| 1 | /* |
|---|
| 2 | ================================================================================= |
|---|
| 3 | This file is part of Cafu, the open-source game engine and graphics engine |
|---|
| 4 | for multiplayer, cross-platform, real-time 3D action. |
|---|
| 5 | Copyright (C) 2002-2012 Carsten Fuchs Software. |
|---|
| 6 | |
|---|
| 7 | Cafu is free software: you can redistribute it and/or modify it under the terms |
|---|
| 8 | of the GNU General Public License as published by the Free Software Foundation, |
|---|
| 9 | either version 3 of the License, or (at your option) any later version. |
|---|
| 10 | |
|---|
| 11 | Cafu is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; |
|---|
| 12 | without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR |
|---|
| 13 | PURPOSE. See the GNU General Public License for more details. |
|---|
| 14 | |
|---|
| 15 | You should have received a copy of the GNU General Public License |
|---|
| 16 | along with Cafu. If not, see <http://www.gnu.org/licenses/>. |
|---|
| 17 | |
|---|
| 18 | For support and more information about Cafu, visit us at <http://www.cafu.de>. |
|---|
| 19 | ================================================================================= |
|---|
| 20 | */ |
|---|
| 21 | |
|---|
| 22 | #if USE_NORMALMAPS |
|---|
| 23 | |
|---|
| 24 | // This function computes a normal vector for a patch by taking the surfaces normal-map into account. |
|---|
| 25 | // |
|---|
| 26 | // Dazu müssen wir eigentlich die Normal-Map dieser Face entlang des PatchPoly rasterizern, und dann den renomalisierten Mittelwert |
|---|
| 27 | // der Normal-Map-Normalenvektoren im PatchPoly bilden. Allerdings ist ein PatchPoly üblicherweise *MINDESTENS* 200.0*200.0 world units groß, |
|---|
| 28 | // während ein großer Normal-Map Texel idR nur (25.4*0.25)^2 world units groß ist. |
|---|
| 29 | // Ein PatchPoly deckt also MINDESTENS (200.0)^2/(25.4*0.25)^2 == 6299 Normal-Map Texels ab!! Neben der Tatsache, daß das Rasterizing zur |
|---|
| 30 | // Bestimmung dieser Normalen *sehr* aufwendig ist (und diese Normalen weiter aufwendig vom Tangent- in den Object-Space überführt werden müssen), |
|---|
| 31 | // ergibt sich auch nahezu IMMER ein renomalisierter Mittelwert, der F.Plane.Normal entspricht. Sollte es dennoch Abweichungen geben, sind sie so klein, |
|---|
| 32 | // daß man sie niemals wahrnimmt. (Die Rundungsfehler allein an anderer Stelle sind um Größenordnungen höher, z.B. die Komprimierung der Werte in "char"!!) |
|---|
| 33 | // Daher würde Patch.Normal=F.Plane.Normal; normalerweise völlig ausreichen. |
|---|
| 34 | void ComputePatchNormal(PatchT& Patch, const cf::SceneGraph::FaceNodeT::TexInfoT& TI, const BitmapT& NormalMap, const VectorT& SpanU, const VectorT& SpanV) |
|---|
| 35 | { |
|---|
| 36 | const VectorT PlaneNormal=Patch.Normal; |
|---|
| 37 | const VectorT TI_U =TI.U.AsVectorOfDouble(); |
|---|
| 38 | const VectorT TI_V =TI.V.AsVectorOfDouble(); |
|---|
| 39 | |
|---|
| 40 | Patch.Normal=VectorT(); |
|---|
| 41 | |
|---|
| 42 | const unsigned long NrOfSamples=20; |
|---|
| 43 | |
|---|
| 44 | // Do not attempt to ACTUALLY RASTERIZE the normal-map along the dimensions of the patch: the effort is not proportional to the results. |
|---|
| 45 | // Simply taking some samples serves equally well, and saves us the huge overhead of a dedicated software rasterizer. |
|---|
| 46 | for (unsigned long SampleNr=0; SampleNr<NrOfSamples; SampleNr++) |
|---|
| 47 | { |
|---|
| 48 | const double PatchRadius =cf::SceneGraph::FaceNodeT::SHLMapInfoT::PatchSize/2.0; |
|---|
| 49 | const double OffsetU =(2.0*double(rand())/double(RAND_MAX)-1.0)*PatchRadius; |
|---|
| 50 | const double OffsetV =(2.0*double(rand())/double(RAND_MAX)-1.0)*PatchRadius; |
|---|
| 51 | const VectorT SampleOrigin=Patch.Coord+scale(SpanU, OffsetU)+scale(SpanV, OffsetV); |
|---|
| 52 | |
|---|
| 53 | // const double TexSizeX=TexDataSizeX[TI.TexDataNr]; // Texture size in X direction. |
|---|
| 54 | // const double TexSizeY=TexDataSizeY[TI.TexDataNr]; // Texture size in Y direction. |
|---|
| 55 | const double LengthU =length(TI_U); // Länge des U-Vektors (X-Richtung). |
|---|
| 56 | const double LengthV =length(TI_V); // Länge des V-Vektors (Y-Richtung). |
|---|
| 57 | |
|---|
| 58 | double s=/*(*/ dot(SampleOrigin, TI_U)/(LengthU*LengthU)+TI.OffsetU; // )/TexSizeX-SmallestS; |
|---|
| 59 | double t=/*(*/ dot(SampleOrigin, TI_V)/(LengthV*LengthV)+TI.OffsetV; // )/TexSizeY-SmallestT; |
|---|
| 60 | |
|---|
| 61 | // Do "modulo texsize" for s and t. |
|---|
| 62 | while (s<0.0) s+=NormalMap.SizeX; while (s>=NormalMap.SizeX) s-=NormalMap.SizeX; |
|---|
| 63 | while (t<0.0) t+=NormalMap.SizeY; while (t>=NormalMap.SizeY) t-=NormalMap.SizeY; |
|---|
| 64 | |
|---|
| 65 | unsigned int s_=(unsigned int)(s+0.5); if (s_>=NormalMap.SizeX) s_=0; |
|---|
| 66 | unsigned int t_=(unsigned int)(t+0.5); if (t_>=NormalMap.SizeY) t_=0; |
|---|
| 67 | |
|---|
| 68 | const uint32_t NormalRC=NormalMap.Data[s_+t_*NormalMap.SizeX]; |
|---|
| 69 | const char nxRC =char(NormalRC >> 0); |
|---|
| 70 | const char nyRC =char(NormalRC >> 8); |
|---|
| 71 | const char nzRC =char(NormalRC >> 16); |
|---|
| 72 | const VectorT Normal =VectorT(2.0*(nxRC/255.0-0.5), 2.0*(nyRC/255.0-0.5), 2.0*(nzRC/255.0-0.5)); |
|---|
| 73 | |
|---|
| 74 | Patch.Normal=Patch.Normal+Normal; |
|---|
| 75 | } |
|---|
| 76 | |
|---|
| 77 | try |
|---|
| 78 | { |
|---|
| 79 | Patch.Normal=normalize(Patch.Normal, 0.000001); |
|---|
| 80 | } |
|---|
| 81 | catch (const DivisionByZeroE& /*E*/) |
|---|
| 82 | { |
|---|
| 83 | printf("WARNING: Invalid patch normal occured!\n"); |
|---|
| 84 | Patch.Normal=VectorT(0.0, 0.0, 1.0); |
|---|
| 85 | } |
|---|
| 86 | |
|---|
| 87 | // Translate (rotate) the Patch.Normal from tangent into world space. |
|---|
| 88 | const VectorT R1=VectorT(SpanU.x, SpanV.x, PlaneNormal.x); |
|---|
| 89 | const VectorT R2=VectorT(SpanU.y, SpanV.y, PlaneNormal.y); |
|---|
| 90 | const VectorT R3=VectorT(SpanU.z, SpanV.z, PlaneNormal.z); |
|---|
| 91 | |
|---|
| 92 | Patch.Normal=VectorT(dot(R1, Patch.Normal), dot(R2, Patch.Normal), dot(R3, Patch.Normal)); |
|---|
| 93 | } |
|---|
| 94 | |
|---|
| 95 | #endif |
|---|
| 96 | |
|---|
| 97 | |
|---|
| 98 | void InitializePatches(const cf::SceneGraph::BspTreeNodeT& Map) |
|---|
| 99 | { |
|---|
| 100 | printf("\n%-50s %s\n", "*** Initialize Patches ***", GetTimeSinceProgramStart()); |
|---|
| 101 | |
|---|
| 102 | |
|---|
| 103 | // 1. Allokiere neuen Speicher für die ganzen Patches |
|---|
| 104 | Patches.Clear(); |
|---|
| 105 | Patches.PushBackEmpty(Map.FaceChildren.Size()); |
|---|
| 106 | |
|---|
| 107 | unsigned long PatchCount=0; |
|---|
| 108 | unsigned long FaceNr; |
|---|
| 109 | |
|---|
| 110 | for (FaceNr=0; FaceNr<Map.FaceChildren.Size(); FaceNr++) |
|---|
| 111 | { |
|---|
| 112 | const cf::SceneGraph::FaceNodeT::SHLMapInfoT& SMI =Map.FaceChildren[FaceNr]->SHLMapInfo; |
|---|
| 113 | const unsigned long NR_OF_SH_COEFFS=cf::SceneGraph::SHLMapManT::NrOfBands * cf::SceneGraph::SHLMapManT::NrOfBands; |
|---|
| 114 | |
|---|
| 115 | Patches[FaceNr].PushBackEmpty(SMI.SizeS*SMI.SizeT); |
|---|
| 116 | PatchCount+=Patches[FaceNr].Size(); |
|---|
| 117 | |
|---|
| 118 | // Wir prüfen es besser hier, denn die Engine prüft es zur Zeit nicht! Sollte aber niemals vorkommen! |
|---|
| 119 | if (SMI.SizeS>cf::SceneGraph::SHLMapManT::SIZE_S || SMI.SizeT>cf::SceneGraph::SHLMapManT::SIZE_T) Error("SHLMAP OF FACE %u EXCEEDS LIMITS! ENGINE WILL DENY THIS MAP!", FaceNr); |
|---|
| 120 | |
|---|
| 121 | // Für alle Patches auch die Coeffs allokieren. |
|---|
| 122 | for (unsigned long PatchNr=0; PatchNr<Patches[FaceNr].Size(); PatchNr++) |
|---|
| 123 | { |
|---|
| 124 | PatchT& P=Patches[FaceNr][PatchNr]; |
|---|
| 125 | |
|---|
| 126 | while (P.SHCoeffs_UnradiatedTransfer.Size()<NR_OF_SH_COEFFS) P.SHCoeffs_UnradiatedTransfer.PushBack(0.0); |
|---|
| 127 | while (P.SHCoeffs_TotalTransfer .Size()<NR_OF_SH_COEFFS) P.SHCoeffs_TotalTransfer .PushBack(0.0); |
|---|
| 128 | } |
|---|
| 129 | } |
|---|
| 130 | printf("# patches allocated:%10lu\n", PatchCount); |
|---|
| 131 | |
|---|
| 132 | |
|---|
| 133 | // 2. Bestimme, ob ein Patch zumindest ein bißchen innerhalb seiner Face liegt, und wenn ja, seinen Mittelpunkt. |
|---|
| 134 | // Dieser wird wegen Rundungsfehlern etwas entlang seines Normalenvektors verschoben! |
|---|
| 135 | |
|---|
| 136 | // Bilde zuerst ein LookUp-Array, das die Nummern aller Faces mit Radiosity-Sunlight Material enthält. |
|---|
| 137 | ArrayT<unsigned long> SkyFaces; |
|---|
| 138 | |
|---|
| 139 | for (FaceNr=0; FaceNr<Map.FaceChildren.Size(); FaceNr++) |
|---|
| 140 | if (length(Vector3T<double>(Map.FaceChildren[FaceNr]->Material->meta_SunLight_Irr))>0.1 && |
|---|
| 141 | length(Vector3T<double>(Map.FaceChildren[FaceNr]->Material->meta_SunLight_Dir))>0.1) SkyFaces.PushBack(FaceNr); |
|---|
| 142 | |
|---|
| 143 | |
|---|
| 144 | for (FaceNr=0; FaceNr<Map.FaceChildren.Size(); FaceNr++) |
|---|
| 145 | { |
|---|
| 146 | printf("%5.1f%%\r", (double)FaceNr/Map.FaceChildren.Size()*100.0); |
|---|
| 147 | fflush(stdout); |
|---|
| 148 | |
|---|
| 149 | const cf::SceneGraph::FaceNodeT* FN=Map.FaceChildren[FaceNr]; |
|---|
| 150 | const Polygon3T<double>& F =FN->Polygon; |
|---|
| 151 | |
|---|
| 152 | // Bestimme die Spannvektoren |
|---|
| 153 | VectorT U; |
|---|
| 154 | VectorT V; |
|---|
| 155 | |
|---|
| 156 | F.Plane.GetSpanVectors(U, V); |
|---|
| 157 | |
|---|
| 158 | // Finde SmallestU und SmallestV |
|---|
| 159 | double SmallestU=dot(F.Vertices[0], U); |
|---|
| 160 | double SmallestV=dot(F.Vertices[0], V); |
|---|
| 161 | |
|---|
| 162 | for (unsigned long VertexNr=1; VertexNr<F.Vertices.Size(); VertexNr++) |
|---|
| 163 | { |
|---|
| 164 | double u=dot(F.Vertices[VertexNr], U); |
|---|
| 165 | double v=dot(F.Vertices[VertexNr], V); |
|---|
| 166 | |
|---|
| 167 | if (u<SmallestU) SmallestU=u; |
|---|
| 168 | if (v<SmallestV) SmallestV=v; |
|---|
| 169 | } |
|---|
| 170 | |
|---|
| 171 | SmallestU=floor(SmallestU/cf::SceneGraph::FaceNodeT::SHLMapInfoT::PatchSize); |
|---|
| 172 | SmallestV=floor(SmallestV/cf::SceneGraph::FaceNodeT::SHLMapInfoT::PatchSize); |
|---|
| 173 | |
|---|
| 174 | // Bereite folgende Schleife vor |
|---|
| 175 | const VectorT UV_Origin=scale(F.Plane.Normal, F.Plane.Dist); |
|---|
| 176 | const VectorT Safety =scale(F.Plane.Normal, 0.1); |
|---|
| 177 | |
|---|
| 178 | Polygon3T<double> PatchPoly; |
|---|
| 179 | PatchPoly.Plane=dot(F.Plane.Normal, cross(U, V))<0 ? F.Plane : F.Plane.GetMirror(); |
|---|
| 180 | |
|---|
| 181 | #if USE_NORMALMAPS |
|---|
| 182 | BitmapT* NormalMapPtr=FN->Material->NormMapComp.GetBitmap(); |
|---|
| 183 | BitmapT NormalMap =*NormalMapPtr; |
|---|
| 184 | |
|---|
| 185 | delete NormalMapPtr; |
|---|
| 186 | NormalMapPtr=NULL; |
|---|
| 187 | #endif |
|---|
| 188 | |
|---|
| 189 | // Nun betrachte alle Patches |
|---|
| 190 | for (unsigned long t=0; t<FN->SHLMapInfo.SizeT; t++) |
|---|
| 191 | for (unsigned long s=0; s<FN->SHLMapInfo.SizeS; s++) |
|---|
| 192 | { |
|---|
| 193 | const double PATCH_SIZE=cf::SceneGraph::FaceNodeT::SHLMapInfoT::PatchSize; |
|---|
| 194 | PatchT& Patch =Patches[FaceNr][t*FN->SHLMapInfo.SizeS+s]; |
|---|
| 195 | |
|---|
| 196 | Patch.Coord =VectorT(0, 0, 0); |
|---|
| 197 | #if USE_NORMALMAPS |
|---|
| 198 | Patch.Normal =F.Plane.Normal; // Do a fail-safe init (also required for the ComputePatchNormal() function below!). |
|---|
| 199 | #endif |
|---|
| 200 | Patch.InsideFace=false; |
|---|
| 201 | |
|---|
| 202 | PatchPoly.Vertices.Clear(); |
|---|
| 203 | PatchPoly.Vertices.PushBack(UV_Origin+scale(U, (SmallestU+s-1.0)*PATCH_SIZE)+scale(V, (SmallestV+t-1.0)*PATCH_SIZE)); |
|---|
| 204 | PatchPoly.Vertices.PushBack(UV_Origin+scale(U, (SmallestU+s )*PATCH_SIZE)+scale(V, (SmallestV+t-1.0)*PATCH_SIZE)); |
|---|
| 205 | PatchPoly.Vertices.PushBack(UV_Origin+scale(U, (SmallestU+s )*PATCH_SIZE)+scale(V, (SmallestV+t )*PATCH_SIZE)); |
|---|
| 206 | PatchPoly.Vertices.PushBack(UV_Origin+scale(U, (SmallestU+s-1.0)*PATCH_SIZE)+scale(V, (SmallestV+t )*PATCH_SIZE)); |
|---|
| 207 | |
|---|
| 208 | if (!F.Overlaps(PatchPoly, false, MapT::RoundEpsilon)) continue; |
|---|
| 209 | |
|---|
| 210 | if (!F.Encloses(PatchPoly, true, MapT::RoundEpsilon)) |
|---|
| 211 | { |
|---|
| 212 | ArrayT< Polygon3T<double> > NewPolygons; |
|---|
| 213 | |
|---|
| 214 | PatchPoly.GetChoppedUpAlong(F, MapT::RoundEpsilon, NewPolygons); |
|---|
| 215 | if (NewPolygons.Size()==0) Error("PolygonChopUp failed."); |
|---|
| 216 | |
|---|
| 217 | PatchPoly=NewPolygons[NewPolygons.Size()-1]; |
|---|
| 218 | if (PatchPoly.Vertices.Size()==0) Error("PatchPoly.Vertices.Size()==0."); |
|---|
| 219 | } |
|---|
| 220 | |
|---|
| 221 | for (unsigned long VertexNr=0; VertexNr<PatchPoly.Vertices.Size(); VertexNr++) |
|---|
| 222 | Patch.Coord=Patch.Coord+PatchPoly.Vertices[VertexNr]; |
|---|
| 223 | |
|---|
| 224 | Patch.Coord =scale(Patch.Coord, 1.0/double(PatchPoly.Vertices.Size()))+Safety; |
|---|
| 225 | Patch.InsideFace=true; |
|---|
| 226 | |
|---|
| 227 | #if USE_NORMALMAPS |
|---|
| 228 | // Zuletzt noch den Patch.Normal Vektor bestimmen. |
|---|
| 229 | // Siehe die Kommentare zur ComputePatchNormal Funktion für weitere Infos. |
|---|
| 230 | // Außerdem ist dieses Verfahren alles andere als effizient -- sollte die Normal-Map nicht für jede Face neu laden! |
|---|
| 231 | // Beachte: Die Patch.Normal muß mit der F.Plane.Normal initialisiert sein! |
|---|
| 232 | ComputePatchNormal(Patch, FN->TI, NormalMap, U, V); |
|---|
| 233 | #endif |
|---|
| 234 | } |
|---|
| 235 | } |
|---|
| 236 | printf("Patch coords calculated.\n"); |
|---|
| 237 | } |
|---|