 | |
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| 98 | ConsoleInterpreterI* ConsoleInterpreter=NULL; |
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| 99 | MaterialManagerI* MaterialManager =NULL; |
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| 100 | |
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| 101 | |
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| 102 | const time_t ProgramStartTime=time(NULL); |
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| 103 | |
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| 104 | // Returns a string with the elapsed time since program start. |
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| 105 | // The string is in the format "hh:mm:ss". |
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| 106 | static const char* GetTimeSinceProgramStart() |
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| 107 | { |
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| 108 | const unsigned long TotalSec=(unsigned long)difftime(time(NULL), ProgramStartTime); |
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| 109 | const unsigned long Sec =TotalSec % 60; |
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| 110 | const unsigned long Min =(TotalSec/60) % 60; |
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| 111 | const unsigned long Hour =TotalSec/3600; |
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| 112 | |
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| 113 | static char TimeString[16]; |
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| 114 | sprintf(TimeString, "%2lu:%2lu:%2lu", Hour, Min, Sec); |
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| 115 | |
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| 116 | return TimeString; |
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| 117 | } |
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| 118 | |
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| 119 | |
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| 120 | static void Error(const char* ErrorText, ...) |
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| 121 | { |
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| 122 | va_list ArgList; |
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| 123 | char ErrorString[256]; |
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| 124 | |
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| 125 | if (ErrorText!=NULL) |
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| 126 | { |
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| 127 | va_start(ArgList, ErrorText); |
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| 128 | vsnprintf(ErrorString, 256, ErrorText, ArgList); |
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| 129 | va_end(ArgList); |
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| 130 | |
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| 131 | printf("\nFATAL ERROR: %s\n", ErrorString); |
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| 132 | } |
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| 133 | |
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| 134 | printf("Program aborted.\n\n"); |
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| 135 | exit(1); |
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| 136 | } |
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| 137 | |
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| 138 | |
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| 139 | /// This class implements a diagonally symmetric matrix for two-bit numbers, |
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| 140 | /// that is, the elements of the matrix can only be the numbers 0, 1, 2 or 3. |
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| 141 | /// |
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| 142 | /// Implementation notes: |
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| 143 | /// - Only the lower left half of the matrix is physically stored. |
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| 144 | /// - Each matrix element is physically represented by two bits. |
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| 145 | /// - The elements in turn are stored in tuples of 16 in "unsigned long"s. |
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| 146 | /// - Assumes that the type "unsigned long" has (at least) 32 bits. |
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| 147 | class DiagMatrixT |
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| 148 | { |
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| 149 | public: |
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| 150 | |
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| 151 | /// Creates a DiagMatrixT of size 0. |
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| 152 | DiagMatrixT() |
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| 153 | { |
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| 154 | } |
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| 155 | |
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| 156 | /// (Re-)sets the size of this DiagMatrixT to n*n and initializes the elements with zeros. |
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| 157 | void SetSize(unsigned long n) |
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| 158 | { |
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| 159 | const unsigned long NrOfElements=(n*(n+1))/2; |
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| 160 | |
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| 161 | Data.Clear(); |
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| 162 | Data.PushBackEmpty((NrOfElements+15)/16); |
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| 163 | |
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| 164 | for (unsigned long i=0; i<Data.Size(); i++) Data[i]=0; |
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| 165 | } |
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| 166 | |
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| 167 | /// Returns the value at (row, col). |
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| 168 | char GetValue(unsigned long row, unsigned long col) const |
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| 169 | { |
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| 170 | if (col>row) return GetValue(col, row); |
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| 171 | |
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| 172 | const unsigned long ElementIdx=(row*(row+1))/2 + col; |
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| 173 | const unsigned long DataIdx =ElementIdx / 16; // The requested value is somewhere in Data[DataIdx], |
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| 174 | const unsigned long DataOfs =ElementIdx % 16; // namely the DataOfs-th one. |
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| 175 | |
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| 176 | return char((Data[DataIdx] >> (DataOfs*2)) & 3); |
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| 177 | } |
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| 178 | |
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| 179 | /// Sets the value at (row, col). Note that value must be 0, 1, 2 or 3. |
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| 180 | void SetValue(unsigned long row, unsigned long col, char value) |
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| 181 | { |
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| 182 | if (col>row) { SetValue(col, row, value); return; } |
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| 183 | |
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| 184 | const unsigned long ElementIdx=(row*(row+1))/2 + col; |
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| 185 | const unsigned long DataIdx =ElementIdx / 16; // The requested value is somewhere in Data[DataIdx], |
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| 186 | const unsigned long DataOfs =ElementIdx % 16; // namely the DataOfs-th one. |
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| 187 | |
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| 188 | unsigned long ClearMask=~(3ul << (DataOfs*2)); // 1s everywhere, except for the two bits of our element data. |
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| 189 | unsigned long Val =value & 3; |
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| 190 | |
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| 191 | Data[DataIdx]&=ClearMask; |
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| 192 | Data[DataIdx]|=(Val << (DataOfs*2)); |
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| 193 | } |
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| 194 | |
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| 195 | unsigned long GetBytesAlloced() const |
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| 196 | { |
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| 197 | return Data.Size()*sizeof(unsigned long); |
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| 198 | } |
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| 199 | |
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| 200 | /// Implements a simple test case for objects of this class. Returns true if all tests pass, false otherwise. |
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| 201 | /// The contents of the matrix after the test is undefined. |
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| 202 | bool Test(); |
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| 203 | |
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| 204 | |
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| 205 | private: |
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| 206 | |
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| 207 | ArrayT<unsigned long> Data; |
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| 208 | }; |
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| 209 | |
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| 210 | |
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| 211 | bool DiagMatrixT::Test() |
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| 212 | { |
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| 213 | SetSize(3); |
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| 214 | if (Data.Size()<1) return false; |
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| 215 | |
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| 216 | // Test 1 |
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| 217 | { |
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| 218 | // Note that a 5*5 matrix requires physical storage for 15 elements, |
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| 219 | // and thus 30 bits, which in turn all fit into the first "unsigned long". |
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| 220 | Data[0]=0; |
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| 221 | unsigned long Val=0; |
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| 222 | for (unsigned long r=0; r<=4; r++) |
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| 223 | for (unsigned long c=0; c<=r; c++) |
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| 224 | { |
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| 225 | SetValue(r, c, char(Val % 4)); |
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| 226 | if (GetValue(r, c)!=Val % 4) return false; |
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| 227 | if (GetValue(c, r)!=Val % 4) return false; |
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| 228 | Val++; |
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| 229 | } |
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| 230 | |
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| 231 | if (Data[0]!=0x24E4E4E4) return false; |
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| 232 | } |
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| 233 | |
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| 234 | // Test 2 |
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| 235 | { |
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| 236 | // Same as above, but with r and c in SetValue() reversed. |
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| 237 | Data[0]=0; |
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| 238 | unsigned long Val=0; |
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| 239 | for (unsigned long r=0; r<=4; r++) |
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| 240 | for (unsigned long c=0; c<=r; c++) |
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| 241 | { |
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| 242 | SetValue(c, r, char(Val % 4)); |
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| 243 | if (GetValue(r, c)!=Val % 4) return false; |
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| 244 | if (GetValue(c, r)!=Val % 4) return false; |
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| 245 | Val++; |
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| 246 | } |
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| 247 | |
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| 248 | if (Data[0]!=0x24E4E4E4) return false; |
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| 249 | } |
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| 250 | |
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| 251 | Data[0]=0; |
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| 252 | return true; |
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| 253 | } |
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| 254 | |
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| 255 | |
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| 256 | static double Max3(const VectorT& V) |
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| 257 | { |
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| 258 | double m=V.x; |
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| 259 | |
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| 260 | if (V.y>m) m=V.y; |
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| 261 | if (V.z>m) m=V.z; |
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| 262 | |
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| 263 | return m; |
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| 264 | } |
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| 265 | |
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| 266 | |
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| 267 | const double REFLECTIVITY=0.3; // Gleiche Reflektivität für alle Faces und für alle Wellenlängen |
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| 268 | |
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| 269 | |
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| 270 | ArrayT<cf::PatchMeshT> PatchMeshes; // The patch meshes that we should consider for radiosity lighting. |
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| 271 | |
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| 272 | #include "Init2.cpp" // void InitializePatches (const cf::SceneGraph::BspTreeNodeT& Map, const SkyDomeT& SkyDome) { ... } |
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| 273 | |
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| 274 | |
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| 275 | enum PatchMeshesMutualVisE { NO_VISIBILITY=0, PARTIAL_VISIBILITY=1/*, FULL_VISIBILITY=2*/ }; |
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| 276 | |
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| 277 | std::map< const cf::SceneGraph::GenericNodeT*, ArrayT<unsigned long> > NodePtrToPMIndices; |
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| 278 | DiagMatrixT PatchMeshesPVS; // The matrix that determines which patch meshes a patch mesh can see (see InitializePatchMeshesPVS() for a description!). |
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| 279 | |
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| 280 | #include "Init1.cpp" // void InitializePatchMeshesPVS(const cf::SceneGraph::BspTreeNodeT& Map ) { ... } |
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| 281 | |
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| 282 | |
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| 283 | static unsigned long Count_AllCalls=0; |
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| 284 | static unsigned long Count_DivgWarnCalls=0; |
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| 285 | |
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| 286 | // Strahlt die Energie der Patches im n*n Quadrat ab, dessen linke obere Ecke bei (s_i, t_i) liegt |
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| 287 | void RadiateEnergy(const CaLightWorldT& CaLightWorld, unsigned long PM_i, unsigned long s_i, unsigned long t_i, char n) |
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| 288 | { |
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| 289 | cf::PatchMeshT& PatchMesh_i=PatchMeshes[PM_i]; |
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| 290 | |
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| 291 | cf::PatchT Big_P_i; |
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| 292 | unsigned long Big_P_i_Count=0; |
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| 293 | |
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| 294 | // A cf::PatchT has no explicit constructor. While its Vector3T<T> components are implicitly 0'ed, |
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| 295 | // make sure that the Area members starts at 0, too. |
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| 296 | Big_P_i.Area=0; |
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| 297 | |
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| 298 | // Bilde den Positions-Durchschnitt bzw. die UnradiatedEnergy-Summe aller Patches im n*n Quadrat, |
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| 299 | // wobei (s_i, t_i) die linke obere Ecke ist und nur Patches innerhalb des Patch Meshes (InsideFace) berücksichtigt werden. |
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| 300 | for (char y=0; y<n; y++) |
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| 301 | for (char x=0; x<n; x++) |
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| 302 | { |
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| 303 | unsigned long s_=s_i+x; |
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| 304 | unsigned long t_=t_i+y; |
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| 305 | |
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| 306 | if (PatchMesh_i.WrapsHorz && s_>=PatchMesh_i.Width ) s_-=PatchMesh_i.Width; |
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| 307 | if (PatchMesh_i.WrapsVert && t_>=PatchMesh_i.Height) t_-=PatchMesh_i.Height; |
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| 308 | |
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| 309 | if (s_>=PatchMesh_i.Width ) continue; |
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| 310 | if (t_>=PatchMesh_i.Height) continue; |
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| 311 | |
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| 312 | cf::PatchT& P_i=PatchMesh_i.GetPatch(s_, t_); |
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| 313 | if (!P_i.InsideFace) continue; |
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| 314 | |
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| 315 | Big_P_i_Count++; |
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| 316 | Big_P_i.Coord +=P_i.Coord; |
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| 317 | Big_P_i.Normal +=P_i.Normal; |
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| 318 | Big_P_i.Area +=P_i.Area; |
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| 319 | Big_P_i.UnradiatedEnergy+=P_i.UnradiatedEnergy; |
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| 320 | |
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| 321 | P_i.UnradiatedEnergy=VectorT(0, 0, 0); |
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| 322 | } |
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| 323 | |
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| 324 | if (!Big_P_i_Count) return; |
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| 325 | |
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| 326 | const double NormalLen=length(Big_P_i.Normal); |
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| 327 | |
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| 328 | // Before CaLight took the individual areas of the patches into account (it was assumed that they all had the same area PATCH_SIZE*PATCH_SIZE), |
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| 329 | // the Big_P_i patch worked (and still does) by simply summing up the UnradiatedEnergy fields of its component P_i patches. |
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| 330 | // This in turn naturally shows how to extend the code to also take patch areas into account, because thinking of Big_P_i as a patch of the |
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| 331 | // same size as any patch at that time (namely PATCH_SIZE*PATCH_SIZE, or rather the average of the area of its component patches) but with |
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| 332 | // a higher UnradiatedEnergy (the sum of all component patches) is equivalent to thinking of Big_P_i as having only the *average* |
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| 333 | // UnradiatedEnergy but the sum of the *areas* of its component patches! |
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| 334 | // This naturally leads to the conclusion that AreaRatio_ij=Big_P_i.Area/P_j.Area should enter the equation below. |
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| 335 | // Note that independent of that, with Big_P_i we have the choice to either average its UnradiatedEnergy or its Area, thus thinking about |
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| 336 | // it the one way or the other -- the net result in DeltaRadiosity below is the same. For historical reasons, I've chosen to keep the |
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| 337 | // UnradiatedEnergy and average the Area. |
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| 338 | Big_P_i.Coord*=1.0/Big_P_i_Count; // TODO! Sollte Big_P_i.Coord=P_i.Coord; setzen, wobei P_i derjenige Patch ist der der Durchschnittsposition am nächsten kommt. Nur so kommen wir auch mit gekrümmten, twosided PatchMeshes wirklich klar! |
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| 339 | Big_P_i.Normal=(NormalLen>0.000001) ? Big_P_i.Normal/NormalLen : Vector3dT(0, 0, 1); |
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| 340 | Big_P_i.Area/=Big_P_i_Count; |
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| 341 | // printf("%f %lu blocksize=%i^2 %f\n", Big_P_i.Area, Big_P_i_Count, n, PATCH_SIZE*PATCH_SIZE); |
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| 342 | |
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| 343 | // It doesn't matter if we take the total or the average Big_P_i.Area here - the division cancels itself out below. |
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| 344 | const double MinRayLength=sqrt(Big_P_i.Area); |
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| 345 | |
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| 346 | // We keep here the maximum amount of energy that's left to be shot to other patches, or rather, as the value is premultiplied by REFLECTIVITY, |
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| 347 | // the maximum amount of energy that all the other patches may have accumulated as UnradiatedEnergy when Big_P_i has finished shooting. |
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| 348 | // This mechanism is used as a safety-guard against diverging behaviour below. |
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| 349 | // Divergence should theoretically never occur, but practically is can arise when the RayLength below is too short in relation to the patch size. |
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| 350 | // Note that the EnergyBudget code as well as the MinRayLength/SafeRayLength code both fight divergency problems, so it might be |
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| 351 | // worthwhile to temporariliy disable one while you wish to examine the other. |
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| 352 | // The factor DIVG_MARGIN is for rounding errors, and intentionally chosen big, because in the presence of translucent surfaces, |
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| 353 | // we actually (and wrongly) shoot more energy than we normally should, namely that onto the first opaque surface as well |
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| 354 | // as onto all translucent surfaces along the way. (That is, whenever faces that receive but DO NOT(!) block radiance are present.) |
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| 355 | // Also see svn log -r 287 point f) for some additional information. |
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| 356 | // However, note that with svn log -r 289 I largely disable this stuff again, because I feel that the "divergency case" triggers far |
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| 357 | // too often at DIVG_MARGIN=1.6 (which in turn aborts the radiation of the current patch hard in mid-progress). |
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| 358 | // As I don't seem to understand the nature of the frequent occurrences sufficiently, I rather collect only statistics about this approach |
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| 359 | // for now instead of having hard aborts with unknown results on lighting quality, and rely on the "MinRayLength" as the sole divergency |
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| 360 | // prevention technique. |
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| 361 | const double DIVG_MARGIN=2.1; |
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| 362 | VectorT EnergyBudget=Big_P_i.UnradiatedEnergy*(REFLECTIVITY*DIVG_MARGIN); |
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| 363 | |
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| 364 | Count_AllCalls++; |
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| 365 | |
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| 366 | |
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| 367 | // Betrachte alle Patches aller Patch Meshes im PVS des Patch Meshes PM_i. |
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| 368 | for (unsigned long PM_j=0; PM_j<PatchMeshes.Size(); PM_j++) |
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| 369 | { |
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| 370 | // Vermeide alle unnötigen und evtl. rundungsfehlergefährdeten Berechnungen. |
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| 371 | // Wenn PM_i und PM_j planar sind, fängt die folgende Zeile auch alle Fälle ab, in denen PM_j in der Ebene |
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| 372 | // von PM_i liegt und insb. für die PM_i==PM_j gilt. Für nichtplanare PM muß all das aber nicht unbedingt gelten |
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| 373 | // (z.B. Terrains und manche Bezier Patches beleuchten sich selbst)! |
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| 374 | // Vgl. die Erstellung und Optimierung der PatchMeshesPVS-Matrix! |
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| 375 | if (PatchMeshesPVS.GetValue(PM_i, PM_j)==NO_VISIBILITY) continue; |
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| 376 | |
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| 377 | cf::PatchMeshT& PatchMesh_j=PatchMeshes[PM_j]; |
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| 378 | |
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| 379 | #if 1 |
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| 380 | // It would be interesting to know how fast dynamic_cast really is. |
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| 381 | // May it be faster to disable this "abbreviation" code after all?? |
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| 382 | const cf::SceneGraph::FaceNodeT* FaceNode_j=dynamic_cast<const cf::SceneGraph::FaceNodeT*>(PatchMesh_j.Node); |
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| 383 | if (FaceNode_j && FaceNode_j->Polygon.Plane.GetDistance(Big_P_i.Coord)<0.1) continue; |
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| 384 | #endif |
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| 385 | |
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| 386 | for (unsigned long Patch_j=0; Patch_j<PatchMesh_j.Patches.Size(); Patch_j++) |
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| 387 | { |
|---|
| 388 | cf::PatchT& P_j=PatchMesh_j.Patches[Patch_j]; |
|---|
| 389 | if (!P_j.InsideFace) continue; |
|---|
| 390 | |
|---|
| 391 | |
|---|
| 392 | const VectorT Ray =P_j.Coord-Big_P_i.Coord; |
|---|
| 393 | const double RayLength=length(Ray); |
|---|
| 394 | |
|---|
| 395 | if (RayLength<0.5) continue; // Kommt das jemals vor? |
|---|
| 396 | |
|---|
| 397 | const VectorT Dir_ij=scale(Ray, 1.0/RayLength); |
|---|
| 398 | const double cos1 = dot(Big_P_i.Normal, Dir_ij); if (cos1<=0) continue; |
|---|
| 399 | const double cos2 =-dot(P_j.Normal, Dir_ij); if (cos2<=0) continue; |
|---|
| 400 | |
|---|
| 401 | if (CaLightWorld.TraceRay(Big_P_i.Coord, Ray)<1.0) continue; |
|---|
| 402 | |
|---|
| 403 | // 'Alternative', einfache Herleitung des Form-Faktors: |
|---|
| 404 | // Betrachte die Halbkugel über dem Patch i mit Radius RayLength. RayLength soll groß genug sein, |
|---|
| 405 | // d.h. Patch j soll problemlos als ein Teil der Halbkugeloberfläche betrachtet werden können. |
|---|
| 406 | // Die prozentuale Sichtbarkeit erhalten wir also sofort aus P_j.Area/O, wobei O der Oberflächeninhalt der Halbkugel ist, |
|---|
| 407 | // O=0.5*4*pi*RayLength^2. |
|---|
| 408 | // cos1 und cos2 berücksichtigen dann noch die gegenseitige Verdrehung der Patches und wir sind fertig. |
|---|
| 409 | // Einziges Problem: Obige Herleitung enthält noch einen Faktor 1/2, für den ich leider keine Erklärung habe. |
|---|
| 410 | // Noch eine Alternative: Man muß RayLength ausdrücken in Patch-Längen, nicht in Millimetern! |
|---|
| 411 | const double SafeRayLength=(RayLength>MinRayLength) ? RayLength : MinRayLength; |
|---|
| 412 | |
|---|
| 413 | // const double FormFactor_ij=P_j.Area/3.14159265359*cos1*cos2/(SafeRayLength*SafeRayLength); |
|---|
| 414 | // const double AreaRatio_ij =Big_P_i.Area/P_j.Area; |
|---|
| 415 | // const double Total_ij =FormFactor_ij*AreaRatio_ij; |
|---|
| 416 | const double Total_ij =Big_P_i.Area/3.14159265359*cos1*cos2/SafeRayLength/SafeRayLength; |
|---|
| 417 | |
|---|
| 418 | // if (Total_ij>1.0) printf("WARNING: Total_ij==%f > 1.0\n", Total_ij); |
|---|
| 419 | |
|---|
| 420 | // Beachte: Big_P_i.UnradiatedEnergy ist schon die Summe der Einzelpatches, nicht deren Durchschnitt! |
|---|
| 421 | // Clamp Total_ij to its natural maximum of 1.0 in order to avoid an increase of light energy in the system (even if REFLECTIVITY is at 100%). |
|---|
| 422 | const VectorT DeltaRadiosity=scale(Big_P_i.UnradiatedEnergy, (Total_ij<1.0) ? REFLECTIVITY*Total_ij : REFLECTIVITY); |
|---|
| 423 | |
|---|
| 424 | EnergyBudget-=DeltaRadiosity; |
|---|
| 425 | if (EnergyBudget.x<0.0 || EnergyBudget.y<0.0 || EnergyBudget.z<0.0) |
|---|
| 426 | { |
|---|
| 427 | static unsigned long Count_LastWarn=0; |
|---|
| 428 | |
|---|
| 429 | if (Count_LastWarn!=Count_AllCalls) |
|---|
| 430 | { |
|---|
| 431 | Count_DivgWarnCalls++; |
|---|
| 432 | // printf("\nDivergency warning for patch mesh %lu. Total divergency warning count: %lu.\n", PM_i, Count_DivgWarnCalls); |
|---|
| 433 | Count_LastWarn=Count_AllCalls; // The last divergency warning was generated in this call. |
|---|
| 434 | } |
|---|
| 435 | |
|---|
| 436 | // return; // Note that this *aborts* the radiation of the energy of this patch. |
|---|
| 437 | } |
|---|
| 438 | |
|---|
| 439 | P_j.UnradiatedEnergy+=DeltaRadiosity; |
|---|
| 440 | P_j.TotalEnergy +=DeltaRadiosity; |
|---|
| 441 | P_j.EnergyFromDir -=Dir_ij*Max3(DeltaRadiosity); // The -= instead of += is intentional, as we want the direction from j to i. |
|---|
| 442 | } |
|---|
| 443 | } |
|---|
| 444 | } |
|---|
| 445 | |
|---|
| 446 | |
|---|
| 447 | inline static double ComputePatchWeight(unsigned long i, unsigned long Width, double RangeWidth) |
|---|
| 448 | { |
|---|
| 449 | const double PatchBegin=double(i )/Width; |
|---|
| 450 | const double PatchEnd =double(i+1)/Width; |
|---|
| 451 | |
|---|
| 452 | double RangeBegin=0.5-RangeWidth*0.5; |
|---|
| 453 | double RangeEnd =0.5+RangeWidth*0.5; |
|---|
| 454 | |
|---|
| 455 | assert(PatchBegin<=PatchEnd); |
|---|
| 456 | assert(RangeBegin<=RangeEnd); |
|---|
| 457 | |
|---|
| 458 | // Clip the range against the patch (build the union of the two intervals). |
|---|
| 459 | if (PatchBegin>=RangeEnd ) return 0; // The union is empty. |
|---|
| 460 | if (PatchEnd <=RangeBegin) return 0; // The union is empty. |
|---|
| 461 | |
|---|
| 462 | if (RangeBegin<PatchBegin) RangeBegin=PatchBegin; |
|---|
| 463 | if (RangeEnd >PatchEnd ) RangeEnd =PatchEnd; |
|---|
| 464 | |
|---|
| 465 | return (RangeEnd-RangeBegin)/(PatchEnd-PatchBegin); |
|---|
| 466 | } |
|---|
| 467 | |
|---|
| 468 | |
|---|
| 469 | void DirectLighting(const CaLightWorldT& CaLightWorld, const char BLOCK_SIZE) |
|---|
| 470 | { |
|---|
| 471 | const cf::SceneGraph::BspTreeNodeT& Map=CaLightWorld.GetBspTree(); |
|---|
| 472 | |
|---|
| 473 | printf("\n%-50s %s\n", "*** PHASE I - performing direct lighting ***", GetTimeSinceProgramStart()); |
|---|
| 474 | |
|---|
| 475 | |
|---|
| 476 | // 1. Area light sources |
|---|
| 477 | // ********************* |
|---|
| 478 | |
|---|
| 479 | // A patch mesh is an area light source if it has a material for which a radiant exitance value has been defined. |
|---|
| 480 | // Here we assign such patch meshes their initial radiating power and also make them radiate it off into the environment. |
|---|
| 481 | unsigned long LightSourceCount=0; |
|---|
| 482 | |
|---|
| 483 | for (unsigned long PatchMeshNr=0; PatchMeshNr<PatchMeshes.Size(); PatchMeshNr++) |
|---|
| 484 | { |
|---|
| 485 | cf::PatchMeshT& PM =PatchMeshes[PatchMeshNr]; |
|---|
| 486 | const VectorT RadExit=VectorT(PM.Material->meta_RadiantExitance_Values); |
|---|
| 487 | |
|---|
| 488 | if (length(RadExit)<0.1) continue; |
|---|
| 489 | |
|---|
| 490 | LightSourceCount++; |
|---|
| 491 | printf("%5.1f%%\r", (double)PatchMeshNr/PatchMeshes.Size()*100.0); |
|---|
| 492 | fflush(stdout); |
|---|
| 493 | |
|---|
| 494 | double LongerSideRange =1.0; |
|---|
| 495 | double ShorterSideRange=1.0; |
|---|
| 496 | |
|---|
| 497 | if (PM.Material->Name=="TechDemo/lights/reactor-light1") |
|---|
| 498 | { |
|---|
| 499 | LongerSideRange =0.77; |
|---|
| 500 | ShorterSideRange=0.49; |
|---|
| 501 | } |
|---|
| 502 | else if (PM.Material->Name=="TechDemo/lights/reactor-trimlight1") |
|---|
| 503 | { |
|---|
| 504 | LongerSideRange =0.25; |
|---|
| 505 | ShorterSideRange=0.55; |
|---|
| 506 | } |
|---|
| 507 | |
|---|
| 508 | const double WidthRange =(PM.Width>=PM.Height) ? LongerSideRange : ShorterSideRange; |
|---|
| 509 | const double HeightRange=(PM.Width>=PM.Height) ? ShorterSideRange : LongerSideRange; |
|---|
| 510 | |
|---|
| 511 | // Ordne den Patches den RadExit-Wert zu. |
|---|
| 512 | for (unsigned long t=0; t<PM.Height; t++) |
|---|
| 513 | for (unsigned long s=0; s<PM.Width; s++) |
|---|
| 514 | { |
|---|
| 515 | cf::PatchT& Patch=PM.Patches[t*PM.Width+s]; |
|---|
| 516 | |
|---|
| 517 | // Ein Patch darf zum Leuchten nicht komplett außerhalb seiner Face liegen! |
|---|
| 518 | if (!Patch.InsideFace) continue; |
|---|
| 519 | |
|---|
| 520 | const double Weight=ComputePatchWeight(s, PM.Width, WidthRange)*ComputePatchWeight(t, PM.Height, HeightRange); |
|---|
| 521 | const Vector3dT RadExitWeighted=RadExit*Weight; |
|---|
| 522 | |
|---|
| 523 | Patch.UnradiatedEnergy+=RadExitWeighted; |
|---|
| 524 | Patch.TotalEnergy +=RadExitWeighted; |
|---|
| 525 | Patch.EnergyFromDir +=Patch.Normal*Max3(RadExitWeighted); |
|---|
| 526 | } |
|---|
| 527 | |
|---|
| 528 | // Die Patches dürfen auch gleich einmal strahlen. |
|---|
| 529 | // Könnte man hier auch weglassen, aber so ist es eigentlich im Sinne von 'direct lighting'. |
|---|
| 530 | for (unsigned long t=0; t<PM.Height; t+=BLOCK_SIZE) |
|---|
| 531 | for (unsigned long s=0; s<PM.Width; s+=BLOCK_SIZE) |
|---|
| 532 | RadiateEnergy(CaLightWorld, PatchMeshNr, s, t, BLOCK_SIZE); |
|---|
| 533 | } |
|---|
| 534 | printf("1. # area light sources: %6lu\n", LightSourceCount); |
|---|
| 535 | |
|---|
| 536 | |
|---|
| 537 | // 2. Point light sources |
|---|
| 538 | // ********************** |
|---|
| 539 | |
|---|
| 540 | ArrayT<bool> PatchMeshIsInPVS; |
|---|
| 541 | PatchMeshIsInPVS.PushBackEmpty(PatchMeshes.Size()); |
|---|
| 542 | |
|---|
| 543 | // Let point light sources radiate their energy into the environment. |
|---|
| 544 | // Subtlety: In comparison with the sunlight calculations, point light sources cast 'harder' shadows |
|---|
| 545 | // because we only consider one sample point for each patch (its Coord), instead of five as for the sunlight ray tests. |
|---|
| 546 | for (unsigned long PLNr=0; PLNr<CaLightWorld.GetPointLights().Size(); PLNr++) |
|---|
| 547 | { |
|---|
| 548 | const PointLightT& PL =CaLightWorld.GetPointLights()[PLNr]; |
|---|
| 549 | const double cosPLAngle=cos(PL.Angle); |
|---|
| 550 | const unsigned long PL_LeafNr =Map.WhatLeaf(PL.Origin); |
|---|
| 551 | |
|---|
| 552 | if (PL.Intensity.x==0.0 && PL.Intensity.y==0.0 && PL.Intensity.z==0.0) continue; |
|---|
| 553 | |
|---|
| 554 | printf("%5.1f%%\r", (double)PLNr/CaLightWorld.GetPointLights().Size()*100.0); |
|---|
| 555 | fflush(stdout); |
|---|
| 556 | |
|---|
| 557 | for (unsigned long PatchMeshNr=0; PatchMeshNr<PatchMeshIsInPVS.Size(); PatchMeshNr++) |
|---|
| 558 | PatchMeshIsInPVS[PatchMeshNr]=false; |
|---|
| 559 | |
|---|
| 560 | for (unsigned long LeafNr=0; LeafNr<Map.Leaves.Size(); LeafNr++) |
|---|
| 561 | { |
|---|
| 562 | const cf::SceneGraph::BspTreeNodeT::LeafT& L=Map.Leaves[LeafNr]; |
|---|
| 563 | |
|---|
| 564 | if (!Map.IsInPVS(LeafNr, PL_LeafNr)) continue; |
|---|
| 565 | |
|---|
| 566 | for (unsigned long SetNr=0; SetNr<L.FaceChildrenSet.Size(); SetNr++) |
|---|
| 567 | { |
|---|
| 568 | const ArrayT<unsigned long>& PMIndices=NodePtrToPMIndices[Map.FaceChildren[L.FaceChildrenSet[SetNr]]]; |
|---|
| 569 | |
|---|
| 570 | for (unsigned long i=0; i<PMIndices.Size(); i++) |
|---|
| 571 | PatchMeshIsInPVS[PMIndices[i]]=true; |
|---|
| 572 | } |
|---|
| 573 | |
|---|
| 574 | for (unsigned long SetNr=0; SetNr<L.OtherChildrenSet.Size(); SetNr++) |
|---|
| 575 | { |
|---|
| 576 | const ArrayT<unsigned long>& PMIndices=NodePtrToPMIndices[Map.OtherChildren[L.OtherChildrenSet[SetNr]]]; |
|---|
| 577 | |
|---|
| 578 | for (unsigned long i=0; i<PMIndices.Size(); i++) |
|---|
| 579 | PatchMeshIsInPVS[PMIndices[i]]=true; |
|---|
| 580 | } |
|---|
| 581 | } |
|---|
| 582 | |
|---|
| 583 | |
|---|
| 584 | for (unsigned long PatchMeshNr=0; PatchMeshNr<PatchMeshes.Size(); PatchMeshNr++) |
|---|
| 585 | { |
|---|
| 586 | if (!PatchMeshIsInPVS[PatchMeshNr]) continue; |
|---|
| 587 | |
|---|
| 588 | cf::PatchMeshT& PM=PatchMeshes[PatchMeshNr]; |
|---|
| 589 | |
|---|
| 590 | #if 1 |
|---|
| 591 | // It would be interesting to know how fast dynamic_cast really is. |
|---|
| 592 | // May it be faster to disable this "abbreviation" code after all?? |
|---|
| 593 | const cf::SceneGraph::FaceNodeT* FaceNode=dynamic_cast<const cf::SceneGraph::FaceNodeT*>(PM.Node); |
|---|
| 594 | if (FaceNode!=NULL && FaceNode->Polygon.Plane.GetDistance(PL.Origin)<0.1) continue; |
|---|
| 595 | #endif |
|---|
| 596 | |
|---|
| 597 | for (unsigned long t=0; t<PM.Height; t++) |
|---|
| 598 | for (unsigned long s=0; s<PM.Width; s++) |
|---|
| 599 | { |
|---|
| 600 | cf::PatchT& Patch=PM.Patches[t*PM.Width+s]; |
|---|
| 601 | if (!Patch.InsideFace) continue; |
|---|
| 602 | |
|---|
| 603 | const VectorT LightRay =Patch.Coord-PL.Origin; // Patch.Coord already includes a small safety distance to its plane. |
|---|
| 604 | const double LightRayLength=length(LightRay); |
|---|
| 605 | const VectorT LightRayDir =scale(LightRay, 1.0/LightRayLength); |
|---|
| 606 | const double LightRayDot =dot(LightRayDir, Patch.Normal); // The cosine of the angle between the two vectors. |
|---|
| 607 | |
|---|
| 608 | // The LightRay must meet the patch from above (opposite to the direction of its normal). |
|---|
| 609 | if (LightRayDot>0.0) continue; |
|---|
| 610 | |
|---|
| 611 | // Test if this ray is inside the defined cone. |
|---|
| 612 | if (dot(LightRayDir, PL.Dir)<cosPLAngle) continue; |
|---|
| 613 | |
|---|
| 614 | if (CaLightWorld.TraceRay(PL.Origin, LightRay)<1.0) continue; |
|---|
| 615 | |
|---|
| 616 | if (LightRayLength>=cf::SceneGraph::FaceNodeT::LightMapInfoT::PatchSize) |
|---|
| 617 | { |
|---|
| 618 | // Let I be an abbreviation for PL.Intensity, which is specified in [W/sr]. Then, any sphere centered at PL.Origin with radius |
|---|
| 619 | // r receives a total power of 4*pi*I [W] on its surface, which is equal to 4*pi*(r^2) [unit of r^2]. It follows immediately |
|---|
| 620 | // that if we choose r=1m, I/(r^2) yields the 'irradiance' in [W/m^2] for the surface of the sphere with radius r=1m. |
|---|
| 621 | // Note that 'irradiance' is a little misleading here, because we only deal with rays of light that meet at PL.Origin. |
|---|
| 622 | // The sphere is not considered and can not be treated as an area light source! |
|---|
| 623 | // Now choose r=LightRayLength. Because r is now specified in millimeters, the base unit of Cafu, we need to express it in |
|---|
| 624 | // meters first in order to obtain [W/m^2] (and not [W/mm^2]). |
|---|
| 625 | // Thus, I/((LightRayLength/1000)^2) gives us the 'irradiance' [W/m^2] for the surface of the sphere with radius LightRayLength. |
|---|
| 626 | // This is especially true for the point where LightRay ends. Therefore, because LightRay ends in the center of the patch we |
|---|
| 627 | // are interested in, we have calculated exactly what we need! |
|---|
| 628 | // Note that we assumed that the patch is formed like a part of the sphere. Actually, that is not true -- patches are planar. |
|---|
| 629 | // Fortunately, we can ignore that because the patch should be small enough compared to the radius of the sphere. |
|---|
| 630 | // Related to that is the fact that every point inside the patch has a different LightRay. We ignore that, too, because |
|---|
| 631 | // we consider the center of the patch and hope that by doing so, +/- errors cancel each other out. |
|---|
| 632 | // Finally, we need to take the orientation of the patch into account by multiplying with the cosine of the relative angle: |
|---|
| 633 | // -I*(1000/LightRayLength)^2*dot(VectorUnit(LightRay), F.Plane.Normal) |
|---|
| 634 | // This assumes that LightRay is not the null vector, that PL.Origin is on front of F.Plane and that F.Normal is a unit vector! |
|---|
| 635 | const double c =1000.0/LightRayLength; |
|---|
| 636 | const VectorT DeltaEnergy=scale(PL.Intensity, -REFLECTIVITY*c*c*LightRayDot); |
|---|
| 637 | |
|---|
| 638 | Patch.UnradiatedEnergy+=DeltaEnergy; |
|---|
| 639 | Patch.TotalEnergy +=DeltaEnergy; |
|---|
| 640 | Patch.EnergyFromDir -=LightRayDir*Max3(DeltaEnergy); // The -= is intentional, as we want the direction from the patch to the PL. |
|---|
| 641 | } |
|---|
| 642 | else |
|---|
| 643 | { |
|---|
| 644 | // Physikalisch korrekt wäre eine bis zur Unendlichkeit zunehmende Intensität, je kleiner LightRayLength. |
|---|
| 645 | // Ist natürlich Blödsinn, da point light sources in der Realität nicht existieren. |
|---|
| 646 | // Daher erzwingen wir hier einfach eine LightRayLength von cf::SceneGraph::FaceNodeT::LightMapInfoT::PatchSize und vernachlässigen |
|---|
| 647 | // die Orientierung des Patches. |
|---|
| 648 | const double c =1000.0/cf::SceneGraph::FaceNodeT::LightMapInfoT::PatchSize; |
|---|
| 649 | const VectorT DeltaEnergy=scale(PL.Intensity, REFLECTIVITY*c*c); |
|---|
| 650 | |
|---|
| 651 | Patch.UnradiatedEnergy+=DeltaEnergy; |
|---|
| 652 | Patch.TotalEnergy +=DeltaEnergy; |
|---|
| 653 | Patch.EnergyFromDir -=LightRayDir*Max3(DeltaEnergy); // The -= is intentional, as we want the direction from the patch to the PL. |
|---|
| 654 | } |
|---|
| 655 | } |
|---|
| 656 | } |
|---|
| 657 | } |
|---|
| 658 | printf("2. # point light sources: %6lu\n", CaLightWorld.GetPointLights().Size()); |
|---|
| 659 | } |
|---|
| 660 | |
|---|
| 661 | |
|---|
| 662 | #include "Ward97.cpp" // void ToneReproduction(const cf::SceneGraph::BspTreeNodeT& Map) { ... } |
|---|
| 663 | |
|---|
| 664 | |
|---|
| 665 | void PostProcessBorders(const CaLightWorldT& CaLightWorld) |
|---|
| 666 | { |
|---|
| 667 | // An dieser Stelle haben wir nun quasi drei Sorten von Patches für eine Face: |
|---|
| 668 | // a) Patches, die 'InsideFace' liegen, und das vollständig. |
|---|
| 669 | // b) Patches, die 'InsideFace' liegen, aber nur teilweise (ihre Patch.Coord ist entsprechend verschoben!). |
|---|
| 670 | // c) Patches, die nicht 'InsideFace' liegen. |
|---|
| 671 | // Für Patch-Sorten a) und b) hat unser Algorithmus Patch.TotalEnergy-Werte berechnet. |
|---|
| 672 | // Unsere Aufgabe hier ist im wesentlichen das sinnvolle Ausfüllen der TotalEnergy-Werte von Patches der Sorte c). |
|---|
| 673 | // Dies ist notwendig, da die Patches von OpenGL beim Rendern bilinear interpoliert werden (2x2-Array Durchschnitt), |
|---|
| 674 | // und deswegen ohne weitere Maßnahmen schwarze Ränder bekämen. |
|---|
| 675 | printf("\n%-50s %s\n", "*** Post-Process Borders ***", GetTimeSinceProgramStart()); |
|---|
| 676 | |
|---|
| 677 | |
|---|
| 678 | // ERSTER TEIL |
|---|
| 679 | // *********** |
|---|
| 680 | |
|---|
| 681 | // Für alle Patches einer Face, die noch keine Energie abgekriegt haben (weil sie keinen SamplePoint innerhalb ihrer Face |
|---|
| 682 | // haben oder durch z.B. BezierPatches unglücklich "abgeschattet" wurden), ermittele ihren Wert aus dem |
|---|
| 683 | // Durchschnitt ihrer acht umliegenden Patches, sofern diese Energie abgekiegt haben (d.h. mit SamplePoints innerhalb |
|---|
| 684 | // der Face liegen und nicht komplett abgeschattet wurden). |
|---|
| 685 | // Diese Methode ist sehr einfach und schnell, da sie immer nur eine Face gleichzeitig betrachtet, |
|---|
| 686 | // die Nachbarumgebung hat keinen Einfluß. |
|---|
| 687 | // Dennoch ist diese Schleife ein guter Anfang, und war vorher sogar der *einzige* Nachbearbeitungsschritt! |
|---|
| 688 | for (unsigned long PatchMeshNr=0; PatchMeshNr<PatchMeshes.Size(); PatchMeshNr++) |
|---|
| 689 | { |
|---|
| 690 | cf::PatchMeshT& PM=PatchMeshes[PatchMeshNr]; |
|---|
| 691 | ArrayT<bool> InsideFaceEx; |
|---|
| 692 | |
|---|
| 693 | for (unsigned long PatchNr=0; PatchNr<PM.Patches.Size(); PatchNr++) |
|---|
| 694 | { |
|---|
| 695 | const Vector3dT& TE=PM.Patches[PatchNr].TotalEnergy; |
|---|
| 696 | |
|---|
| 697 | // In the extended meaning, a patch is *not* inside face if InsideFace==false or TE=(0, 0, 0). |
|---|
| 698 | InsideFaceEx.PushBack(PM.Patches[PatchNr].InsideFace && (TE.x>0.5/255.0 || TE.y>0.5/255.0 || TE.z>0.5/255.0)); |
|---|
| 699 | } |
|---|
| 700 | |
|---|
| 701 | for (unsigned long t=0; t<PM.Height; t++) |
|---|
| 702 | for (unsigned long s=0; s<PM.Width; s++) |
|---|
| 703 | { |
|---|
| 704 | cf::PatchT& Patch=PM.GetPatch(s, t); |
|---|
| 705 | |
|---|
| 706 | if (InsideFaceEx[t*PM.Width+s]) continue; |
|---|
| 707 | |
|---|
| 708 | Patch.TotalEnergy =VectorT(0, 0, 0); |
|---|
| 709 | Vector3dT AvgDir =VectorT(0, 0, 0); // Do NOT(!) build the average directly in Patch.EnergyFromDir, or else you may end with zero-vector dirs for patches in the midst of faces that have received no light at all! |
|---|
| 710 | double CoveredArea=0.0; |
|---|
| 711 | |
|---|
| 712 | // Der Patch liegt in der Mitte eines 3x3-Feldes bei Koordinate (1,1). |
|---|
| 713 | for (char y=0; y<=2; y++) |
|---|
| 714 | for (char x=0; x<=2; x++) |
|---|
| 715 | { |
|---|
| 716 | if (x==1 && y==1) continue; // Nur die acht umliegenden Patches betrachten. |
|---|
| 717 | |
|---|
| 718 | int Nx=int(s+x)-1; |
|---|
| 719 | int Ny=int(t+y)-1; |
|---|
| 720 | |
|---|
| 721 | if (PM.WrapsHorz) |
|---|
| 722 | { |
|---|
| 723 | // Patches that wrap do *not* duplicate the leftmost column at the right. |
|---|
| 724 | if (Nx< 0) Nx+=PM.Width; |
|---|
| 725 | if (Nx>=int(PM.Width)) Nx-=PM.Width; |
|---|
| 726 | } |
|---|
| 727 | |
|---|
| 728 | if (PM.WrapsVert) |
|---|
| 729 | { |
|---|
| 730 | // Patches that wrap do *not* duplicate the topmost column at the bottom. |
|---|
| 731 | if (Ny< 0) Ny+=PM.Height; |
|---|
| 732 | if (Ny>=int(PM.Height)) Ny-=PM.Height; |
|---|
| 733 | } |
|---|
| 734 | |
|---|
| 735 | if (Nx< 0) continue; // Linken Rand beachten. |
|---|
| 736 | if (Nx>= int(PM.Width)) continue; // Rechten Rand beachten. |
|---|
| 737 | if (Ny< 0) continue; // Oberen Rand beachten. |
|---|
| 738 | if (Ny>=int(PM.Height)) continue; // Unteren Rand beachten. |
|---|
| 739 | |
|---|
| 740 | if (!InsideFaceEx[Ny*PM.Width+Nx]) continue; |
|---|
| 741 | |
|---|
| 742 | const double RelevantArea=(x!=1 && y!=1) ? 0.25 : 0.5; |
|---|
| 743 | const cf::PatchT& Neighb =PM.GetPatch(Nx, Ny); |
|---|
| 744 | |
|---|
| 745 | Patch.TotalEnergy+=Neighb.TotalEnergy *RelevantArea; |
|---|
| 746 | AvgDir +=Neighb.EnergyFromDir*RelevantArea; |
|---|
| 747 | CoveredArea +=RelevantArea; |
|---|
| 748 | } |
|---|
| 749 | |
|---|
| 750 | if (CoveredArea>0.0001) |
|---|
| 751 | { |
|---|
| 752 | Patch.TotalEnergy /=CoveredArea; |
|---|
| 753 | Patch.EnergyFromDir+=AvgDir/CoveredArea; |
|---|
| 754 | } |
|---|
| 755 | } |
|---|
| 756 | } |
|---|
| 757 | |
|---|
| 758 | |
|---|
| 759 | // ZWEITER TEIL |
|---|
| 760 | // ************ |
|---|
| 761 | |
|---|
| 762 | // Betrachte im nächsten Schritt Faces, die in einer gemeinsamen Ebene nahe beieinander liegen, und versuche, |
|---|
| 763 | // den "Übergang" zu verbessern. Der vorangegangene erste Schritt eliminiert zwar Fehlfarben an den Rändern, |
|---|
| 764 | // die OpenGL's bilinear Filtering ansonsten ins Spiel gebracht hätte, an Stellen mit hohen Kontrasten |
|---|
| 765 | // ("scharfe" Schatten usw.) sieht man aber unbeabsichtigte, harte Übergänge an den Kanten solcher Faces. |
|---|
| 766 | // Der folgende Code eliminiert solche Sprünge nun größtenteils, indem er auch die Patches der anderen Faces betrachtet. |
|---|
| 767 | // Damit werden für die Ränder die "realen" Berechnungsergebnisse eingebracht, nicht einfach nur eigene Mittelwerte. |
|---|
| 768 | // Der folgende Code könnte algorithmisch effizienter geschrieben sein (z.B. Vorausberechnen von wiederkehrenden |
|---|
| 769 | // Werten, statt diese jedesmal in einer Schleife neu zu berechnen), aber die praktische Laufzeit ist akzeptabel. |
|---|
| 770 | // Außerdem ist der Code z.T. "experimentell" oder zumindest mathematisch nicht komplett durchdacht und die zugrunde- |
|---|
| 771 | // liegende Theorie ist evtl. sogar unvollständig oder falsch. Die Ergebnisse sind aber trotzdem ein voller Erfolg! |
|---|
| 772 | // Es besser zu machen ist jedenfalls SEHR schwierig. Bsp: Gewichtung und Art und Weise bei den Mittelwertbildungen usw. |
|---|
| 773 | // Bzgl. des "Light Bleeding" Problems scheint es sogar ÜBERHAUPT KEINE befriedigende, korrekte Lösung zu geben: |
|---|
| 774 | // Selbst mit Ausführung des folgenden Codes lassen sich nicht alle "Sprünge" zwischen Faces eliminieren, |
|---|
| 775 | // insbesondere an "Ecken" nicht. Der Grund liegt in der Natur der Patches, OpenGLs bilinear Filtering und dem |
|---|
| 776 | // Konflikt mit dem "Light Bleeding" Problem. Eine korrekte Lösung ist somit *unmöglich*! |
|---|
| 777 | // WICHTIG: Im Gegensatz z.B. zum Filtern des Sonnenlichts ist es in diesem Algorithmus *nicht* notwendig, |
|---|
| 778 | // erstmal ein Backup aller TotalEnergy-Werte der Patches aller Faces anzulegen, um korrekt Mittelwerte bilden zu |
|---|
| 779 | // können. Der Grund ist, daß wir nur *äußere* Patches einer Face mit *inneren* Patches der anderen Faces modifizieren! |
|---|
| 780 | // Es kommt also niemals zu Überschneidungen: (*) Kein Patch wird gesetzt/modifiziert, und später nochmal für das Setzen |
|---|
| 781 | // bzw. die Modifikation eines anderen Patches herangezogen! Dieses Ideal wird allerdings aufgeweicht durch die |
|---|
| 782 | // Existenz von inneren Patches, die nur teilweise innerhalb ihrer Face liegen: Hier wäre eine Verletzung der Eigenschaft |
|---|
| 783 | // (*) durchaus möglich. In einigen wenigen Spezialfällen kann dies durch die Eigenschaften der Plane3T<double>::GetSpanVectors() |
|---|
| 784 | // Funktion geheilt werden (ohne weitere Begründung), im Allgemeinfall jedoch nicht! |
|---|
| 785 | const double PATCH_SIZE =cf::SceneGraph::FaceNodeT::LightMapInfoT::PatchSize; |
|---|
| 786 | unsigned long PatchesWorkedOnCount=0; |
|---|
| 787 | |
|---|
| 788 | for (unsigned long PatchMesh1Nr=0; PatchMesh1Nr<PatchMeshes.Size(); PatchMesh1Nr++) |
|---|
| 789 | { |
|---|
| 790 | cf::PatchMeshT& PM1 =PatchMeshes[PatchMesh1Nr]; |
|---|
| 791 | const cf::SceneGraph::FaceNodeT* FaceNode1=dynamic_cast<const cf::SceneGraph::FaceNodeT*>(PM1.Node); |
|---|
| 792 | |
|---|
| 793 | if (FaceNode1==NULL) continue; |
|---|
| 794 | |
|---|
| 795 | const Polygon3T<double>& Face1=FaceNode1->Polygon; |
|---|
| 796 | ArrayT<unsigned long> NearPatchMeshes; |
|---|
| 797 | |
|---|
| 798 | printf("%5.1f%%\r", (double)PatchMesh1Nr/PatchMeshes.Size()*100.0); |
|---|
| 799 | fflush(stdout); |
|---|
| 800 | |
|---|
| 801 | // Bilde zuerst eine Liste (von Indizes) von Faces, die Face1 "nahe" sind. |
|---|
| 802 | for (unsigned long PatchMesh2Nr=0; PatchMesh2Nr<PatchMeshes.Size(); PatchMesh2Nr++) |
|---|
| 803 | { |
|---|
| 804 | cf::PatchMeshT& PM2 =PatchMeshes[PatchMesh2Nr]; |
|---|
| 805 | const cf::SceneGraph::FaceNodeT* FaceNode2=dynamic_cast<const cf::SceneGraph::FaceNodeT*>(PM2.Node); |
|---|
| 806 | |
|---|
| 807 | if (FaceNode2==NULL) continue; |
|---|
| 808 | |
|---|
| 809 | const Polygon3T<double>& Face2=FaceNode2->Polygon; |
|---|
| 810 | |
|---|
| 811 | // Wir wollen nicht gegen uns selbst testen! |
|---|
| 812 | if (PatchMesh1Nr==PatchMesh2Nr) continue; |
|---|
| 813 | |
|---|
| 814 | // Nur Faces in der gleichen Ebene mit gleicher Orientierung durchgehen lassen! |
|---|
| 815 | if (Face1.WhatSide(Face2.Plane, MapT::RoundEpsilon)!=Polygon3T<double>::InIdentical) continue; |
|---|
| 816 | |
|---|
| 817 | // Faces, die zu weit voneinander entfernt liegen, brauchen nicht weiter betrachtet zu werden! |
|---|
| 818 | const VectorT BorderPadding(PATCH_SIZE, PATCH_SIZE, PATCH_SIZE); |
|---|
| 819 | |
|---|
| 820 | BoundingBox3T<double> BB1(Face1.Vertices); BB1.Min=BB1.Min-BorderPadding; BB1.Max=BB1.Max+BorderPadding; |
|---|
| 821 | BoundingBox3T<double> BB2(Face2.Vertices); BB2.Min=BB2.Min-BorderPadding; BB2.Max=BB2.Max+BorderPadding; |
|---|
| 822 | |
|---|
| 823 | if (!BB1.Intersects(BB2)) continue; |
|---|
| 824 | |
|---|
| 825 | // Diese Face kommt in Betracht, speichere ihre Nummer. |
|---|
| 826 | NearPatchMeshes.PushBack(PatchMesh2Nr); |
|---|
| 827 | } |
|---|
| 828 | |
|---|
| 829 | // Bereite nun das Patch1Poly vor. Unten werden dann nur noch die 4 Vertices ausgefüllt. |
|---|
| 830 | // Der folgende Code ist SEHR ähnlich zu dem Code in cf::SceneGraph::FaceNodeT::CreatePatchMeshes()! |
|---|
| 831 | |
|---|
| 832 | // Bestimme die Spannvektoren. |
|---|
| 833 | VectorT Face1_U; |
|---|
| 834 | VectorT Face1_V; |
|---|
| 835 | |
|---|
| 836 | Face1.Plane.GetSpanVectors(Face1_U, Face1_V); |
|---|
| 837 | |
|---|
| 838 | // Finde SmallestU und SmallestV. |
|---|
| 839 | double Face1_SmallestU=dot(Face1.Vertices[0], Face1_U); |
|---|
| 840 | double Face1_SmallestV=dot(Face1.Vertices[0], Face1_V); |
|---|
| 841 | |
|---|
| 842 | for (unsigned long VertexNr=1; VertexNr<Face1.Vertices.Size(); VertexNr++) |
|---|
| 843 | { |
|---|
| 844 | double u=dot(Face1.Vertices[VertexNr], Face1_U); |
|---|
| 845 | double v=dot(Face1.Vertices[VertexNr], Face1_V); |
|---|
| 846 | |
|---|
| 847 | if (u<Face1_SmallestU) Face1_SmallestU=u; |
|---|
| 848 | if (v<Face1_SmallestV) Face1_SmallestV=v; |
|---|
| 849 | } |
|---|
| 850 | |
|---|
| 851 | const VectorT Face1_UV_Origin=scale(Face1.Plane.Normal, Face1.Plane.Dist); |
|---|
| 852 | const VectorT Face1_Safety =scale(Face1.Plane.Normal, 0.1); |
|---|
| 853 | |
|---|
| 854 | Polygon3T<double> Patch1Poly; |
|---|
| 855 | |
|---|
| 856 | Patch1Poly.Plane=dot(Face1.Plane.Normal, cross(Face1_U, Face1_V))<0 ? Face1.Plane : Face1.Plane.GetMirror(); |
|---|
| 857 | Patch1Poly.Vertices.PushBackEmpty(4); |
|---|
| 858 | |
|---|
| 859 | // Betrachte nun alle Patches von Face1 |
|---|
| 860 | for (unsigned long t1=0; t1<PM1.Height; t1++) |
|---|
| 861 | for (unsigned long s1=0; s1<PM1.Width; s1++) |
|---|
| 862 | { |
|---|
| 863 | cf::PatchT& Patch1=PM1.Patches[t1*PM1.Width+s1]; |
|---|
| 864 | ArrayT<double> Patch1_OverlapRatios; |
|---|
| 865 | ArrayT<VectorT> Patch1_OverlapTotalEnergies; |
|---|
| 866 | ArrayT<VectorT> Patch1_OverlapEnergyFromDirs; |
|---|
| 867 | |
|---|
| 868 | // Rekonstruiere das Polygon zu Patch1 |
|---|
| 869 | double s_=s1; |
|---|
| 870 | double t_=t1; |
|---|
| 871 | |
|---|
| 872 | Patch1Poly.Vertices[0]=Face1_UV_Origin+scale(Face1_U, Face1_SmallestU+(s_-1.0)*PATCH_SIZE)+scale(Face1_V, Face1_SmallestV+(t_-1.0)*PATCH_SIZE); |
|---|
| 873 | Patch1Poly.Vertices[1]=Face1_UV_Origin+scale(Face1_U, Face1_SmallestU+ s_ *PATCH_SIZE)+scale(Face1_V, Face1_SmallestV+(t_-1.0)*PATCH_SIZE); |
|---|
| 874 | Patch1Poly.Vertices[2]=Face1_UV_Origin+scale(Face1_U, Face1_SmallestU+ s_ *PATCH_SIZE)+scale(Face1_V, Face1_SmallestV+ t_ *PATCH_SIZE); |
|---|
| 875 | Patch1Poly.Vertices[3]=Face1_UV_Origin+scale(Face1_U, Face1_SmallestU+(s_-1.0)*PATCH_SIZE)+scale(Face1_V, Face1_SmallestV+ t_ *PATCH_SIZE); |
|---|
| 876 | |
|---|
| 877 | // WICHTIG: Falls Patch1 *vollständig in* seiner Face liegt, haben wir für dessen TotalEnergy einen |
|---|
| 878 | // einwandfreien Berechnungswert, und wir wollen daran nicht rumfummeln! |
|---|
| 879 | // Die anderen beiden Fälle für Patch1 sind: |
|---|
| 880 | // 1) 'InsideFace', aber nicht vollständig, d.h. Patch1Poly ragt etwas aus seiner Face heraus. |
|---|
| 881 | // 2) Nicht 'InsideFace', der Patch hat bestenfalls oben im ersten Teil einen Wert zugewiesen bekommen. |
|---|
| 882 | // Diese beiden Fälle wollen wir also nachbearbeiten, und zwar durch Mittelwertbildung mit überlappenden, |
|---|
| 883 | // INNEREN Patches von benachbarten Faces. Mehr dazu unten. Lasse also 1) und 2) passieren |
|---|
| 884 | // (die alte Bed. "if (Patch1.InsideFace) continue;" hätte nur 2) durchgehen lassen). |
|---|
| 885 | if (Face1.Encloses(Patch1Poly, true, MapT::RoundEpsilon)) continue; |
|---|
| 886 | |
|---|
| 887 | // Den Mittelpunkt des Patch1Poly bestimmen, inkl. "Safety", sowie den Flächeninhalt |
|---|
| 888 | VectorT Patch1Poly_Center=scale(Patch1Poly.Vertices[0]+Patch1Poly.Vertices[1]+Patch1Poly.Vertices[2]+Patch1Poly.Vertices[3], 0.25)+Face1_Safety; |
|---|
| 889 | double Patch1Poly_Area =Patch1Poly.GetArea(); |
|---|
| 890 | |
|---|
| 891 | // Suche einen Punkt *IN* Face1 heraus, der "nahe" bei Patch1 liegt. Wird unten benötigt. |
|---|
| 892 | double MinDistance=3.0*PATCH_SIZE; |
|---|
| 893 | VectorT InnerPointCloseToPatch1; |
|---|
| 894 | |
|---|
| 895 | for (unsigned long PatchNr=0; PatchNr<PM1.Patches.Size(); PatchNr++) |
|---|
| 896 | { |
|---|
| 897 | const cf::PatchT& TempPatch=PM1.Patches[PatchNr]; |
|---|
| 898 | |
|---|
| 899 | // 'TempPatch' darf auch ruhig 'Patch1' sein, da 'Patch1.Coord' durchaus ein Punkt in Face1 ist, |
|---|
| 900 | // der "nahe" bei Patch1 liegt! |
|---|
| 901 | if (!TempPatch.InsideFace) continue; |
|---|
| 902 | |
|---|
| 903 | double Distance=length(TempPatch.Coord-Patch1Poly_Center); |
|---|
| 904 | |
|---|
| 905 | if (Distance<MinDistance) |
|---|
| 906 | { |
|---|
| 907 | MinDistance =Distance; |
|---|
| 908 | InnerPointCloseToPatch1=TempPatch.Coord; |
|---|
| 909 | } |
|---|
| 910 | } |
|---|
| 911 | |
|---|
| 912 | // Wurde auch etwas in der Nähe gefunden? |
|---|
| 913 | if (MinDistance==3.0*PATCH_SIZE) continue; |
|---|
| 914 | |
|---|
| 915 | // Betrachte nun die umliegenden Faces |
|---|
| 916 | for (unsigned long NearNr=0; NearNr<NearPatchMeshes.Size(); NearNr++) |
|---|
| 917 | { |
|---|
| 918 | cf::PatchMeshT& PM2 =PatchMeshes[NearPatchMeshes[NearNr]]; |
|---|
| 919 | const cf::SceneGraph::FaceNodeT* FaceNode2=dynamic_cast<const cf::SceneGraph::FaceNodeT*>(PM2.Node); |
|---|
| 920 | |
|---|
| 921 | assert(FaceNode2!=NULL); |
|---|
| 922 | |
|---|
| 923 | const Polygon3T<double>& Face2=FaceNode2->Polygon; |
|---|
| 924 | |
|---|
| 925 | // Bereite nun das Patch2Poly vor. Unten werden dann nur noch die 4 Vertices ausgefüllt. |
|---|
| 926 | // Der folgende Code ist SEHR ähnlich zu dem Code in InitializePatches() (Init2.cpp)! |
|---|
| 927 | VectorT Face2_U; |
|---|
| 928 | VectorT Face2_V; |
|---|
| 929 | |
|---|
| 930 | Face2.Plane.GetSpanVectors(Face2_U, Face2_V); |
|---|
| 931 | |
|---|
| 932 | double Face2_SmallestU=dot(Face2.Vertices[0], Face2_U); // Finde SmallestU und SmallestV |
|---|
| 933 | double Face2_SmallestV=dot(Face2.Vertices[0], Face2_V); |
|---|
| 934 | |
|---|
| 935 | unsigned long VertexNr; |
|---|
| 936 | |
|---|
| 937 | for (VertexNr=1; VertexNr<Face2.Vertices.Size(); VertexNr++) |
|---|
| 938 | { |
|---|
| 939 | double u=dot(Face2.Vertices[VertexNr], Face2_U); |
|---|
| 940 | double v=dot(Face2.Vertices[VertexNr], Face2_V); |
|---|
| 941 | |
|---|
| 942 | if (u<Face2_SmallestU) Face2_SmallestU=u; |
|---|
| 943 | if (v<Face2_SmallestV) Face2_SmallestV=v; |
|---|
| 944 | } |
|---|
| 945 | |
|---|
| 946 | const VectorT Face2_UV_Origin=scale(Face2.Plane.Normal, Face2.Plane.Dist); |
|---|
| 947 | |
|---|
| 948 | Polygon3T<double> Patch2Poly; |
|---|
| 949 | |
|---|
| 950 | Patch2Poly.Plane=dot(Face2.Plane.Normal, cross(Face2_U, Face2_V))<0 ? Face2.Plane : Face2.Plane.GetMirror(); |
|---|
| 951 | Patch2Poly.Vertices.PushBackEmpty(4); |
|---|
| 952 | |
|---|
| 953 | // Gehe die Patches von Face2 durch |
|---|
| 954 | for (unsigned long t2=0; t2<PM2.Height; t2++) |
|---|
| 955 | for (unsigned long s2=0; s2<PM2.Width; s2++) |
|---|
| 956 | { |
|---|
| 957 | const cf::PatchT& Patch2=PM2.Patches[t2*PM2.Width+s2]; |
|---|
| 958 | |
|---|
| 959 | // Nur "äußere" Patches von Face1 mit "inneren" Patches von Face1 korrigieren! |
|---|
| 960 | if (!Patch2.InsideFace) continue; |
|---|
| 961 | |
|---|
| 962 | // Rekonstruiere das Polygon zu Patch2 |
|---|
| 963 | double s_=s2; |
|---|
| 964 | double t_=t2; |
|---|
| 965 | |
|---|
| 966 | Patch2Poly.Vertices[0]=Face2_UV_Origin+scale(Face2_U, Face2_SmallestU+(s_-1.0)*PATCH_SIZE)+scale(Face2_V, Face2_SmallestV+(t_-1.0)*PATCH_SIZE); |
|---|
| 967 | Patch2Poly.Vertices[1]=Face2_UV_Origin+scale(Face2_U, Face2_SmallestU+ s_ *PATCH_SIZE)+scale(Face2_V, Face2_SmallestV+(t_-1.0)*PATCH_SIZE); |
|---|
| 968 | Patch2Poly.Vertices[2]=Face2_UV_Origin+scale(Face2_U, Face2_SmallestU+ s_ *PATCH_SIZE)+scale(Face2_V, Face2_SmallestV+ t_ *PATCH_SIZE); |
|---|
| 969 | Patch2Poly.Vertices[3]=Face2_UV_Origin+scale(Face2_U, Face2_SmallestU+(s_-1.0)*PATCH_SIZE)+scale(Face2_V, Face2_SmallestV+ t_ *PATCH_SIZE); |
|---|
| 970 | |
|---|
| 971 | // Überlappen sich PatchPoly1 und PatchPoly2? |
|---|
| 972 | if (!Patch1Poly.Overlaps(Patch2Poly, false, MapT::RoundEpsilon)) continue; |
|---|
| 973 | |
|---|
| 974 | // Zerschneide Patch2Poly entlang Patch1Poly, und behalte nur das Stück, das "in" Patch1Poly liegt: |
|---|
| 975 | ArrayT< Polygon3T<double> > NewPolygons; |
|---|
| 976 | |
|---|
| 977 | Patch2Poly.GetChoppedUpAlong(Patch1Poly, MapT::RoundEpsilon, NewPolygons); |
|---|
| 978 | if (NewPolygons.Size()==0) Error("PolygonChopUp failed in PostProcessBorders()."); |
|---|
| 979 | |
|---|
| 980 | // Bestimme den Mittelpunkt des überlappenden Stücks in Patch1Poly (inkl. "Safety") und prüfe, |
|---|
| 981 | // ob von dort aus der nahe Punkt in Face1 erreichbar ist. |
|---|
| 982 | const Polygon3T<double>& OverlapPoly =NewPolygons[NewPolygons.Size()-1]; |
|---|
| 983 | VectorT OverlapPolyCenter=OverlapPoly.Vertices[0]; |
|---|
| 984 | |
|---|
| 985 | for (VertexNr=1; VertexNr<OverlapPoly.Vertices.Size(); VertexNr++) |
|---|
| 986 | OverlapPolyCenter=OverlapPolyCenter+OverlapPoly.Vertices[VertexNr]; |
|---|
| 987 | |
|---|
| 988 | OverlapPolyCenter=scale(OverlapPolyCenter, 1.0/double(OverlapPoly.Vertices.Size()))+Face1_Safety; |
|---|
| 989 | |
|---|
| 990 | // Begründung für den folgenden Test: |
|---|
| 991 | // Es besteht die Gefahr, daß wir an dieser Stelle unerwünschtes "Light Bleeding" erzeugen. |
|---|
| 992 | // "Light Bleeding" ist die Beeinflussung von Patches durch andere Patches, deren Faces sich |
|---|
| 993 | // zwar nahe sind, aber in Wirklichkeit z.B. durch eine dünne "Wand" getrennt, |
|---|
| 994 | // oder die Patches liegen "um die Ecke". |
|---|
| 995 | // Um das "Light Bleeding" Problem zu minimieren, erlauben wir die Beeinflussung von Patch1 |
|---|
| 996 | // durch Patch2 nur dann, wenn das 'OverlapPolyCenter' vom 'InnerPointCloseToPatch1' aus |
|---|
| 997 | // sichtbar ist. |
|---|
| 998 | // All dies ist analytisch nicht wirklich befriedigend -- eine bessere Lösung scheint es |
|---|
| 999 | // aber auch nicht zu geben: Zu groß ist der Konflikt bzw. die gestellten Ansprüche. |
|---|
| 1000 | // Das praktische Ergebnis ist allerdings sehr wohl brauchbar, denn das Ziel wird, |
|---|
| 1001 | // abgesehen von kleineren "Ausreißern", erreicht. |
|---|
| 1002 | if (CaLightWorld.TraceRay(InnerPointCloseToPatch1, OverlapPolyCenter-InnerPointCloseToPatch1)<1.0) continue; |
|---|
| 1003 | |
|---|
| 1004 | // Zu wieviel Prozent überlappt das verbleibende Stück PatchPoly1? |
|---|
| 1005 | double OverlapRatio=OverlapPoly.GetArea()/Patch1Poly_Area; |
|---|
| 1006 | |
|---|
| 1007 | // 'OverlapRatio*=0.5;', falls 'Patch1.InsideFace==true' ist!? |
|---|
| 1008 | // Merke das Ergebnis zur späteren Durchschnittsbildung. |
|---|
| 1009 | Patch1_OverlapRatios .PushBack(OverlapRatio ); |
|---|
| 1010 | Patch1_OverlapTotalEnergies .PushBack(Patch2.TotalEnergy ); |
|---|
| 1011 | Patch1_OverlapEnergyFromDirs.PushBack(Patch2.EnergyFromDir); |
|---|
| 1012 | } |
|---|
| 1013 | } |
|---|
| 1014 | |
|---|
| 1015 | |
|---|
| 1016 | // Die folgende Zeile ist nicht wirklich nötig. Der 'PatchesWorkedOnCount' wird dadurch aber sinnvoller. |
|---|
| 1017 | if (Patch1_OverlapRatios.Size()==0) continue; |
|---|
| 1018 | |
|---|
| 1019 | double OverlapRatioSum=0.0; |
|---|
| 1020 | |
|---|
| 1021 | for (unsigned long OverlapNr=0; OverlapNr<Patch1_OverlapRatios.Size(); OverlapNr++) |
|---|
| 1022 | { |
|---|
| 1023 | if (Patch1_OverlapRatios[OverlapNr]<0.000) Error("Negative overlap percentage!"); |
|---|
| 1024 | if (Patch1_OverlapRatios[OverlapNr]>1.001) Error("Overlap is greater than 100%%!"); |
|---|
| 1025 | |
|---|
| 1026 | OverlapRatioSum+=Patch1_OverlapRatios[OverlapNr]; |
|---|
| 1027 | } |
|---|
| 1028 | |
|---|
| 1029 | if (OverlapRatioSum>1.0) |
|---|
| 1030 | { |
|---|
| 1031 | // Da eine Face an einem Vertice mit beliebig vielen anderen Faces "zusammenstoßen" kann, |
|---|
| 1032 | // kann ein Patch dieser Face dort von beliebig vielen anderen Patches überlagert werden, |
|---|
| 1033 | // die sich dann z.T. wieder unter sich überlappen. |
|---|
| 1034 | // So kann eine Abdeckung mit Patches über 100% entstehen. |
|---|
| 1035 | // Wir skalieren dann einfach wieder auf 100% zurück. |
|---|
| 1036 | for (unsigned long OverlapNr=0; OverlapNr<Patch1_OverlapRatios.Size(); OverlapNr++) |
|---|
| 1037 | Patch1_OverlapRatios[OverlapNr]/=OverlapRatioSum; |
|---|
| 1038 | } |
|---|
| 1039 | else |
|---|
| 1040 | { |
|---|
| 1041 | // Patch1 war nicht ganz von anderen Patches bedeckt. |
|---|
| 1042 | // Fülle daher den Rest mit dem eigenen, alten Wert auf! |
|---|
| 1043 | Patch1_OverlapRatios .PushBack(1.0-OverlapRatioSum); |
|---|
| 1044 | Patch1_OverlapTotalEnergies .PushBack(Patch1.TotalEnergy); |
|---|
| 1045 | Patch1_OverlapEnergyFromDirs.PushBack(Patch1.EnergyFromDir); |
|---|
| 1046 | } |
|---|
| 1047 | |
|---|
| 1048 | Patch1.TotalEnergy =VectorT(0,0,0); |
|---|
| 1049 | Patch1.EnergyFromDir=VectorT(0,0,0); |
|---|
| 1050 | |
|---|
| 1051 | for (unsigned long OverlapNr=0; OverlapNr<Patch1_OverlapRatios.Size(); OverlapNr++) |
|---|
| 1052 | { |
|---|
| 1053 | Patch1.TotalEnergy +=scale(Patch1_OverlapTotalEnergies [OverlapNr], Patch1_OverlapRatios[OverlapNr]); |
|---|
| 1054 | Patch1.EnergyFromDir+=scale(Patch1_OverlapEnergyFromDirs[OverlapNr], Patch1_OverlapRatios[OverlapNr]); |
|---|
| 1055 | } |
|---|
| 1056 | |
|---|
| 1057 | PatchesWorkedOnCount++; |
|---|
| 1058 | } |
|---|
| 1059 | } |
|---|
| 1060 | |
|---|
| 1061 | printf("Borders completed. %lu patches modified in 2nd part.\n", PatchesWorkedOnCount); |
|---|
| 1062 | } |
|---|
| 1063 | |
|---|
| 1064 | |
|---|
| 1065 | unsigned long BounceLighting(const CaLightWorldT& CaLightWorld, const char BLOCK_SIZE, double& StopUE, const bool AskForMore, const char* WorldName) |
|---|
| 1066 | { |
|---|
| 1067 | printf("\n%-50s %s\n", "*** PHASE II - performing bounce lighting ***", GetTimeSinceProgramStart()); |
|---|
| 1068 | |
|---|
| 1069 | unsigned long IterationCount =0; |
|---|
| 1070 | unsigned long FullSearchCount=0; |
|---|
| 1071 | |
|---|
| 1072 | while (true) |
|---|
| 1073 | { |
|---|
| 1074 | unsigned long PM_i =0; |
|---|
| 1075 | unsigned long s_i =0; |
|---|
| 1076 | unsigned long t_i =0; |
|---|
| 1077 | double BestUE=0; // Best unradiated energy amount found |
|---|
| 1078 | |
|---|
| 1079 | // Finde ein PatchMesh mit einem Patch mit einer großen UnradiatedEnergy (nicht notwendigerweise die größte, damit es schnell geht). |
|---|
| 1080 | for (unsigned long PatchMeshNr=0; PatchMeshNr<PatchMeshes.Size(); PatchMeshNr++) |
|---|
| 1081 | { |
|---|
| 1082 | // Achtung: PM.Patches.Size() kann auch 0 sein! |
|---|
| 1083 | const cf::PatchMeshT& PM =PatchMeshes[PatchMeshNr]; |
|---|
| 1084 | unsigned long NrOfSamples=PM.Patches.Size()<10 ? PM.Patches.Size()/2 : 10; |
|---|
| 1085 | |
|---|
| 1086 | for (unsigned long SampleNr=0; SampleNr<NrOfSamples; SampleNr++) |
|---|
| 1087 | { |
|---|
| 1088 | unsigned long s=rand() % PM.Width; // Funktioniert nicht mehr gut wenn PM.Width >RAND_MAX |
|---|
| 1089 | unsigned long t=rand() % PM.Height; // Funktioniert nicht mehr gut wenn PM.Height>RAND_MAX |
|---|
| 1090 | |
|---|
| 1091 | s=(s/BLOCK_SIZE)*BLOCK_SIZE; |
|---|
| 1092 | t=(t/BLOCK_SIZE)*BLOCK_SIZE; |
|---|
| 1093 | |
|---|
| 1094 | unsigned long Count =0; |
|---|
| 1095 | double ThisUE=0; |
|---|
| 1096 | |
|---|
| 1097 | for (char y=0; y<BLOCK_SIZE; y++) |
|---|
| 1098 | for (char x=0; x<BLOCK_SIZE; x++) |
|---|
| 1099 | { |
|---|
| 1100 | unsigned long s_=s+x; |
|---|
| 1101 | unsigned long t_=t+y; |
|---|
| 1102 | |
|---|
| 1103 | if (PM.WrapsHorz && s_>=PM.Width ) s_-=PM.Width; |
|---|
| 1104 | if (PM.WrapsVert && t_>=PM.Height) t_-=PM.Height; |
|---|
| 1105 | |
|---|
| 1106 | if (s_>=PM.Width ) continue; |
|---|
| 1107 | if (t_>=PM.Height) continue; |
|---|
| 1108 | |
|---|
| 1109 | const cf::PatchT& P_i=PM.Patches[t_*PM.Width+s_]; |
|---|
| 1110 | if (!P_i.InsideFace) continue; |
|---|
| 1111 | |
|---|
| 1112 | ThisUE+=P_i.UnradiatedEnergy.x+P_i.UnradiatedEnergy.y+P_i.UnradiatedEnergy.z; |
|---|
| 1113 | Count++; |
|---|
| 1114 | } |
|---|
| 1115 | |
|---|
| 1116 | if (!Count) continue; |
|---|
| 1117 | ThisUE/=double(Count); |
|---|
| 1118 | |
|---|
| 1119 | if (ThisUE>BestUE) |
|---|
| 1120 | { |
|---|
| 1121 | PM_i =PatchMeshNr; |
|---|
| 1122 | s_i =s; |
|---|
| 1123 | t_i =t; |
|---|
| 1124 | BestUE=ThisUE; |
|---|
| 1125 | } |
|---|
| 1126 | } |
|---|
| 1127 | } |
|---|
| 1128 | |
|---|
| 1129 | // Sollte die BestUE unter StopUE sein, wird hier nach einem besseren Wert gesucht. |
|---|
| 1130 | // Beim erstbesseren Wert wird dieser genommen und abgebrochen, ansonsten gesucht bis zum Schluß. |
|---|
| 1131 | // Wenn alle Faces nach dem besten Wert durchsucht werden sollen, muß "&& BestUE<StopUE" auskommentiert werden. |
|---|
| 1132 | if (BestUE<StopUE) |
|---|
| 1133 | { |
|---|
| 1134 | FullSearchCount++; // Zähle, wie oft wir alles abgesucht haben! |
|---|
| 1135 | |
|---|
| 1136 | for (unsigned long PatchMeshNr=0; PatchMeshNr<PatchMeshes.Size() && BestUE<StopUE; PatchMeshNr++) |
|---|
| 1137 | { |
|---|
| 1138 | const cf::PatchMeshT& PM=PatchMeshes[PatchMeshNr]; |
|---|
| 1139 | |
|---|
| 1140 | for (unsigned long s=0; s<PM.Width; s++) |
|---|
| 1141 | for (unsigned long t=0; t<PM.Height; t++) |
|---|
| 1142 | { |
|---|
| 1143 | const VectorT& E =PM.Patches[t*PM.Width+s].UnradiatedEnergy; |
|---|
| 1144 | double ThisUE=E.x+E.y+E.z; |
|---|
| 1145 | |
|---|
| 1146 | if (ThisUE>BestUE) |
|---|
| 1147 | { |
|---|
| 1148 | PM_i =PatchMeshNr; |
|---|
| 1149 | s_i =s; |
|---|
| 1150 | t_i =t; |
|---|
| 1151 | BestUE=ThisUE; |
|---|
| 1152 | } |
|---|
| 1153 | } |
|---|
| 1154 | } |
|---|
| 1155 | } |
|---|
| 1156 | |
|---|
| 1157 | printf("Iteration%6lu, BestUE %6.2f, PM_i%6lu, FullSearch%4lu (%5.1f%%)\r", IterationCount, BestUE, PM_i, FullSearchCount, 100.0*float(FullSearchCount)/float(IterationCount+1)); |
|---|
| 1158 | fflush(stdout); |
|---|
| 1159 | |
|---|
| 1160 | if (BestUE<StopUE) // Es gab keinen besseren Wert mehr -- wir können also abbrechen! |
|---|
| 1161 | { |
|---|
| 1162 | printf("\n"); |
|---|
| 1163 | if (!AskForMore) break; |
|---|
| 1164 | |
|---|
| 1165 | time_t StartTime=time(NULL); |
|---|
| 1166 | |
|---|
| 1167 | printf("\nStopUE value %10.7f has been reached.\n", StopUE); |
|---|
| 1168 | printf("Press 'y' to confirm exit and save current result,\n"); |
|---|
| 1169 | printf("or any other key to divide StopUE by 10 and continue lighting!\n"); |
|---|
| 1170 | |
|---|
| 1171 | char Key=_getch(); if (Key==0) _getch(); |
|---|
| 1172 | |
|---|
| 1173 | unsigned long TotalSec=(unsigned long)difftime(time(NULL), StartTime); |
|---|
| 1174 | unsigned long Sec =TotalSec % 60; |
|---|
| 1175 | unsigned long Min =(TotalSec/60) % 60; |
|---|
| 1176 | unsigned long Hour =TotalSec/3600; |
|---|
| 1177 | printf("Length of break (waiting for your decision) was %2lu:%2lu:%2lu.\n", Hour, Min, Sec); |
|---|
| 1178 | |
|---|
| 1179 | if (Key=='y') break; |
|---|
| 1180 | StopUE/=10.0; |
|---|
| 1181 | } |
|---|
| 1182 | |
|---|
| 1183 | RadiateEnergy(CaLightWorld, PM_i, s_i, t_i, BLOCK_SIZE); |
|---|
| 1184 | IterationCount++; |
|---|
| 1185 | |
|---|
| 1186 | #ifdef _WIN32 |
|---|
| 1187 | // TODO: Ein (sinnvolles!) 'kbhit()' Äquivalent für Linux muß erst noch gefunden werden... |
|---|
| 1188 | if (_kbhit()) |
|---|
| 1189 | { |
|---|
| 1190 | char Key=_getch(); if (Key==0) _getch(); |
|---|
| 1191 | |
|---|
| 1192 | if (Key==' ') |
|---|
| 1193 | { |
|---|
| 1194 | printf("\nINTERRUPTED BY USER!\n"); |
|---|
| 1195 | printf("Enter 'Y' to confirm exit and save current result,\n"); |
|---|
| 1196 | printf("Enter 'S' to save the intermediate result, then continue,\n"); |
|---|
| 1197 | printf("or press any other key to continue lighting!\n"); |
|---|
| 1198 | |
|---|
| 1199 | Key=_getch(); if (Key==0) _getch(); |
|---|
| 1200 | |
|---|
| 1201 | if (Key=='Y') break; |
|---|
| 1202 | if (Key=='S') |
|---|
| 1203 | { |
|---|
| 1204 | printf("\n%-50s %s\n", "*** START Saving of Intermediate Results ***", GetTimeSinceProgramStart()); |
|---|
| 1205 | ArrayT<cf::PatchMeshT> SafePMs=PatchMeshes; |
|---|
| 1206 | |
|---|
| 1207 | |
|---|
| 1208 | ToneReproduction(CaLightWorld); |
|---|
| 1209 | PostProcessBorders(CaLightWorld); |
|---|
| 1210 | |
|---|
| 1211 | printf("\n%-50s %s\n", "*** Write Patch values back into LightMaps ***", GetTimeSinceProgramStart()); |
|---|
| 1212 | for (unsigned long PatchMeshNr=0; PatchMeshNr<PatchMeshes.Size(); PatchMeshNr++) |
|---|
| 1213 | { |
|---|
| 1214 | cf::PatchMeshT& PM =PatchMeshes[PatchMeshNr]; |
|---|
| 1215 | cf::SceneGraph::GenericNodeT* PM_Node=const_cast<cf::SceneGraph::GenericNodeT*>(PM.Node); |
|---|
| 1216 | |
|---|
| 1217 | // Need a non-const pointer to the "source" NodeT of the patch mesh here. |
|---|
| 1218 | PM_Node->BackToLightMap(PM); |
|---|
| 1219 | } |
|---|
| 1220 | |
|---|
| 1221 | printf("\n%-50s %s\n", "*** Saving World ***", GetTimeSinceProgramStart()); |
|---|
| 1222 | std::string SaveName=std::string(WorldName)+"_"; |
|---|
| 1223 | printf("%s\n", SaveName.c_str()); |
|---|
| 1224 | CaLightWorld.SaveToDisk(SaveName.c_str()); |
|---|
| 1225 | |
|---|
| 1226 | |
|---|
| 1227 | // Restore the state as it was before the saving. |
|---|
| 1228 | PatchMeshes=SafePMs; |
|---|
| 1229 | printf("\n%-50s %s\n", "*** END Saving of Intermediate Results ***", GetTimeSinceProgramStart()); |
|---|
| 1230 | } |
|---|
| 1231 | } |
|---|
| 1232 | } |
|---|
| 1233 | #endif |
|---|
| 1234 | } |
|---|
| 1235 | |
|---|
| 1236 | return IterationCount; |
|---|
| 1237 | } |
|---|
| 1238 | |
|---|
| 1239 | |
|---|
| 1240 | void Usage() |
|---|
| 1241 | { |
|---|
| 1242 | printf("\n"); |
|---|
| 1243 | printf("USAGE: CaLight WorldName [OPTIONS]\n"); |
|---|
| 1244 | printf("\n"); |
|---|
| 1245 | printf("-gd=somePath Specifies the game directory of the world. Try for example\n"); |
|---|
| 1246 | printf(" \"Games/DeathMatch\" or whatever fits on your system.\n"); |
|---|
| 1247 | printf("-BlockSize n Radiative block size for faster bounce lighting.\n"); |
|---|
| 1248 | printf(" n must be in range 1..8, default is 3.\n"); |
|---|
| 1249 | printf("-StopUE f Stop value for unradiated energy. 0 < f <= 10, default is 1.0.\n"); |
|---|
| 1250 | printf("-AskForMore Asks for a new StopUE value when the old one has been reached.\n"); |
|---|
| 1251 | printf("-UseBS4DL Normally, direct area lighting uses a 'BlockSize' value of 1.\n"); |
|---|
| 1252 | printf(" Use this to use the same value as for bounce lighting.\n"); |
|---|
| 1253 | printf("-onlyEnts Process entities only (not the world).\n"); |
|---|
| 1254 | printf("-fast Same as \"-BlockSize 5 -UseBS4DL\".\n"); |
|---|
| 1255 | printf("\n"); |
|---|
| 1256 | printf("\n"); |
|---|
| 1257 | printf("EXAMPLES:\n"); |
|---|
| 1258 | printf("\n"); |
|---|
| 1259 | printf("CaLight WorldName -AskForMore -gd=Games/DeathMatch\n"); |
|---|
| 1260 | printf(" I'll start with the default parameters, show you the 'Options' dialog box,\n"); |
|---|
| 1261 | printf(" light the world WorldName and finally ask you what to do when the\n"); |
|---|
| 1262 | printf(" StopUE value has been reached.\n"); |
|---|
| 1263 | printf(" \"Games/DeathMatch\" is searched for this worlds game related stuff.\n"); |
|---|
| 1264 | printf("\n"); |
|---|
| 1265 | printf("CaLight WorldName -StopUE 0.1\n"); |
|---|
| 1266 | printf(" Most worlds of the Cafu demo release are lit with these switches.\n"); |
|---|
| 1267 | printf(" \".\" (the default directory for -gd) is searched for game related stuff.\n"); |
|---|
| 1268 | printf("\n"); |
|---|
| 1269 | printf("CaLight WorldName -BlockSize 1 -StopUE 0.1\n"); |
|---|
| 1270 | printf(" This is ideal for batch file processing: WorldName is lit without further\n"); |
|---|
| 1271 | printf(" user questioning and I'll terminate as soon as StopUE has been reached.\n"); |
|---|
| 1272 | printf(" Note that BlockSize and StopUE are set for high-quality lighting here.\n"); |
|---|
| 1273 | printf("\n"); |
|---|
| 1274 | printf("CaLight WorldName -fast\n"); |
|---|
| 1275 | printf("CaLight WorldName -BlockSize 5 -UseBS4DL\n"); |
|---|
| 1276 | printf(" Fast and ugly lighting, intended for quick tests during world development.\n"); |
|---|
| 1277 | exit(1); |
|---|
| 1278 | } |
|---|
| 1279 | |
|---|
| 1280 | |
|---|
| 1281 | static void WriteLogFileEntry(const char* WorldPathName, double StopUE, char BlockSize, unsigned long IterationCount) |
|---|
| 1282 | { |
|---|
| 1283 | char DateTime [256]="unknown"; |
|---|
| 1284 | char HostName [256]="unknown"; |
|---|
| 1285 | char WorldName[256]="unknown"; |
|---|
| 1286 | time_t Time =time(NULL); |
|---|
| 1287 | unsigned long RunningSec =(unsigned long)difftime(Time, ProgramStartTime); |
|---|
| 1288 | FILE* LogFile =fopen("CaLight.log", "a"); |
|---|
| 1289 | |
|---|
| 1290 | if (!LogFile) return; |
|---|
| 1291 | |
|---|
| 1292 | strftime(DateTime, 256, "%d.%m.%Y %H:%M", localtime(&Time)); |
|---|
| 1293 | DateTime[255]=0; |
|---|
| 1294 | |
|---|
| 1295 | #ifdef _WIN32 |
|---|
| 1296 | unsigned long Dummy=256; |
|---|
| 1297 | if (!GetComputerName(HostName, &Dummy)) sprintf(HostName, "unknown (look-up failed)."); |
|---|
| 1298 | #else |
|---|
| 1299 | // This function also works on Windows, but sadly requires calls to 'WSAStartup()' and 'WSACleanup()'. |
|---|
| 1300 | if (gethostname(HostName, 256)) sprintf(HostName, "unknown (look-up failed)."); |
|---|
| 1301 | #endif |
|---|
| 1302 | HostName[255]=0; |
|---|
| 1303 | |
|---|
| 1304 | if (WorldPathName) |
|---|
| 1305 | { |
|---|
| 1306 | // Dateinamen abtrennen (mit Extension). |
|---|
| 1307 | size_t i=strlen(WorldPathName); |
|---|
| 1308 | |
|---|
| 1309 | while (i>0 && WorldPathName[i-1]!='/' && WorldPathName[i-1]!='\\') i--; |
|---|
| 1310 | strncpy(WorldName, WorldPathName+i, 256); |
|---|
| 1311 | WorldName[255]=0; |
|---|
| 1312 | |
|---|
| 1313 | // Extension abtrennen. |
|---|
| 1314 | i=strlen(WorldName); |
|---|
| 1315 | |
|---|
| 1316 | while (i>0 && WorldName[i-1]!='.') i--; |
|---|
| 1317 | if (i>0) WorldName[i-1]=0; |
|---|
| 1318 | } |
|---|
| 1319 | |
|---|
| 1320 | // Date, Time, WorldName, TimeForCompletion on [HostName] |
|---|
| 1321 | fprintf(LogFile, "%-16s %-16s%3lu:%02lu:%02lu [%-16s]%8.5f %ux%u%8lu\n", DateTime, WorldName, RunningSec/3600, (RunningSec/60) % 60, RunningSec % 60, HostName, StopUE, BlockSize, BlockSize, IterationCount); |
|---|
| 1322 | fclose(LogFile); |
|---|
| 1323 | } |
|---|
| 1324 | |
|---|
| 1325 | |
|---|
| 1326 | int main(int ArgC, const char* ArgV[]) |
|---|
| 1327 | { |
|---|
| 1328 | struct CaLightOptionsT |
|---|
| 1329 | { |
|---|
| 1330 | std::string GameDirName; |
|---|
| 1331 | char BlockSize; |
|---|
| 1332 | double StopUE; |
|---|
| 1333 | bool AskForMore; |
|---|
| 1334 | bool UseBlockSizeForDirectL; |
|---|
| 1335 | bool EntitiesOnly; |
|---|
| 1336 | |
|---|
| 1337 | CaLightOptionsT() : GameDirName("."), BlockSize(3), StopUE(1.0), AskForMore(false), UseBlockSizeForDirectL(false), EntitiesOnly(false) {} |
|---|
| 1338 | } CaLightOptions; |
|---|
| 1339 | |
|---|
| 1340 | |
|---|
| 1341 | // Init screen |
|---|
| 1342 | printf("\n*** Cafu Lighting Utility, Version 3 (%s) ***\n\n\n", __DATE__); |
|---|
| 1343 | |
|---|
| 1344 | #ifndef _WIN32 |
|---|
| 1345 | printf("Reminder:\n"); |
|---|
| 1346 | printf("The Linux version of CaLight is equivalent to the Win32 version, except that\n"); |
|---|
| 1347 | printf("the 2nd phase (bounce lighting) cannot manually be terminated\n"); |
|---|
| 1348 | printf("by the user ahead of time.\n\n"); |
|---|
| 1349 | #endif |
|---|
| 1350 | |
|---|
| 1351 | // Run the testcase of the new matrix code. |
|---|
| 1352 | { DiagMatrixT TestM; if (!TestM.Test()) Error("DiagMatrixT::Test() failed."); } |
|---|
| 1353 | |
|---|
| 1354 | if (ArgC<2) Usage(); |
|---|
| 1355 | |
|---|
| 1356 | // Initialize the FileMan by mounting the default file system. |
|---|
| 1357 | // Note that specifying "./" (instead of "") as the file system description effectively prevents the use of |
|---|
| 1358 | // absolute paths like "D:\abc\someDir\someFile.xy" or "/usr/bin/xy". This however should be fine for this application. |
|---|
| 1359 | cf::FileSys::FileMan->MountFileSystem(cf::FileSys::FS_TYPE_LOCAL_PATH, "./", ""); |
|---|
| 1360 | cf::FileSys::FileMan->MountFileSystem(cf::FileSys::FS_TYPE_ZIP_ARCHIVE, "Games/DeathMatch/Textures/TechDemo.zip", "Games/DeathMatch/Textures/TechDemo/", "Ca3DE"); |
|---|
| 1361 | cf::FileSys::FileMan->MountFileSystem(cf::FileSys::FS_TYPE_ZIP_ARCHIVE, "Games/DeathMatch/Textures/SkyDomes.zip", "Games/DeathMatch/Textures/SkyDomes/", "Ca3DE"); |
|---|
| 1362 | |
|---|
| 1363 | // Process command line |
|---|
| 1364 | for (int CurrentArg=2; CurrentArg<ArgC; CurrentArg++) |
|---|
| 1365 | { |
|---|
| 1366 | if (_strnicmp(ArgV[CurrentArg], "-gd=", 4)==0) |
|---|
| 1367 | { |
|---|
| 1368 | CaLightOptions.GameDirName=ArgV[CurrentArg]+4; |
|---|
| 1369 | } |
|---|
| 1370 | else if (!_stricmp(ArgV[CurrentArg], "-BlockSize")) |
|---|
| 1371 | { |
|---|
| 1372 | if (CurrentArg+1==ArgC) Error("I can't find a number after \"-BlockSize\"!"); |
|---|
| 1373 | CurrentArg++; |
|---|
| 1374 | CaLightOptions.BlockSize=atoi(ArgV[CurrentArg]); |
|---|
| 1375 | if (CaLightOptions.BlockSize<1 || CaLightOptions.BlockSize>8) Error("BlockSize must be in range 1..8."); |
|---|
| 1376 | } |
|---|
| 1377 | else if (!_stricmp(ArgV[CurrentArg], "-StopUE")) |
|---|
| 1378 | { |
|---|
| 1379 | if (CurrentArg+1==ArgC) Error("I can't find a number after \"-StopUE\"!"); |
|---|
| 1380 | CurrentArg++; |
|---|
| 1381 | CaLightOptions.StopUE=atof(ArgV[CurrentArg]); |
|---|
| 1382 | if (CaLightOptions.StopUE<=0.0 || CaLightOptions.StopUE>10.0) Error("StopUE must be in ]0, 10]."); |
|---|
| 1383 | } |
|---|
| 1384 | else if (!_stricmp(ArgV[CurrentArg], "-AskForMore")) |
|---|
| 1385 | { |
|---|
| 1386 | CaLightOptions.AskForMore=true; |
|---|
| 1387 | } |
|---|
| 1388 | else if (!_stricmp(ArgV[CurrentArg], "-UseBS4DL")) |
|---|
| 1389 | { |
|---|
| 1390 | CaLightOptions.UseBlockSizeForDirectL=true; |
|---|
| 1391 | } |
|---|
| 1392 | else if (!_stricmp(ArgV[CurrentArg], "-onlyEnts")) |
|---|
| 1393 | { |
|---|
| 1394 | CaLightOptions.EntitiesOnly=true; |
|---|
| 1395 | } |
|---|
| 1396 | else if (!_stricmp(ArgV[CurrentArg], "-fast")) |
|---|
| 1397 | { |
|---|
| 1398 | CaLightOptions.BlockSize=5; |
|---|
| 1399 | CaLightOptions.UseBlockSizeForDirectL=true; |
|---|
| 1400 | } |
|---|
| 1401 | else if (ArgV[CurrentArg][0]==0) |
|---|
| 1402 | { |
|---|
| 1403 | // The argument is "", the empty string. |
|---|
| 1404 | // This can happen under Linux, when CaLight is called via wxExecute() with white-space trailing the command string. |
|---|
| 1405 | } |
|---|
| 1406 | else |
|---|
| 1407 | { |
|---|
| 1408 | printf("\nSorry, I don't know what \"%s\" means.\n", ArgV[CurrentArg]); |
|---|
| 1409 | Usage(); |
|---|
| 1410 | } |
|---|
| 1411 | } |
|---|
| 1412 | |
|---|
| 1413 | |
|---|
| 1414 | // Setup the global MaterialManager pointer. |
|---|
| 1415 | static MaterialManagerImplT MatManImpl; |
|---|
| 1416 | |
|---|
| 1417 | MaterialManager=&MatManImpl; |
|---|
| 1418 | |
|---|
| 1419 | if (MaterialManager->RegisterMaterialScriptsInDir(CaLightOptions.GameDirName+"/Materials", CaLightOptions.GameDirName+"/").Size()==0) |
|---|
| 1420 | { |
|---|
| 1421 | printf("\nNo materials found in scripts in \"%s/Materials\".\n", CaLightOptions.GameDirName.c_str()); |
|---|
| 1422 | printf("Please use the -gd=... option in order to specify the game directory name,\n"); |
|---|
| 1423 | printf("or run CaLight without any parameters for more help.\n"); |
|---|
| 1424 | Error("No materials found."); |
|---|
| 1425 | } |
|---|
| 1426 | |
|---|
| 1427 | |
|---|
| 1428 | try |
|---|
| 1429 | { |
|---|
| 1430 | printf("Loading World '%s'.\n", ArgV[1]); |
|---|
| 1431 | ModelManagerT ModelMan; |
|---|
| 1432 | CaLightWorldT CaLightWorld(ArgV[1], ModelMan); |
|---|
| 1433 | |
|---|
| 1434 | unsigned long IterationCount=0; |
|---|
| 1435 | |
|---|
| 1436 | if (!CaLightOptions.EntitiesOnly) |
|---|
| 1437 | { |
|---|
| 1438 | // Print out options summary |
|---|
| 1439 | const char BlockSize4DirectLighting=CaLightOptions.UseBlockSizeForDirectL ? CaLightOptions.BlockSize : 1; |
|---|
| 1440 | |
|---|
| 1441 | printf("\n"); |
|---|
| 1442 | printf("- BlockSize is %ux%u.\n", CaLightOptions.BlockSize, CaLightOptions.BlockSize); |
|---|
| 1443 | printf("- StopUE is %.3f.\n", CaLightOptions.StopUE); |
|---|
| 1444 | printf("- I will %s you for more.\n", CaLightOptions.AskForMore ? "ASK" : "NOT ask"); |
|---|
| 1445 | printf("- BlockSize for direct lighting is %ux%u.\n", BlockSize4DirectLighting, BlockSize4DirectLighting); |
|---|
| 1446 | |
|---|
| 1447 | // Initialize |
|---|
| 1448 | InitializePatches(CaLightWorld); // Init2.cpp |
|---|
| 1449 | |
|---|
| 1450 | // Create a mapping from NodeTs to their patch meshes, with the patch meshes being given as a list of indices into the PatchMeshes array. |
|---|
| 1451 | for (unsigned long PatchMeshNr=0; PatchMeshNr<PatchMeshes.Size(); PatchMeshNr++) |
|---|
| 1452 | NodePtrToPMIndices[PatchMeshes[PatchMeshNr].Node].PushBack(PatchMeshNr); |
|---|
| 1453 | |
|---|
| 1454 | InitializePatchMeshesPVSMatrix(CaLightWorld); // Init1.cpp |
|---|
| 1455 | |
|---|
| 1456 | // Perform lighting |
|---|
| 1457 | DirectLighting(CaLightWorld, BlockSize4DirectLighting); |
|---|
| 1458 | IterationCount=BounceLighting(CaLightWorld, CaLightOptions.BlockSize, CaLightOptions.StopUE, CaLightOptions.AskForMore, ArgV[1]); |
|---|
| 1459 | |
|---|
| 1460 | printf("Info: %lu calls to RadiateEnergy() caused %lu potential divergency events.\n", Count_AllCalls, Count_DivgWarnCalls); |
|---|
| 1461 | |
|---|
| 1462 | |
|---|
| 1463 | ToneReproduction(CaLightWorld); // Ward97.cpp |
|---|
| 1464 | PostProcessBorders(CaLightWorld); |
|---|
| 1465 | |
|---|
| 1466 | printf("\n%-50s %s\n", "*** Write Patch values back into LightMaps ***", GetTimeSinceProgramStart()); |
|---|
| 1467 | for (unsigned long PatchMeshNr=0; PatchMeshNr<PatchMeshes.Size(); PatchMeshNr++) |
|---|
| 1468 | { |
|---|
| 1469 | cf::PatchMeshT& PM =PatchMeshes[PatchMeshNr]; |
|---|
| 1470 | cf::SceneGraph::GenericNodeT* PM_Node=const_cast<cf::SceneGraph::GenericNodeT*>(PM.Node); |
|---|
| 1471 | |
|---|
| 1472 | // Need a non-const pointer to the "source" NodeT of the patch mesh here. |
|---|
| 1473 | PM_Node->BackToLightMap(PM); |
|---|
| 1474 | } |
|---|
| 1475 | } |
|---|
| 1476 | |
|---|
| 1477 | // Create (fake) lightmaps for (brush or bezier patch based) entities. |
|---|
| 1478 | printf("\n%-50s %s\n", "*** Creating entity lightmaps ***", GetTimeSinceProgramStart()); |
|---|
| 1479 | CaLightWorld.CreateLightMapsForEnts(); |
|---|
| 1480 | |
|---|
| 1481 | printf("\n%-50s %s\n", "*** Saving World ***", GetTimeSinceProgramStart()); |
|---|
| 1482 | printf("%s\n", ArgV[1]); |
|---|
| 1483 | CaLightWorld.SaveToDisk(ArgV[1]); |
|---|
| 1484 | |
|---|
| 1485 | |
|---|
| 1486 | WriteLogFileEntry(ArgV[1], CaLightOptions.StopUE, CaLightOptions.BlockSize, IterationCount); |
|---|
| 1487 | printf("\n%-50s %s\n", "COMPLETED.", GetTimeSinceProgramStart()); |
|---|
| 1488 | } |
|---|
| 1489 | catch (const WorldT::LoadErrorT& E) |
|---|
| 1490 | { |
|---|
| 1491 | printf("\nType \"CaLight\" (without any parameters) for help.\n"); |
|---|
| 1492 | Error(E.Msg); |
|---|
| 1493 | } |
|---|
| 1494 | catch (const WorldT::SaveErrorT& E) |
|---|
| 1495 | { |
|---|
| 1496 | printf("\nType \"CaLight\" (without any parameters) for help.\n"); |
|---|
| 1497 | Error(E.Msg); |
|---|
| 1498 | } |
|---|
| 1499 | |
|---|
| 1500 | return 0; |
|---|
| 1501 | } |
|---|