2094 lines
78 KiB
C++
2094 lines
78 KiB
C++
// https://github.com/huxingyi/dust3d/blob/master/src/qtlightmapper.h
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// This qtlightmapper.h is modified from Andreas Mantler' lightmapper to better work with Qt's OpenGL, especially for QOpenGLFunctions.
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// The low version shader is modified from ppiecuch's answer: https://github.com/ands/lightmapper/issues/9
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// This file(qtlightmapper.h)'s license follows the original lightmapper's license.
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/***********************************************************
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* A single header file OpenGL lightmapping library *
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* https://github.com/ands/lightmapper *
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* no warranty implied | use at your own risk *
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* author: Andreas Mantler (ands) | last change: 30.04.2018 *
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* *
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* License: *
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* This software is in the public domain. *
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* Where that dedication is not recognized, *
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* you are granted a perpetual, irrevocable license to copy *
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* and modify this file however you want. *
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***********************************************************/
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#include <QtGlobal>
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#if QT_VERSION >= QT_VERSION_CHECK(5, 6, 0)
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#ifndef QT_LIGHTMAPPER_H
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#define QT_LIGHTMAPPER_H
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#ifdef __cplusplus
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#define LM_DEFAULT_VALUE(value) = value
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#else
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#define LM_DEFAULT_VALUE(value)
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#endif
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#ifndef LM_CALLOC
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#define LM_CALLOC(count, size) calloc(count, size)
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#endif
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#ifndef LM_FREE
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#define LM_FREE(ptr) free(ptr)
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#endif
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typedef int lm_bool;
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#define LM_FALSE 0
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#define LM_TRUE 1
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typedef int lm_type;
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#define LM_NONE 0
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#define LM_UNSIGNED_BYTE GL_UNSIGNED_BYTE
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#define LM_UNSIGNED_SHORT GL_UNSIGNED_SHORT
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#define LM_UNSIGNED_INT GL_UNSIGNED_INT
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#define LM_FLOAT GL_FLOAT
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typedef struct lm_context lm_context;
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#include <QOpenGLExtraFunctions>
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typedef struct lm_vec3 { float x, y, z; } lm_vec3;
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typedef struct {
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float p[3];
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float t[2];
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} vertex_t;
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typedef struct
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{
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GLuint program;
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GLint u_lightmap;
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GLint u_projection;
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GLint u_view;
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GLuint lightmap;
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int w, h;
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GLuint vao, vbo, ibo;
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vertex_t *vertices;
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unsigned short *indices;
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unsigned int vertexCount, indexCount;
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} scene_t;
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class QtLightMapper : public QOpenGLExtraFunctions
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{
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public:
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bool m_useCore = false;
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public:
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// creates a lightmapper instance. it can be used to render multiple lightmaps.
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lm_context *lmCreate(
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int hemisphereSize, // hemisphereSize: resolution of the hemisphere renderings. must be a power of two! typical: 64.
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float zNear, float zFar, // zNear/zFar: hemisphere min/max draw distances.
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float clearR, float clearG, float clearB, // clear color / background color / sky color.
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int interpolationPasses, float interpolationThreshold, // passes: hierarchical selective interpolation passes (0-8; initial step size = 2^passes).
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// threshold: error value below which lightmap pixels are interpolated instead of rendered.
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// use output image from LM_DEBUG_INTERPOLATION to determine a good value.
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// values around and below 0.01 are probably ok.
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// the lower the value, the more hemispheres are rendered -> slower, but possibly better quality.
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float cameraToSurfaceDistanceModifier LM_DEFAULT_VALUE(0.0f)); // modifier for the height of the rendered hemispheres above the surface
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// -1.0f => stick to surface, 0.0f => minimum height for interpolated surface normals,
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// > 0.0f => improves gradients on surfaces with interpolated normals due to the flat surface horizon,
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// but may introduce other artifacts.
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// optional: set material characteristics by specifying cos(theta)-dependent weights for incoming light.
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typedef float (*lm_weight_func)(float cos_theta, void *userdata);
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void lmSetHemisphereWeights(lm_context *ctx, lm_weight_func f, void *userdata); // precalculates weights for incoming light depending on its angle. (default: all weights are 1.0f)
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// specify an output lightmap image buffer with w * h * c * sizeof(float) bytes of memory.
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void lmSetTargetLightmap(lm_context *ctx, float *outLightmap, int w, int h, int c); // output HDR lightmap (linear 32bit float channels; c: 1->Greyscale, 2->Greyscale+Alpha, 3->RGB, 4->RGBA).
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// set the geometry to map to the currently set target lightmap (set the target lightmap before calling this!).
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void lmSetGeometry(lm_context *ctx,
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const float *transformationMatrix, // 4x4 object-to-world transform for the geometry or NULL (no transformation).
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lm_type positionsType, const void *positionsXYZ, int positionsStride, // triangle mesh in object space.
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lm_type normalsType, const void *normalsXYZ, int normalsStride, // optional normals for the mesh in object space (Use LM_NONE type in case you only need flat surfaces).
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lm_type lightmapCoordsType, const void *lightmapCoordsUV, int lightmapCoordsStride, // lightmap atlas texture coordinates for the mesh [0..1]x[0..1] (integer types are normalized to 0..1 range).
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int count, lm_type indicesType LM_DEFAULT_VALUE(LM_NONE), const void *indices LM_DEFAULT_VALUE(0));// if mesh indices are used, count = number of indices else count = number of vertices.
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// as long as lmBegin returns true, the scene has to be rendered with the
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// returned camera and view parameters to the currently bound framebuffer.
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// if lmBegin returns true, it must be followed by lmEnd after rendering!
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lm_bool lmBegin(lm_context *ctx,
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int* outViewport4, // output of the current viewport: { x, y, w, h }. use these to call glViewport()!
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float* outView4x4, // output of the current camera view matrix.
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float* outProjection4x4); // output of the current camera projection matrix.
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float lmProgress(lm_context *ctx); // should only be called between lmBegin/lmEnd!
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// provides the light mapping progress as a value increasing from 0.0 to 1.0.
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void lmEnd(lm_context *ctx);
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// destroys the lightmapper instance. should be called to free resources.
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void lmDestroy(lm_context *ctx);
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// image based post processing (c is the number of color channels in the image, m a channel mask for the operation)
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#define LM_ALL_CHANNELS 0x0f
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float lmImageMin(const float *image, int w, int h, int c, int m LM_DEFAULT_VALUE(LM_ALL_CHANNELS)); // find the minimum value (across the specified channels)
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float lmImageMax(const float *image, int w, int h, int c, int m LM_DEFAULT_VALUE(LM_ALL_CHANNELS)); // find the maximum value (across the specified channels)
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void lmImageAdd(float *image, int w, int h, int c, float value, int m LM_DEFAULT_VALUE(LM_ALL_CHANNELS)); // in-place add to the specified channels
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void lmImageScale(float *image, int w, int h, int c, float factor, int m LM_DEFAULT_VALUE(LM_ALL_CHANNELS)); // in-place scaling of the specified channels
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void lmImagePower(float *image, int w, int h, int c, float exponent, int m LM_DEFAULT_VALUE(LM_ALL_CHANNELS)); // in-place powf(v, exponent) of the specified channels (for gamma)
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void lmImageDilate(const float *image, float *outImage, int w, int h, int c); // widen the populated non-zero areas by 1 pixel.
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void lmImageSmooth(const float *image, float *outImage, int w, int h, int c); // simple box filter on only the non-zero values.
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void lmImageDownsample(const float *image, float *outImage, int w, int h, int c); // downsamples [0..w]x[0..h] to [0..w/2]x[0..h/2] by avereging only the non-zero values
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void lmImageFtoUB(const float *image, unsigned char *outImage, int w, int h, int c, float max LM_DEFAULT_VALUE(0.0f)); // casts a floating point image to an 8bit/channel image
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// TGA file output helpers
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lm_bool lmImageSaveTGAub(const char *filename, const unsigned char *image, int w, int h, int c);
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lm_bool lmImageSaveTGAf(const char *filename, const float *image, int w, int h, int c, float max LM_DEFAULT_VALUE(0.0f));
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void lm_integrateHemisphereBatch(lm_context *ctx);
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void lm_writeResultsToLightmap(lm_context *ctx);
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void lm_setView(
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int* viewport, int x, int y, int w, int h,
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float* view, lm_vec3 pos, lm_vec3 dir, lm_vec3 up,
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float* proj, float l, float r, float b, float t, float n, float f);
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lm_bool lm_beginSampleHemisphere(lm_context *ctx, int* viewport, float* view, float* proj);
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void lm_endSampleHemisphere(lm_context *ctx);
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GLuint lm_LoadShader(GLenum type, const char *source);
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GLuint lm_LoadProgram(const char *vp, const char *fp);
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void lm_setMeshPosition(lm_context *ctx, unsigned int indicesTriangleBaseIndex);
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int initScene(scene_t *scene);
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void drawScene(scene_t *scene, float *view, float *projection);
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void destroyScene(scene_t *scene);
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GLuint loadProgram(const char *vp, const char *fp, const char **attributes, int attributeCount);
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GLuint loadShader(GLenum type, const char *source);
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};
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#endif
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////////////////////// END OF HEADER //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#ifdef LIGHTMAPPER_IMPLEMENTATION
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#undef LIGHTMAPPER_IMPLEMENTATION
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#include <stdlib.h>
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#include <stdio.h>
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#include <float.h>
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#include <assert.h>
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#include <limits.h>
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#include <cmath>
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#define LM_SWAP(type, a, b) { type tmp = (a); (a) = (b); (b) = tmp; }
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#if defined(_MSC_VER) && !defined(__cplusplus)
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#define inline __inline
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#endif
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#if defined(_MSC_VER) && (_MSC_VER <= 1700)
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static inline lm_bool lm_finite(float a) { return _finite(a); }
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#else
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static inline lm_bool lm_finite(float a) { return std::isfinite(a); }
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#endif
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static inline int lm_mini (int a, int b) { return a < b ? a : b; }
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static inline int lm_maxi (int a, int b) { return a > b ? a : b; }
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static inline int lm_absi (int a ) { return a < 0 ? -a : a; }
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static inline float lm_minf (float a, float b) { return a < b ? a : b; }
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static inline float lm_maxf (float a, float b) { return a > b ? a : b; }
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static inline float lm_absf (float a ) { return a < 0.0f ? -a : a; }
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static inline float lm_pmodf (float a, float b) { return (a < 0.0f ? 1.0f : 0.0f) + (float)fmod(a, b); } // positive mod
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typedef struct lm_ivec2 { int x, y; } lm_ivec2;
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static inline lm_ivec2 lm_i2 (int x, int y) { lm_ivec2 v = { x, y }; return v; }
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typedef struct lm_vec2 { float x, y; } lm_vec2;
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static inline lm_vec2 lm_v2i (int x, int y) { lm_vec2 v = { (float)x, (float)y }; return v; }
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static inline lm_vec2 lm_v2 (float x, float y) { lm_vec2 v = { x, y }; return v; }
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static inline lm_vec2 lm_negate2 (lm_vec2 a ) { return lm_v2(-a.x, -a.y); }
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static inline lm_vec2 lm_add2 (lm_vec2 a, lm_vec2 b) { return lm_v2(a.x + b.x, a.y + b.y); }
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static inline lm_vec2 lm_sub2 (lm_vec2 a, lm_vec2 b) { return lm_v2(a.x - b.x, a.y - b.y); }
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static inline lm_vec2 lm_mul2 (lm_vec2 a, lm_vec2 b) { return lm_v2(a.x * b.x, a.y * b.y); }
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static inline lm_vec2 lm_scale2 (lm_vec2 a, float b) { return lm_v2(a.x * b, a.y * b); }
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static inline lm_vec2 lm_div2 (lm_vec2 a, float b) { return lm_scale2(a, 1.0f / b); }
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static inline lm_vec2 lm_pmod2 (lm_vec2 a, float b) { return lm_v2(lm_pmodf(a.x, b), lm_pmodf(a.y, b)); }
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static inline lm_vec2 lm_min2 (lm_vec2 a, lm_vec2 b) { return lm_v2(lm_minf(a.x, b.x), lm_minf(a.y, b.y)); }
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static inline lm_vec2 lm_max2 (lm_vec2 a, lm_vec2 b) { return lm_v2(lm_maxf(a.x, b.x), lm_maxf(a.y, b.y)); }
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static inline lm_vec2 lm_abs2 (lm_vec2 a ) { return lm_v2(lm_absf(a.x), lm_absf(a.y)); }
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static inline lm_vec2 lm_floor2 (lm_vec2 a ) { return lm_v2(floorf(a.x), floorf(a.y)); }
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static inline lm_vec2 lm_ceil2 (lm_vec2 a ) { return lm_v2(ceilf (a.x), ceilf (a.y)); }
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static inline float lm_dot2 (lm_vec2 a, lm_vec2 b) { return a.x * b.x + a.y * b.y; }
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static inline float lm_cross2 (lm_vec2 a, lm_vec2 b) { return a.x * b.y - a.y * b.x; } // pseudo cross product
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static inline float lm_length2sq (lm_vec2 a ) { return a.x * a.x + a.y * a.y; }
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static inline float lm_length2 (lm_vec2 a ) { return sqrtf(lm_length2sq(a)); }
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static inline lm_vec2 lm_normalize2(lm_vec2 a ) { return lm_div2(a, lm_length2(a)); }
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static inline lm_bool lm_finite2 (lm_vec2 a ) { return lm_finite(a.x) && lm_finite(a.y); }
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static inline lm_vec3 lm_v3 (float x, float y, float z) { lm_vec3 v = { x, y, z }; return v; }
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static inline lm_vec3 lm_negate3 (lm_vec3 a ) { return lm_v3(-a.x, -a.y, -a.z); }
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static inline lm_vec3 lm_add3 (lm_vec3 a, lm_vec3 b) { return lm_v3(a.x + b.x, a.y + b.y, a.z + b.z); }
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static inline lm_vec3 lm_sub3 (lm_vec3 a, lm_vec3 b) { return lm_v3(a.x - b.x, a.y - b.y, a.z - b.z); }
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static inline lm_vec3 lm_mul3 (lm_vec3 a, lm_vec3 b) { return lm_v3(a.x * b.x, a.y * b.y, a.z * b.z); }
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static inline lm_vec3 lm_scale3 (lm_vec3 a, float b) { return lm_v3(a.x * b, a.y * b, a.z * b); }
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static inline lm_vec3 lm_div3 (lm_vec3 a, float b) { return lm_scale3(a, 1.0f / b); }
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static inline lm_vec3 lm_pmod3 (lm_vec3 a, float b) { return lm_v3(lm_pmodf(a.x, b), lm_pmodf(a.y, b), lm_pmodf(a.z, b)); }
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static inline lm_vec3 lm_min3 (lm_vec3 a, lm_vec3 b) { return lm_v3(lm_minf(a.x, b.x), lm_minf(a.y, b.y), lm_minf(a.z, b.z)); }
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static inline lm_vec3 lm_max3 (lm_vec3 a, lm_vec3 b) { return lm_v3(lm_maxf(a.x, b.x), lm_maxf(a.y, b.y), lm_maxf(a.z, b.z)); }
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static inline lm_vec3 lm_abs3 (lm_vec3 a ) { return lm_v3(lm_absf(a.x), lm_absf(a.y), lm_absf(a.z)); }
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static inline lm_vec3 lm_floor3 (lm_vec3 a ) { return lm_v3(floorf(a.x), floorf(a.y), floorf(a.z)); }
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static inline lm_vec3 lm_ceil3 (lm_vec3 a ) { return lm_v3(ceilf (a.x), ceilf (a.y), ceilf (a.z)); }
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static inline float lm_dot3 (lm_vec3 a, lm_vec3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
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static inline lm_vec3 lm_cross3 (lm_vec3 a, lm_vec3 b) { return lm_v3(a.y * b.z - b.y * a.z, a.z * b.x - b.z * a.x, a.x * b.y - b.x * a.y); }
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static inline float lm_length3sq (lm_vec3 a ) { return a.x * a.x + a.y * a.y + a.z * a.z; }
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static inline float lm_length3 (lm_vec3 a ) { return sqrtf(lm_length3sq(a)); }
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static inline lm_vec3 lm_normalize3(lm_vec3 a ) { return lm_div3(a, lm_length3(a)); }
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static inline lm_bool lm_finite3 (lm_vec3 a ) { return lm_finite(a.x) && lm_finite(a.y) && lm_finite(a.z); }
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static lm_vec2 lm_toBarycentric(lm_vec2 p1, lm_vec2 p2, lm_vec2 p3, lm_vec2 p)
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{
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// http://www.blackpawn.com/texts/pointinpoly/
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// Compute vectors
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lm_vec2 v0 = lm_sub2(p3, p1);
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lm_vec2 v1 = lm_sub2(p2, p1);
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lm_vec2 v2 = lm_sub2(p, p1);
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// Compute dot products
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float dot00 = lm_dot2(v0, v0);
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float dot01 = lm_dot2(v0, v1);
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float dot02 = lm_dot2(v0, v2);
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float dot11 = lm_dot2(v1, v1);
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float dot12 = lm_dot2(v1, v2);
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// Compute barycentric coordinates
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float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01);
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float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
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float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
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return lm_v2(u, v);
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}
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static inline int lm_leftOf(lm_vec2 a, lm_vec2 b, lm_vec2 c)
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{
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float x = lm_cross2(lm_sub2(b, a), lm_sub2(c, b));
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return x < 0 ? -1 : x > 0;
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}
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static lm_bool lm_lineIntersection(lm_vec2 x0, lm_vec2 x1, lm_vec2 y0, lm_vec2 y1, lm_vec2* res)
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{
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lm_vec2 dx = lm_sub2(x1, x0);
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lm_vec2 dy = lm_sub2(y1, y0);
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lm_vec2 d = lm_sub2(x0, y0);
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float dyx = lm_cross2(dy, dx);
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if (dyx == 0.0f)
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return LM_FALSE;
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dyx = lm_cross2(d, dx) / dyx;
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if (dyx <= 0 || dyx >= 1)
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return LM_FALSE;
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res->x = y0.x + dyx * dy.x;
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res->y = y0.y + dyx * dy.y;
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return LM_TRUE;
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}
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// this modifies the poly array! the poly array must be big enough to hold the result!
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// res must be big enough to hold the result!
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static int lm_convexClip(lm_vec2 *poly, int nPoly, const lm_vec2 *clip, int nClip, lm_vec2 *res)
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{
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int nRes = nPoly;
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int dir = lm_leftOf(clip[0], clip[1], clip[2]);
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for (int i = 0, j = nClip - 1; i < nClip && nRes; j = i++)
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{
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if (i != 0)
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for (nPoly = 0; nPoly < nRes; nPoly++)
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poly[nPoly] = res[nPoly];
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nRes = 0;
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lm_vec2 v0 = poly[nPoly - 1];
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int side0 = lm_leftOf(clip[j], clip[i], v0);
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if (side0 != -dir)
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res[nRes++] = v0;
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for (int k = 0; k < nPoly; k++)
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{
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lm_vec2 v1 = poly[k], x;
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int side1 = lm_leftOf(clip[j], clip[i], v1);
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if (side0 + side1 == 0 && side0 && lm_lineIntersection(clip[j], clip[i], v0, v1, &x))
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res[nRes++] = x;
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if (k == nPoly - 1)
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break;
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if (side1 != -dir)
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res[nRes++] = v1;
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v0 = v1;
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side0 = side1;
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}
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}
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return nRes;
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}
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struct lm_context
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{
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struct
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{
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const float *modelMatrix;
|
|
float normalMatrix[9];
|
|
|
|
const unsigned char *positions;
|
|
lm_type positionsType;
|
|
int positionsStride;
|
|
const unsigned char *normals;
|
|
lm_type normalsType;
|
|
int normalsStride;
|
|
const unsigned char *uvs;
|
|
lm_type uvsType;
|
|
int uvsStride;
|
|
const unsigned char *indices;
|
|
lm_type indicesType;
|
|
unsigned int count;
|
|
} mesh;
|
|
|
|
struct
|
|
{
|
|
int pass;
|
|
int passCount;
|
|
|
|
struct
|
|
{
|
|
unsigned int baseIndex;
|
|
lm_vec3 p[3];
|
|
lm_vec3 n[3];
|
|
lm_vec2 uv[3];
|
|
} triangle;
|
|
|
|
struct
|
|
{
|
|
int minx, miny;
|
|
int maxx, maxy;
|
|
int x, y;
|
|
} rasterizer;
|
|
|
|
struct
|
|
{
|
|
lm_vec3 position;
|
|
lm_vec3 direction;
|
|
lm_vec3 up;
|
|
} sample;
|
|
|
|
struct
|
|
{
|
|
int side;
|
|
} hemisphere;
|
|
} meshPosition;
|
|
|
|
struct
|
|
{
|
|
int width;
|
|
int height;
|
|
int channels;
|
|
float *data;
|
|
|
|
#ifdef LM_DEBUG_INTERPOLATION
|
|
unsigned char *debug;
|
|
#endif
|
|
} lightmap;
|
|
|
|
struct
|
|
{
|
|
unsigned int size;
|
|
float zNear, zFar;
|
|
float cameraToSurfaceDistanceModifier;
|
|
struct { float r, g, b; } clearColor;
|
|
|
|
unsigned int fbHemiCountX;
|
|
unsigned int fbHemiCountY;
|
|
unsigned int fbHemiIndex;
|
|
lm_ivec2 *fbHemiToLightmapLocation;
|
|
GLuint fbTexture[2];
|
|
GLuint fb[2];
|
|
GLuint fbDepth;
|
|
GLuint vao;
|
|
struct
|
|
{
|
|
GLuint programID;
|
|
GLuint hemispheresTextureID;
|
|
GLuint weightsTextureID;
|
|
GLuint weightsTexture;
|
|
} firstPass;
|
|
struct
|
|
{
|
|
GLuint programID;
|
|
GLuint hemispheresTextureID;
|
|
} downsamplePass;
|
|
struct
|
|
{
|
|
GLuint texture;
|
|
lm_ivec2 writePosition;
|
|
lm_ivec2 *toLightmapLocation;
|
|
} storage;
|
|
} hemisphere;
|
|
|
|
float interpolationThreshold;
|
|
};
|
|
|
|
// pass order of one 4x4 interpolation patch for two interpolation steps (and the next neighbors right of/below it)
|
|
// 0 4 1 4 0
|
|
// 5 6 5 6 5
|
|
// 2 4 3 4 2
|
|
// 5 6 5 6 5
|
|
// 0 4 1 4 0
|
|
|
|
static unsigned int lm_passStepSize(lm_context *ctx)
|
|
{
|
|
unsigned int shift = ctx->meshPosition.passCount / 3 - (ctx->meshPosition.pass - 1) / 3;
|
|
unsigned int step = (1 << shift);
|
|
assert(step > 0);
|
|
return step;
|
|
}
|
|
|
|
static unsigned int lm_passOffsetX(lm_context *ctx)
|
|
{
|
|
if (!ctx->meshPosition.pass)
|
|
return 0;
|
|
int passType = (ctx->meshPosition.pass - 1) % 3;
|
|
unsigned int halfStep = lm_passStepSize(ctx) >> 1;
|
|
return passType != 1 ? halfStep : 0;
|
|
}
|
|
|
|
static unsigned int lm_passOffsetY(lm_context *ctx)
|
|
{
|
|
if (!ctx->meshPosition.pass)
|
|
return 0;
|
|
int passType = (ctx->meshPosition.pass - 1) % 3;
|
|
unsigned int halfStep = lm_passStepSize(ctx) >> 1;
|
|
return passType != 0 ? halfStep : 0;
|
|
}
|
|
|
|
static lm_bool lm_hasConservativeTriangleRasterizerFinished(lm_context *ctx)
|
|
{
|
|
return ctx->meshPosition.rasterizer.y >= ctx->meshPosition.rasterizer.maxy;
|
|
}
|
|
|
|
static void lm_moveToNextPotentialConservativeTriangleRasterizerPosition(lm_context *ctx)
|
|
{
|
|
unsigned int step = lm_passStepSize(ctx);
|
|
ctx->meshPosition.rasterizer.x += step;
|
|
while (ctx->meshPosition.rasterizer.x >= ctx->meshPosition.rasterizer.maxx)
|
|
{
|
|
ctx->meshPosition.rasterizer.x = ctx->meshPosition.rasterizer.minx + lm_passOffsetX(ctx);
|
|
ctx->meshPosition.rasterizer.y += step;
|
|
if (lm_hasConservativeTriangleRasterizerFinished(ctx))
|
|
break;
|
|
}
|
|
}
|
|
|
|
static float *lm_getLightmapPixel(lm_context *ctx, int x, int y)
|
|
{
|
|
assert(x >= 0 && x < ctx->lightmap.width && y >= 0 && y < ctx->lightmap.height);
|
|
return ctx->lightmap.data + (y * ctx->lightmap.width + x) * ctx->lightmap.channels;
|
|
}
|
|
|
|
static void lm_setLightmapPixel(lm_context *ctx, int x, int y, float *in)
|
|
{
|
|
assert(x >= 0 && x < ctx->lightmap.width && y >= 0 && y < ctx->lightmap.height);
|
|
float *p = ctx->lightmap.data + (y * ctx->lightmap.width + x) * ctx->lightmap.channels;
|
|
for (int j = 0; j < ctx->lightmap.channels; j++)
|
|
*p++ = *in++;
|
|
}
|
|
|
|
#define lm_baseAngle 0.1f
|
|
static const float lm_baseAngles[3][3] = {
|
|
{ lm_baseAngle, lm_baseAngle + 1.0f / 3.0f, lm_baseAngle + 2.0f / 3.0f },
|
|
{ lm_baseAngle + 1.0f / 3.0f, lm_baseAngle + 2.0f / 3.0f, lm_baseAngle },
|
|
{ lm_baseAngle + 2.0f / 3.0f, lm_baseAngle, lm_baseAngle + 1.0f / 3.0f }
|
|
};
|
|
|
|
static lm_bool lm_trySamplingConservativeTriangleRasterizerPosition(lm_context *ctx)
|
|
{
|
|
if (lm_hasConservativeTriangleRasterizerFinished(ctx))
|
|
return LM_FALSE;
|
|
|
|
// check if lightmap pixel was already set
|
|
float *pixelValue = lm_getLightmapPixel(ctx, ctx->meshPosition.rasterizer.x, ctx->meshPosition.rasterizer.y);
|
|
for (int j = 0; j < ctx->lightmap.channels; j++)
|
|
if (pixelValue[j] != 0.0f)
|
|
return LM_FALSE;
|
|
|
|
// try calculating centroid by clipping the pixel against the triangle
|
|
lm_vec2 pixel[16];
|
|
pixel[0] = lm_v2i(ctx->meshPosition.rasterizer.x, ctx->meshPosition.rasterizer.y);
|
|
pixel[1] = lm_v2i(ctx->meshPosition.rasterizer.x + 1, ctx->meshPosition.rasterizer.y);
|
|
pixel[2] = lm_v2i(ctx->meshPosition.rasterizer.x + 1, ctx->meshPosition.rasterizer.y + 1);
|
|
pixel[3] = lm_v2i(ctx->meshPosition.rasterizer.x, ctx->meshPosition.rasterizer.y + 1);
|
|
|
|
lm_vec2 res[16];
|
|
int nRes = lm_convexClip(pixel, 4, ctx->meshPosition.triangle.uv, 3, res);
|
|
if (nRes == 0)
|
|
return LM_FALSE; // nothing left
|
|
|
|
// calculate centroid position and area
|
|
lm_vec2 centroid = res[0];
|
|
float area = res[nRes - 1].x * res[0].y - res[nRes - 1].y * res[0].x;
|
|
for (int i = 1; i < nRes; i++)
|
|
{
|
|
centroid = lm_add2(centroid, res[i]);
|
|
area += res[i - 1].x * res[i].y - res[i - 1].y * res[i].x;
|
|
}
|
|
centroid = lm_div2(centroid, (float)nRes);
|
|
area = lm_absf(area / 2.0f);
|
|
|
|
if (area <= 0.0f)
|
|
return LM_FALSE; // no area left
|
|
|
|
// calculate barycentric coords
|
|
lm_vec2 uv = lm_toBarycentric(
|
|
ctx->meshPosition.triangle.uv[0],
|
|
ctx->meshPosition.triangle.uv[1],
|
|
ctx->meshPosition.triangle.uv[2],
|
|
centroid);
|
|
|
|
if (!lm_finite2(uv))
|
|
return LM_FALSE; // degenerate
|
|
|
|
// try to interpolate color from neighbors:
|
|
if (ctx->meshPosition.pass > 0)
|
|
{
|
|
float *neighbors[4];
|
|
int neighborCount = 0;
|
|
int neighborsExpected = 0;
|
|
int d = (int)lm_passStepSize(ctx) / 2;
|
|
int dirs = ((ctx->meshPosition.pass - 1) % 3) + 1;
|
|
if (dirs & 1) // check x-neighbors with distance d
|
|
{
|
|
neighborsExpected += 2;
|
|
if (ctx->meshPosition.rasterizer.x - d >= ctx->meshPosition.rasterizer.minx &&
|
|
ctx->meshPosition.rasterizer.x + d <= ctx->meshPosition.rasterizer.maxx)
|
|
{
|
|
neighbors[neighborCount++] = lm_getLightmapPixel(ctx, ctx->meshPosition.rasterizer.x - d, ctx->meshPosition.rasterizer.y);
|
|
neighbors[neighborCount++] = lm_getLightmapPixel(ctx, ctx->meshPosition.rasterizer.x + d, ctx->meshPosition.rasterizer.y);
|
|
}
|
|
}
|
|
if (dirs & 2) // check y-neighbors with distance d
|
|
{
|
|
neighborsExpected += 2;
|
|
if (ctx->meshPosition.rasterizer.y - d >= ctx->meshPosition.rasterizer.miny &&
|
|
ctx->meshPosition.rasterizer.y + d <= ctx->meshPosition.rasterizer.maxy)
|
|
{
|
|
neighbors[neighborCount++] = lm_getLightmapPixel(ctx, ctx->meshPosition.rasterizer.x, ctx->meshPosition.rasterizer.y - d);
|
|
neighbors[neighborCount++] = lm_getLightmapPixel(ctx, ctx->meshPosition.rasterizer.x, ctx->meshPosition.rasterizer.y + d);
|
|
}
|
|
}
|
|
if (neighborCount == neighborsExpected) // are all interpolation neighbors available?
|
|
{
|
|
// calculate average neighbor pixel value
|
|
float avg[4] = { 0 };
|
|
for (int i = 0; i < neighborCount; i++)
|
|
for (int j = 0; j < ctx->lightmap.channels; j++)
|
|
avg[j] += neighbors[i][j];
|
|
float ni = 1.0f / neighborCount;
|
|
for (int j = 0; j < ctx->lightmap.channels; j++)
|
|
avg[j] *= ni;
|
|
|
|
// check if error from average pixel to neighbors is above the interpolation threshold
|
|
lm_bool interpolate = LM_TRUE;
|
|
for (int i = 0; i < neighborCount; i++)
|
|
{
|
|
lm_bool zero = LM_TRUE;
|
|
for (int j = 0; j < ctx->lightmap.channels; j++)
|
|
{
|
|
if (neighbors[i][j] != 0.0f)
|
|
zero = LM_FALSE;
|
|
if (fabs(neighbors[i][j] - avg[j]) > ctx->interpolationThreshold)
|
|
interpolate = LM_FALSE;
|
|
}
|
|
if (zero)
|
|
interpolate = LM_FALSE;
|
|
if (!interpolate)
|
|
break;
|
|
}
|
|
|
|
// set interpolated value and return if interpolation is acceptable
|
|
if (interpolate)
|
|
{
|
|
lm_setLightmapPixel(ctx, ctx->meshPosition.rasterizer.x, ctx->meshPosition.rasterizer.y, avg);
|
|
#ifdef LM_DEBUG_INTERPOLATION
|
|
// set interpolated pixel to green in debug output
|
|
ctx->lightmap.debug[(ctx->meshPosition.rasterizer.y * ctx->lightmap.width + ctx->meshPosition.rasterizer.x) * 3 + 1] = 255;
|
|
#endif
|
|
return LM_FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
// could not interpolate. must render a hemisphere.
|
|
// calculate 3D sample position and orientation
|
|
lm_vec3 p0 = ctx->meshPosition.triangle.p[0];
|
|
lm_vec3 p1 = ctx->meshPosition.triangle.p[1];
|
|
lm_vec3 p2 = ctx->meshPosition.triangle.p[2];
|
|
lm_vec3 v1 = lm_sub3(p1, p0);
|
|
lm_vec3 v2 = lm_sub3(p2, p0);
|
|
ctx->meshPosition.sample.position = lm_add3(p0, lm_add3(lm_scale3(v2, uv.x), lm_scale3(v1, uv.y)));
|
|
|
|
lm_vec3 n0 = ctx->meshPosition.triangle.n[0];
|
|
lm_vec3 n1 = ctx->meshPosition.triangle.n[1];
|
|
lm_vec3 n2 = ctx->meshPosition.triangle.n[2];
|
|
lm_vec3 nv1 = lm_sub3(n1, n0);
|
|
lm_vec3 nv2 = lm_sub3(n2, n0);
|
|
ctx->meshPosition.sample.direction = lm_normalize3(lm_add3(n0, lm_add3(lm_scale3(nv2, uv.x), lm_scale3(nv1, uv.y))));
|
|
ctx->meshPosition.sample.direction = lm_normalize3(ctx->meshPosition.sample.direction);
|
|
float cameraToSurfaceDistance = (1.0f + ctx->hemisphere.cameraToSurfaceDistanceModifier) * ctx->hemisphere.zNear * sqrtf(2.0f);
|
|
ctx->meshPosition.sample.position = lm_add3(ctx->meshPosition.sample.position, lm_scale3(ctx->meshPosition.sample.direction, cameraToSurfaceDistance));
|
|
|
|
if (!lm_finite3(ctx->meshPosition.sample.position) ||
|
|
!lm_finite3(ctx->meshPosition.sample.direction) ||
|
|
lm_length3sq(ctx->meshPosition.sample.direction) < 0.5f) // don't allow 0.0f. should always be ~1.0f
|
|
return LM_FALSE;
|
|
|
|
lm_vec3 up = lm_v3(0.0f, 1.0f, 0.0f);
|
|
if (lm_absf(lm_dot3(up, ctx->meshPosition.sample.direction)) > 0.8f)
|
|
up = lm_v3(0.0f, 0.0f, 1.0f);
|
|
|
|
#if 0
|
|
// triangle-consistent up vector
|
|
ctx->meshPosition.sample.up = lm_normalize3(lm_cross3(up, ctx->meshPosition.sample.direction));
|
|
return LM_TRUE;
|
|
#else
|
|
// "randomized" rotation with pattern
|
|
lm_vec3 side = lm_normalize3(lm_cross3(up, ctx->meshPosition.sample.direction));
|
|
up = lm_normalize3(lm_cross3(side, ctx->meshPosition.sample.direction));
|
|
int rx = ctx->meshPosition.rasterizer.x % 3;
|
|
int ry = ctx->meshPosition.rasterizer.y % 3;
|
|
static const float lm_pi = 3.14159265358979f;
|
|
float phi = 2.0f * lm_pi * lm_baseAngles[ry][rx] + 0.1f * ((float)rand() / (float)RAND_MAX);
|
|
ctx->meshPosition.sample.up = lm_normalize3(lm_add3(lm_scale3(side, cosf(phi)), lm_scale3(up, sinf(phi))));
|
|
return LM_TRUE;
|
|
#endif
|
|
}
|
|
|
|
// returns true if a sampling position was found and
|
|
// false if we finished rasterizing the current triangle
|
|
static lm_bool lm_findFirstConservativeTriangleRasterizerPosition(lm_context *ctx)
|
|
{
|
|
while (!lm_trySamplingConservativeTriangleRasterizerPosition(ctx))
|
|
{
|
|
lm_moveToNextPotentialConservativeTriangleRasterizerPosition(ctx);
|
|
if (lm_hasConservativeTriangleRasterizerFinished(ctx))
|
|
return LM_FALSE;
|
|
}
|
|
return LM_TRUE;
|
|
}
|
|
|
|
static lm_bool lm_findNextConservativeTriangleRasterizerPosition(lm_context *ctx)
|
|
{
|
|
lm_moveToNextPotentialConservativeTriangleRasterizerPosition(ctx);
|
|
return lm_findFirstConservativeTriangleRasterizerPosition(ctx);
|
|
}
|
|
|
|
void QtLightMapper::lm_integrateHemisphereBatch(lm_context *ctx)
|
|
{
|
|
if (!ctx->hemisphere.fbHemiIndex)
|
|
return; // nothing to do
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
glBindVertexArray(ctx->hemisphere.vao);
|
|
|
|
int fbRead = 0;
|
|
int fbWrite = 1;
|
|
|
|
// weighted downsampling pass
|
|
int outHemiSize = ctx->hemisphere.size / 2;
|
|
glBindFramebuffer(GL_FRAMEBUFFER, ctx->hemisphere.fb[fbWrite]);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ctx->hemisphere.fbTexture[fbWrite], 0);
|
|
glViewport(0, 0, outHemiSize * ctx->hemisphere.fbHemiCountX, outHemiSize * ctx->hemisphere.fbHemiCountY);
|
|
glUseProgram(ctx->hemisphere.firstPass.programID);
|
|
glUniform1i(ctx->hemisphere.firstPass.hemispheresTextureID, 0);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, ctx->hemisphere.fbTexture[fbRead]);
|
|
glUniform1i(ctx->hemisphere.firstPass.weightsTextureID, 1);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, ctx->hemisphere.firstPass.weightsTexture);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
//glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
#if 0
|
|
// debug output
|
|
int w = outHemiSize * ctx->hemisphere.fbHemiCountX, h = outHemiSize * ctx->hemisphere.fbHemiCountY;
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, ctx->hemisphere.fb[fbWrite]);
|
|
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
|
float *image = new float[3 * w * h];
|
|
glReadPixels(0, 0, w, h, GL_RGB, GL_FLOAT, image);
|
|
lmImageSaveTGAf("firstpass.png", image, w, h, 3);
|
|
delete[] image;
|
|
#endif
|
|
|
|
// downsampling passes
|
|
glUseProgram(ctx->hemisphere.downsamplePass.programID);
|
|
glUniform1i(ctx->hemisphere.downsamplePass.hemispheresTextureID, 0);
|
|
while (outHemiSize > 1)
|
|
{
|
|
LM_SWAP(int, fbRead, fbWrite);
|
|
outHemiSize /= 2;
|
|
glBindFramebuffer(GL_FRAMEBUFFER, ctx->hemisphere.fb[fbWrite]);
|
|
glViewport(0, 0, outHemiSize * ctx->hemisphere.fbHemiCountX, outHemiSize * ctx->hemisphere.fbHemiCountY);
|
|
glBindTexture(GL_TEXTURE_2D, ctx->hemisphere.fbTexture[fbRead]);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
//glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
// copy results to storage texture
|
|
glBindTexture(GL_TEXTURE_2D, ctx->hemisphere.storage.texture);
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
|
|
ctx->hemisphere.storage.writePosition.x, ctx->hemisphere.storage.writePosition.y,
|
|
0, 0, ctx->hemisphere.fbHemiCountX, ctx->hemisphere.fbHemiCountY);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glBindVertexArray(0);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
// copy position mapping to storage
|
|
for (unsigned int y = 0; y < ctx->hemisphere.fbHemiCountY; y++)
|
|
{
|
|
int sy = ctx->hemisphere.storage.writePosition.y + y;
|
|
for (unsigned int x = 0; x < ctx->hemisphere.fbHemiCountX; x++)
|
|
{
|
|
int sx = ctx->hemisphere.storage.writePosition.x + x;
|
|
unsigned int hemiIndex = y * ctx->hemisphere.fbHemiCountX + x;
|
|
if (hemiIndex >= ctx->hemisphere.fbHemiIndex)
|
|
ctx->hemisphere.storage.toLightmapLocation[sy * ctx->lightmap.width + sx] = lm_i2(-1, -1);
|
|
else
|
|
ctx->hemisphere.storage.toLightmapLocation[sy * ctx->lightmap.width + sx] = ctx->hemisphere.fbHemiToLightmapLocation[hemiIndex];
|
|
}
|
|
}
|
|
|
|
// advance storage texture write position
|
|
ctx->hemisphere.storage.writePosition.x += ctx->hemisphere.fbHemiCountX;
|
|
if (ctx->hemisphere.storage.writePosition.x + (int)ctx->hemisphere.fbHemiCountX > ctx->lightmap.width)
|
|
{
|
|
ctx->hemisphere.storage.writePosition.x = 0;
|
|
ctx->hemisphere.storage.writePosition.y += ctx->hemisphere.fbHemiCountY;
|
|
assert(ctx->hemisphere.storage.writePosition.y + (int)ctx->hemisphere.fbHemiCountY < ctx->lightmap.height);
|
|
}
|
|
|
|
ctx->hemisphere.fbHemiIndex = 0;
|
|
}
|
|
|
|
void QtLightMapper::lm_writeResultsToLightmap(lm_context *ctx)
|
|
{
|
|
// do the GPU->CPU transfer of downsampled hemispheres
|
|
float *hemi = (float*)LM_CALLOC(ctx->lightmap.width * ctx->lightmap.height, 4 * sizeof(float));
|
|
glBindTexture(GL_TEXTURE_2D, ctx->hemisphere.storage.texture);
|
|
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, hemi);
|
|
|
|
// write results to lightmap texture
|
|
for (int y = 0; y < ctx->hemisphere.storage.writePosition.y + (int)ctx->hemisphere.fbHemiCountY; y++)
|
|
{
|
|
for (int x = 0; x < ctx->lightmap.width; x++)
|
|
{
|
|
lm_ivec2 lmUV = ctx->hemisphere.storage.toLightmapLocation[y * ctx->lightmap.width + x];
|
|
if (lmUV.x >= 0)
|
|
{
|
|
float *c = hemi + (y * ctx->lightmap.width + x) * 4;
|
|
float validity = c[3];
|
|
float *lm = ctx->lightmap.data + (lmUV.y * ctx->lightmap.width + lmUV.x) * ctx->lightmap.channels;
|
|
if (!lm[0] && validity > 0.9)
|
|
{
|
|
float scale = 1.0f / validity;
|
|
switch (ctx->lightmap.channels)
|
|
{
|
|
case 1:
|
|
lm[0] = lm_maxf((c[0] + c[1] + c[2]) * scale / 3.0f, FLT_MIN);
|
|
break;
|
|
case 2:
|
|
lm[0] = lm_maxf((c[0] + c[1] + c[2]) * scale / 3.0f, FLT_MIN);
|
|
lm[1] = 1.0f; // do we want to support this format?
|
|
break;
|
|
case 3:
|
|
lm[0] = lm_maxf(c[0] * scale, FLT_MIN);
|
|
lm[1] = lm_maxf(c[1] * scale, FLT_MIN);
|
|
lm[2] = lm_maxf(c[2] * scale, FLT_MIN);
|
|
break;
|
|
case 4:
|
|
lm[0] = lm_maxf(c[0] * scale, FLT_MIN);
|
|
lm[1] = lm_maxf(c[1] * scale, FLT_MIN);
|
|
lm[2] = lm_maxf(c[2] * scale, FLT_MIN);
|
|
lm[3] = 1.0f;
|
|
break;
|
|
default:
|
|
assert(LM_FALSE);
|
|
break;
|
|
}
|
|
|
|
#ifdef LM_DEBUG_INTERPOLATION
|
|
// set sampled pixel to red in debug output
|
|
ctx->lightmap.debug[(lmUV.y * ctx->lightmap.width + lmUV.x) * 3 + 0] = 255;
|
|
#endif
|
|
}
|
|
}
|
|
ctx->hemisphere.storage.toLightmapLocation[y * ctx->lightmap.width + x].x = -1; // reset
|
|
}
|
|
}
|
|
|
|
LM_FREE(hemi);
|
|
ctx->hemisphere.storage.writePosition = lm_i2(0, 0);
|
|
}
|
|
|
|
void QtLightMapper::lm_setView(
|
|
int* viewport, int x, int y, int w, int h,
|
|
float* view, lm_vec3 pos, lm_vec3 dir, lm_vec3 up,
|
|
float* proj, float l, float r, float b, float t, float n, float f)
|
|
{
|
|
// viewport
|
|
viewport[0] = x; viewport[1] = y; viewport[2] = w; viewport[3] = h;
|
|
|
|
// view matrix: lookAt(pos, pos + dir, up)
|
|
lm_vec3 side = lm_cross3(dir, up);
|
|
//up = cross(side, dir);
|
|
dir = lm_negate3(dir); pos = lm_negate3(pos);
|
|
view[ 0] = side.x; view[ 1] = up.x; view[ 2] = dir.x; view[ 3] = 0.0f;
|
|
view[ 4] = side.y; view[ 5] = up.y; view[ 6] = dir.y; view[ 7] = 0.0f;
|
|
view[ 8] = side.z; view[ 9] = up.z; view[10] = dir.z; view[11] = 0.0f;
|
|
view[12] = lm_dot3(side, pos); view[13] = lm_dot3(up, pos); view[14] = lm_dot3(dir, pos); view[15] = 1.0f;
|
|
|
|
// projection matrix: frustum(l, r, b, t, n, f)
|
|
float ilr = 1.0f / (r - l), ibt = 1.0f / (t - b), ninf = -1.0f / (f - n), n2 = 2.0f * n;
|
|
proj[ 0] = n2 * ilr; proj[ 1] = 0.0f; proj[ 2] = 0.0f; proj[ 3] = 0.0f;
|
|
proj[ 4] = 0.0f; proj[ 5] = n2 * ibt; proj[ 6] = 0.0f; proj[ 7] = 0.0f;
|
|
proj[ 8] = (r + l) * ilr; proj[ 9] = (t + b) * ibt; proj[10] = (f + n) * ninf; proj[11] = -1.0f;
|
|
proj[12] = 0.0f; proj[13] = 0.0f; proj[14] = f * n2 * ninf; proj[15] = 0.0f;
|
|
}
|
|
|
|
// returns true if a hemisphere side was prepared for rendering and
|
|
// false if we finished the current hemisphere
|
|
lm_bool QtLightMapper::lm_beginSampleHemisphere(lm_context *ctx, int* viewport, float* view, float* proj)
|
|
{
|
|
if (ctx->meshPosition.hemisphere.side >= 5)
|
|
return LM_FALSE;
|
|
|
|
if (ctx->meshPosition.hemisphere.side == 0)
|
|
{
|
|
// prepare hemisphere
|
|
glBindFramebuffer(GL_FRAMEBUFFER, ctx->hemisphere.fb[0]);
|
|
if (ctx->hemisphere.fbHemiIndex == 0)
|
|
{
|
|
// prepare hemisphere batch
|
|
glClearColor( // clear to valid background pixels!
|
|
ctx->hemisphere.clearColor.r,
|
|
ctx->hemisphere.clearColor.g,
|
|
ctx->hemisphere.clearColor.b, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
ctx->hemisphere.fbHemiToLightmapLocation[ctx->hemisphere.fbHemiIndex] =
|
|
lm_i2(ctx->meshPosition.rasterizer.x, ctx->meshPosition.rasterizer.y);
|
|
}
|
|
|
|
// find the target position in the batch
|
|
int x = (ctx->hemisphere.fbHemiIndex % ctx->hemisphere.fbHemiCountX) * ctx->hemisphere.size * 3;
|
|
int y = (ctx->hemisphere.fbHemiIndex / ctx->hemisphere.fbHemiCountX) * ctx->hemisphere.size;
|
|
|
|
int size = ctx->hemisphere.size;
|
|
float zNear = ctx->hemisphere.zNear;
|
|
float zFar = ctx->hemisphere.zFar;
|
|
|
|
lm_vec3 pos = ctx->meshPosition.sample.position;
|
|
lm_vec3 dir = ctx->meshPosition.sample.direction;
|
|
lm_vec3 up = ctx->meshPosition.sample.up;
|
|
lm_vec3 right = lm_cross3(dir, up);
|
|
|
|
// find the view parameters of the hemisphere side that we will render next
|
|
// hemisphere layout in the framebuffer:
|
|
// +-------+---+---+-------+
|
|
// | | | | D |
|
|
// | C | R | L +-------+
|
|
// | | | | U |
|
|
// +-------+---+---+-------+
|
|
switch (ctx->meshPosition.hemisphere.side)
|
|
{
|
|
case 0: // center
|
|
lm_setView(viewport, x, y, size, size,
|
|
view, pos, dir, up,
|
|
proj, -zNear, zNear, -zNear, zNear, zNear, zFar);
|
|
break;
|
|
case 1: // right
|
|
lm_setView(viewport, size + x, y, size / 2, size,
|
|
view, pos, right, up,
|
|
proj, -zNear, 0.0f, -zNear, zNear, zNear, zFar);
|
|
break;
|
|
case 2: // left
|
|
lm_setView(viewport, size + x + size / 2, y, size / 2, size,
|
|
view, pos, lm_negate3(right), up,
|
|
proj, 0.0f, zNear, -zNear, zNear, zNear, zFar);
|
|
break;
|
|
case 3: // down
|
|
lm_setView(viewport, 2 * size + x, y + size / 2, size, size / 2,
|
|
view, pos, lm_negate3(up), dir,
|
|
proj, -zNear, zNear, 0.0f, zNear, zNear, zFar);
|
|
break;
|
|
case 4: // up
|
|
lm_setView(viewport, 2 * size + x, y, size, size / 2,
|
|
view, pos, up, lm_negate3(dir),
|
|
proj, -zNear, zNear, -zNear, 0.0f, zNear, zFar);
|
|
break;
|
|
default:
|
|
assert(LM_FALSE);
|
|
break;
|
|
}
|
|
|
|
return LM_TRUE;
|
|
}
|
|
|
|
void QtLightMapper::lm_endSampleHemisphere(lm_context *ctx)
|
|
{
|
|
if (++ctx->meshPosition.hemisphere.side == 5)
|
|
{
|
|
// finish hemisphere
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
if (++ctx->hemisphere.fbHemiIndex == ctx->hemisphere.fbHemiCountX * ctx->hemisphere.fbHemiCountY)
|
|
{
|
|
// downsample new hemisphere batch and store the results
|
|
lm_integrateHemisphereBatch(ctx);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void lm_inverseTranspose(const float *m44, float *n33)
|
|
{
|
|
if (!m44)
|
|
{
|
|
n33[0] = 1.0f; n33[1] = 0.0f; n33[2] = 0.0f;
|
|
n33[3] = 0.0f; n33[4] = 1.0f; n33[5] = 0.0f;
|
|
n33[6] = 0.0f; n33[7] = 0.0f; n33[8] = 1.0f;
|
|
return;
|
|
}
|
|
|
|
float determinant = m44[ 0] * (m44[ 5] * m44[10] - m44[ 9] * m44[ 6])
|
|
- m44[ 1] * (m44[ 4] * m44[10] - m44[ 6] * m44[ 8])
|
|
+ m44[ 2] * (m44[ 4] * m44[ 9] - m44[ 5] * m44[ 8]);
|
|
|
|
assert(fabs(determinant) > FLT_EPSILON);
|
|
float rcpDeterminant = 1.0f / determinant;
|
|
|
|
n33[0] = (m44[ 5] * m44[10] - m44[ 9] * m44[ 6]) * rcpDeterminant;
|
|
n33[3] = -(m44[ 1] * m44[10] - m44[ 2] * m44[ 9]) * rcpDeterminant;
|
|
n33[6] = (m44[ 1] * m44[ 6] - m44[ 2] * m44[ 5]) * rcpDeterminant;
|
|
n33[1] = -(m44[ 4] * m44[10] - m44[ 6] * m44[ 8]) * rcpDeterminant;
|
|
n33[4] = (m44[ 0] * m44[10] - m44[ 2] * m44[ 8]) * rcpDeterminant;
|
|
n33[7] = -(m44[ 0] * m44[ 6] - m44[ 4] * m44[ 2]) * rcpDeterminant;
|
|
n33[2] = (m44[ 4] * m44[ 9] - m44[ 8] * m44[ 5]) * rcpDeterminant;
|
|
n33[5] = -(m44[ 0] * m44[ 9] - m44[ 8] * m44[ 1]) * rcpDeterminant;
|
|
n33[8] = (m44[ 0] * m44[ 5] - m44[ 4] * m44[ 1]) * rcpDeterminant;
|
|
}
|
|
|
|
static lm_vec3 lm_transformNormal(const float *m, lm_vec3 n)
|
|
{
|
|
lm_vec3 r;
|
|
r.x = m[0] * n.x + m[3] * n.y + m[6] * n.z;
|
|
r.y = m[1] * n.x + m[4] * n.y + m[7] * n.z;
|
|
r.z = m[2] * n.x + m[5] * n.y + m[8] * n.z;
|
|
return r;
|
|
}
|
|
|
|
static lm_vec3 lm_transformPosition(const float *m, lm_vec3 v)
|
|
{
|
|
if (!m)
|
|
return v;
|
|
lm_vec3 r;
|
|
r.x = m[0] * v.x + m[4] * v.y + m[ 8] * v.z + m[12];
|
|
r.y = m[1] * v.x + m[5] * v.y + m[ 9] * v.z + m[13];
|
|
r.z = m[2] * v.x + m[6] * v.y + m[10] * v.z + m[14];
|
|
float d = m[3] * v.x + m[7] * v.y + m[11] * v.z + m[15];
|
|
assert(lm_absf(d - 1.0f) < 0.00001f); // could divide by d, but this shouldn't be a projection transform!
|
|
return r;
|
|
}
|
|
|
|
void QtLightMapper::lm_setMeshPosition(lm_context *ctx, unsigned int indicesTriangleBaseIndex)
|
|
{
|
|
// fetch triangle at the specified indicesTriangleBaseIndex
|
|
ctx->meshPosition.triangle.baseIndex = indicesTriangleBaseIndex;
|
|
|
|
// load and transform triangle to process next
|
|
lm_vec2 uvMin = lm_v2(FLT_MAX, FLT_MAX), uvMax = lm_v2(-FLT_MAX, -FLT_MAX);
|
|
lm_vec2 uvScale = lm_v2i(ctx->lightmap.width, ctx->lightmap.height);
|
|
unsigned int vIndices[3];
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
// decode index
|
|
unsigned int vIndex;
|
|
switch (ctx->mesh.indicesType)
|
|
{
|
|
case LM_NONE:
|
|
vIndex = ctx->meshPosition.triangle.baseIndex + i;
|
|
break;
|
|
case LM_UNSIGNED_BYTE:
|
|
vIndex = ((const unsigned char*)ctx->mesh.indices + ctx->meshPosition.triangle.baseIndex)[i];
|
|
break;
|
|
case LM_UNSIGNED_SHORT:
|
|
vIndex = ((const unsigned short*)ctx->mesh.indices + ctx->meshPosition.triangle.baseIndex)[i];
|
|
break;
|
|
case LM_UNSIGNED_INT:
|
|
vIndex = ((const unsigned int*)ctx->mesh.indices + ctx->meshPosition.triangle.baseIndex)[i];
|
|
break;
|
|
default:
|
|
assert(LM_FALSE);
|
|
break;
|
|
}
|
|
vIndices[i] = vIndex;
|
|
|
|
// decode and pre-transform vertex position
|
|
const void *pPtr = ctx->mesh.positions + vIndex * ctx->mesh.positionsStride;
|
|
lm_vec3 p;
|
|
switch (ctx->mesh.positionsType)
|
|
{
|
|
// TODO: signed formats
|
|
case LM_UNSIGNED_BYTE: {
|
|
const unsigned char *uc = (const unsigned char*)pPtr;
|
|
p = lm_v3(uc[0], uc[1], uc[2]);
|
|
} break;
|
|
case LM_UNSIGNED_SHORT: {
|
|
const unsigned short *us = (const unsigned short*)pPtr;
|
|
p = lm_v3(us[0], us[1], us[2]);
|
|
} break;
|
|
case LM_UNSIGNED_INT: {
|
|
const unsigned int *ui = (const unsigned int*)pPtr;
|
|
p = lm_v3((float)ui[0], (float)ui[1], (float)ui[2]);
|
|
} break;
|
|
case LM_FLOAT: {
|
|
p = *(const lm_vec3*)pPtr;
|
|
} break;
|
|
default: {
|
|
assert(LM_FALSE);
|
|
} break;
|
|
}
|
|
ctx->meshPosition.triangle.p[i] = lm_transformPosition(ctx->mesh.modelMatrix, p);
|
|
|
|
// decode and scale (to lightmap resolution) vertex lightmap texture coords
|
|
const void *uvPtr = ctx->mesh.uvs + vIndex * ctx->mesh.uvsStride;
|
|
lm_vec2 uv;
|
|
switch (ctx->mesh.uvsType)
|
|
{
|
|
case LM_UNSIGNED_BYTE: {
|
|
const unsigned char *uc = (const unsigned char*)uvPtr;
|
|
uv = lm_v2(uc[0] / (float)UCHAR_MAX, uc[1] / (float)UCHAR_MAX);
|
|
} break;
|
|
case LM_UNSIGNED_SHORT: {
|
|
const unsigned short *us = (const unsigned short*)uvPtr;
|
|
uv = lm_v2(us[0] / (float)USHRT_MAX, us[1] / (float)USHRT_MAX);
|
|
} break;
|
|
case LM_UNSIGNED_INT: {
|
|
const unsigned int *ui = (const unsigned int*)uvPtr;
|
|
uv = lm_v2(ui[0] / (float)UINT_MAX, ui[1] / (float)UINT_MAX);
|
|
} break;
|
|
case LM_FLOAT: {
|
|
uv = *(const lm_vec2*)uvPtr;
|
|
} break;
|
|
default: {
|
|
assert(LM_FALSE);
|
|
} break;
|
|
}
|
|
|
|
ctx->meshPosition.triangle.uv[i] = lm_mul2(lm_pmod2(uv, 1.0f), uvScale); // maybe clamp to 0.0-1.0 instead of pmod?
|
|
|
|
// update bounds on lightmap
|
|
uvMin = lm_min2(uvMin, ctx->meshPosition.triangle.uv[i]);
|
|
uvMax = lm_max2(uvMax, ctx->meshPosition.triangle.uv[i]);
|
|
}
|
|
|
|
lm_vec3 flatNormal = lm_cross3(
|
|
lm_sub3(ctx->meshPosition.triangle.p[1], ctx->meshPosition.triangle.p[0]),
|
|
lm_sub3(ctx->meshPosition.triangle.p[2], ctx->meshPosition.triangle.p[0]));
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
// decode and pre-transform vertex normal
|
|
const void *nPtr = ctx->mesh.normals + vIndices[i] * ctx->mesh.normalsStride;
|
|
lm_vec3 n;
|
|
switch (ctx->mesh.normalsType)
|
|
{
|
|
// TODO: signed formats
|
|
case LM_FLOAT: {
|
|
n = *(const lm_vec3*)nPtr;
|
|
} break;
|
|
case LM_NONE: {
|
|
n = flatNormal;
|
|
} break;
|
|
default: {
|
|
assert(LM_FALSE);
|
|
} break;
|
|
}
|
|
ctx->meshPosition.triangle.n[i] = lm_normalize3(lm_transformNormal(ctx->mesh.normalMatrix, n));
|
|
}
|
|
|
|
// calculate area of interest (on lightmap) for conservative rasterization
|
|
lm_vec2 bbMin = lm_floor2(uvMin);
|
|
lm_vec2 bbMax = lm_ceil2 (uvMax);
|
|
ctx->meshPosition.rasterizer.minx = lm_maxi((int)bbMin.x - 1, 0);
|
|
ctx->meshPosition.rasterizer.miny = lm_maxi((int)bbMin.y - 1, 0);
|
|
ctx->meshPosition.rasterizer.maxx = lm_mini((int)bbMax.x + 1, ctx->lightmap.width - 1);
|
|
ctx->meshPosition.rasterizer.maxy = lm_mini((int)bbMax.y + 1, ctx->lightmap.height - 1);
|
|
assert(ctx->meshPosition.rasterizer.minx <= ctx->meshPosition.rasterizer.maxx &&
|
|
ctx->meshPosition.rasterizer.miny <= ctx->meshPosition.rasterizer.maxy);
|
|
ctx->meshPosition.rasterizer.x = ctx->meshPosition.rasterizer.minx + lm_passOffsetX(ctx);
|
|
ctx->meshPosition.rasterizer.y = ctx->meshPosition.rasterizer.miny + lm_passOffsetY(ctx);
|
|
|
|
// try moving to first valid sample position
|
|
if (ctx->meshPosition.rasterizer.x <= ctx->meshPosition.rasterizer.maxx &&
|
|
ctx->meshPosition.rasterizer.y <= ctx->meshPosition.rasterizer.maxy &&
|
|
lm_findFirstConservativeTriangleRasterizerPosition(ctx))
|
|
ctx->meshPosition.hemisphere.side = 0; // we can start sampling the hemisphere
|
|
else
|
|
ctx->meshPosition.hemisphere.side = 5; // no samples on this triangle! put hemisphere sampler into finished state
|
|
}
|
|
|
|
GLuint QtLightMapper::lm_LoadShader(GLenum type, const char *source)
|
|
{
|
|
GLuint shader = glCreateShader(type);
|
|
if (shader == 0)
|
|
{
|
|
fprintf(stderr, "Could not create shader!\n");
|
|
return 0;
|
|
}
|
|
glShaderSource(shader, 1, &source, NULL);
|
|
glCompileShader(shader);
|
|
GLint compiled;
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
|
|
if (!compiled)
|
|
{
|
|
fprintf(stderr, "Could not compile shader!\n");
|
|
GLint infoLen = 0;
|
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
|
|
if (infoLen)
|
|
{
|
|
char* infoLog = (char*)malloc(infoLen);
|
|
glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
|
|
fprintf(stderr, "%s\n", infoLog);
|
|
free(infoLog);
|
|
}
|
|
glDeleteShader(shader);
|
|
return 0;
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
GLuint QtLightMapper::lm_LoadProgram(const char *vp, const char *fp)
|
|
{
|
|
GLuint program = glCreateProgram();
|
|
if (program == 0)
|
|
{
|
|
fprintf(stderr, "Could not create program!\n");
|
|
return 0;
|
|
}
|
|
GLuint vertexShader = lm_LoadShader(GL_VERTEX_SHADER, vp);
|
|
GLuint fragmentShader = lm_LoadShader(GL_FRAGMENT_SHADER, fp);
|
|
glAttachShader(program, vertexShader);
|
|
glAttachShader(program, fragmentShader);
|
|
glLinkProgram(program);
|
|
glDeleteShader(vertexShader);
|
|
glDeleteShader(fragmentShader);
|
|
GLint linked;
|
|
glGetProgramiv(program, GL_LINK_STATUS, &linked);
|
|
if (!linked)
|
|
{
|
|
fprintf(stderr, "Could not link program!\n");
|
|
GLint infoLen = 0;
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen);
|
|
if (infoLen)
|
|
{
|
|
char* infoLog = (char*)malloc(sizeof(char) * infoLen);
|
|
glGetProgramInfoLog(program, infoLen, NULL, infoLog);
|
|
fprintf(stderr, "%s\n", infoLog);
|
|
free(infoLog);
|
|
}
|
|
glDeleteProgram(program);
|
|
return 0;
|
|
}
|
|
return program;
|
|
}
|
|
|
|
static float lm_defaultWeights(float cos_theta, void *userdata)
|
|
{
|
|
return 1.0f;
|
|
}
|
|
|
|
lm_context *QtLightMapper::lmCreate(int hemisphereSize, float zNear, float zFar,
|
|
float clearR, float clearG, float clearB,
|
|
int interpolationPasses, float interpolationThreshold,
|
|
float cameraToSurfaceDistanceModifier)
|
|
{
|
|
assert(hemisphereSize == 512 || hemisphereSize == 256 || hemisphereSize == 128 ||
|
|
hemisphereSize == 64 || hemisphereSize == 32 || hemisphereSize == 16);
|
|
assert(zNear < zFar && zNear > 0.0f);
|
|
assert(cameraToSurfaceDistanceModifier >= -1.0f);
|
|
assert(interpolationPasses >= 0 && interpolationPasses <= 8);
|
|
assert(interpolationThreshold >= 0.0f);
|
|
|
|
lm_context *ctx = (lm_context*)LM_CALLOC(1, sizeof(lm_context));
|
|
|
|
ctx->meshPosition.passCount = 1 + 3 * interpolationPasses;
|
|
ctx->interpolationThreshold = interpolationThreshold;
|
|
ctx->hemisphere.size = hemisphereSize;
|
|
ctx->hemisphere.zNear = zNear;
|
|
ctx->hemisphere.zFar = zFar;
|
|
ctx->hemisphere.cameraToSurfaceDistanceModifier = cameraToSurfaceDistanceModifier;
|
|
ctx->hemisphere.clearColor.r = clearR;
|
|
ctx->hemisphere.clearColor.g = clearG;
|
|
ctx->hemisphere.clearColor.b = clearB;
|
|
|
|
// calculate hemisphere batch size
|
|
ctx->hemisphere.fbHemiCountX = 1536 / (3 * ctx->hemisphere.size);
|
|
ctx->hemisphere.fbHemiCountY = 512 / ctx->hemisphere.size;
|
|
|
|
// hemisphere batch framebuffers
|
|
unsigned int w[] = {
|
|
ctx->hemisphere.fbHemiCountX * ctx->hemisphere.size * 3,
|
|
ctx->hemisphere.fbHemiCountX * ctx->hemisphere.size / 2 };
|
|
unsigned int h[] = {
|
|
ctx->hemisphere.fbHemiCountY * ctx->hemisphere.size,
|
|
ctx->hemisphere.fbHemiCountY * ctx->hemisphere.size / 2 };
|
|
|
|
glGenTextures(2, ctx->hemisphere.fbTexture);
|
|
glGenFramebuffers(2, ctx->hemisphere.fb);
|
|
glGenRenderbuffers(1, &ctx->hemisphere.fbDepth);
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, ctx->hemisphere.fbDepth);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, w[0], h[0]);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, ctx->hemisphere.fb[0]);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, ctx->hemisphere.fbDepth);
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, ctx->hemisphere.fbTexture[i]);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, w[i], h[i], 0, GL_RGBA, GL_FLOAT, 0);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, ctx->hemisphere.fb[i]);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ctx->hemisphere.fbTexture[i], 0);
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE)
|
|
{
|
|
fprintf(stderr, "Could not create framebuffer!\n");
|
|
glDeleteRenderbuffers(1, &ctx->hemisphere.fbDepth);
|
|
glDeleteFramebuffers(2, ctx->hemisphere.fb);
|
|
glDeleteTextures(2, ctx->hemisphere.fbTexture);
|
|
LM_FREE(ctx);
|
|
return NULL;
|
|
}
|
|
}
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// dummy vao for fullscreen quad rendering
|
|
glGenVertexArrays(1, &ctx->hemisphere.vao);
|
|
|
|
// hemisphere shader (weighted downsampling of the 3x1 hemisphere layout to a 0.5x0.5 square)
|
|
{
|
|
const char *vs =
|
|
"#version 150 core\n"
|
|
"const vec2 ps[4] = vec2[](vec2(1, -1), vec2(1, 1), vec2(-1, -1), vec2(-1, 1));\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
"gl_Position = vec4(ps[gl_VertexID], 0, 1);\n"
|
|
"}\n";
|
|
const char *fs =
|
|
"#version 150 core\n"
|
|
"uniform sampler2D hemispheres;\n"
|
|
"uniform sampler2D weights;\n"
|
|
|
|
"layout(pixel_center_integer) in vec4 gl_FragCoord;\n" // whole integer values represent pixel centers, GL_ARB_fragment_coord_conventions
|
|
|
|
"out vec4 outColor;\n"
|
|
|
|
"vec4 weightedSample(ivec2 h_uv, ivec2 w_uv, ivec2 quadrant)\n"
|
|
"{\n"
|
|
"vec4 sample = texelFetch(hemispheres, h_uv + quadrant, 0);\n"
|
|
"vec2 weight = texelFetch(weights, w_uv + quadrant, 0).rg;\n"
|
|
"return vec4(sample.rgb * weight.r, sample.a * weight.g);\n"
|
|
"}\n"
|
|
|
|
"vec4 threeWeightedSamples(ivec2 h_uv, ivec2 w_uv, ivec2 offset)\n"
|
|
"{\n" // horizontal triple sum
|
|
"vec4 sum = weightedSample(h_uv, w_uv, offset);\n"
|
|
"sum += weightedSample(h_uv, w_uv, offset + ivec2(2, 0));\n"
|
|
"sum += weightedSample(h_uv, w_uv, offset + ivec2(4, 0));\n"
|
|
"return sum;\n"
|
|
"}\n"
|
|
|
|
"void main()\n"
|
|
"{\n" // this is a weighted sum downsampling pass (alpha component contains the weighted valid sample count)
|
|
"vec2 in_uv = gl_FragCoord.xy * vec2(6.0, 2.0) + vec2(0.5);\n"
|
|
"ivec2 h_uv = ivec2(in_uv);\n"
|
|
"ivec2 w_uv = ivec2(mod(in_uv, vec2(textureSize(weights, 0))));\n" // there's no integer modulo :(
|
|
"vec4 lb = threeWeightedSamples(h_uv, w_uv, ivec2(0, 0));\n"
|
|
"vec4 rb = threeWeightedSamples(h_uv, w_uv, ivec2(1, 0));\n"
|
|
"vec4 lt = threeWeightedSamples(h_uv, w_uv, ivec2(0, 1));\n"
|
|
"vec4 rt = threeWeightedSamples(h_uv, w_uv, ivec2(1, 1));\n"
|
|
"outColor = lb + rb + lt + rt;\n"
|
|
"}\n";
|
|
if (!m_useCore) {
|
|
vs =
|
|
"#version 120\n"
|
|
"#extension GL_EXT_gpu_shader4 : require\n"
|
|
"const vec2 ps[4] = vec2[](vec2(1, -1), vec2(1, 1), vec2(-1, -1), vec2(-1, 1));\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
"gl_Position = vec4(ps[gl_VertexID], 0, 1);\n"
|
|
"}\n";
|
|
fs =
|
|
"#version 120\n"
|
|
"#extension GL_EXT_gpu_shader4 : require\n"
|
|
|
|
"uniform sampler2D hemispheres;\n"
|
|
"uniform sampler2D weights;\n"
|
|
|
|
"vec4 weightedSample(ivec2 h_uv, ivec2 w_uv, ivec2 quadrant)\n"
|
|
"{\n"
|
|
"vec4 sample = texelFetch2D(hemispheres, h_uv + quadrant, 0);\n"
|
|
"vec2 weight = texelFetch2D(weights, w_uv + quadrant, 0).rg;\n"
|
|
"return vec4(sample.rgb * weight.r, sample.a * weight.g);\n"
|
|
"}\n"
|
|
|
|
"vec4 threeWeightedSamples(ivec2 h_uv, ivec2 w_uv, ivec2 offset)\n"
|
|
"{\n" // horizontal triple sum
|
|
"vec4 sum = weightedSample(h_uv, w_uv, offset);\n"
|
|
"offset.x += 2;\n"
|
|
"sum += weightedSample(h_uv, w_uv, offset);\n"
|
|
"offset.x += 2;\n"
|
|
"sum += weightedSample(h_uv, w_uv, offset);\n"
|
|
"return sum;\n"
|
|
"}\n"
|
|
|
|
"void main()\n"
|
|
"{\n" // this is a weighted sum downsampling pass (alpha component contains the weighted valid sample count)
|
|
"vec2 in_uv = (gl_FragCoord.xy - vec2(0.5)) * vec2(6.0, 2.0) + vec2(0.01);\n"
|
|
"ivec2 h_uv = ivec2(in_uv);\n"
|
|
"ivec2 w_uv = ivec2(mod(in_uv, vec2(textureSize2D(weights, 0))));\n" // there's no integer modulo :(
|
|
"vec4 lb = threeWeightedSamples(h_uv, w_uv, ivec2(0, 0));\n"
|
|
"vec4 rb = threeWeightedSamples(h_uv, w_uv, ivec2(1, 0));\n"
|
|
"vec4 lt = threeWeightedSamples(h_uv, w_uv, ivec2(0, 1));\n"
|
|
"vec4 rt = threeWeightedSamples(h_uv, w_uv, ivec2(1, 1));\n"
|
|
"gl_FragColor = lb + rb + lt + rt;\n"
|
|
"}\n";
|
|
}
|
|
ctx->hemisphere.firstPass.programID = lm_LoadProgram(vs, fs);
|
|
if (!ctx->hemisphere.firstPass.programID)
|
|
{
|
|
fprintf(stderr, "Error loading the hemisphere first pass shader program... leaving!\n");
|
|
glDeleteVertexArrays(1, &ctx->hemisphere.vao);
|
|
glDeleteRenderbuffers(1, &ctx->hemisphere.fbDepth);
|
|
glDeleteFramebuffers(2, ctx->hemisphere.fb);
|
|
glDeleteTextures(2, ctx->hemisphere.fbTexture);
|
|
LM_FREE(ctx);
|
|
return NULL;
|
|
}
|
|
ctx->hemisphere.firstPass.hemispheresTextureID = glGetUniformLocation(ctx->hemisphere.firstPass.programID, "hemispheres");
|
|
ctx->hemisphere.firstPass.weightsTextureID = glGetUniformLocation(ctx->hemisphere.firstPass.programID, "weights");
|
|
}
|
|
|
|
// downsample shader
|
|
{
|
|
const char *vs =
|
|
"#version 150 core\n"
|
|
"const vec2 ps[4] = vec2[](vec2(1, -1), vec2(1, 1), vec2(-1, -1), vec2(-1, 1));\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
"gl_Position = vec4(ps[gl_VertexID], 0, 1);\n"
|
|
"}\n";
|
|
const char *fs =
|
|
"#version 150 core\n"
|
|
"uniform sampler2D hemispheres;\n"
|
|
|
|
"layout(pixel_center_integer) in vec4 gl_FragCoord;\n" // whole integer values represent pixel centers, GL_ARB_fragment_coord_conventions
|
|
|
|
"out vec4 outColor;\n"
|
|
|
|
"void main()\n"
|
|
"{\n" // this is a sum downsampling pass (alpha component contains the weighted valid sample count)
|
|
"ivec2 h_uv = ivec2(gl_FragCoord.xy) * 2;\n"
|
|
"vec4 lb = texelFetch(hemispheres, h_uv + ivec2(0, 0), 0);\n"
|
|
"vec4 rb = texelFetch(hemispheres, h_uv + ivec2(1, 0), 0);\n"
|
|
"vec4 lt = texelFetch(hemispheres, h_uv + ivec2(0, 1), 0);\n"
|
|
"vec4 rt = texelFetch(hemispheres, h_uv + ivec2(1, 1), 0);\n"
|
|
"outColor = lb + rb + lt + rt;\n"
|
|
"}\n";
|
|
if (!m_useCore) {
|
|
vs =
|
|
"#version 120\n"
|
|
"#extension GL_EXT_gpu_shader4 : require\n"
|
|
"const vec2 ps[4] = vec2[](vec2(1, -1), vec2(1, 1), vec2(-1, -1), vec2(-1, 1));\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
"gl_Position = vec4(ps[gl_VertexID], 0, 1);\n"
|
|
"}\n";
|
|
fs =
|
|
"#version 120\n"
|
|
"#extension GL_EXT_gpu_shader4 : require\n"
|
|
|
|
"uniform sampler2D hemispheres;\n"
|
|
|
|
"void main()\n"
|
|
"{\n" // this is a sum downsampling pass (alpha component contains the weighted valid sample count)
|
|
"ivec2 h_uv = ivec2(gl_FragCoord.xy) * 2;\n"
|
|
"vec4 lb = texelFetch2D(hemispheres, h_uv + ivec2(0, 0), 0);\n"
|
|
"vec4 rb = texelFetch2D(hemispheres, h_uv + ivec2(1, 0), 0);\n"
|
|
"vec4 lt = texelFetch2D(hemispheres, h_uv + ivec2(0, 1), 0);\n"
|
|
"vec4 rt = texelFetch2D(hemispheres, h_uv + ivec2(1, 1), 0);\n"
|
|
"gl_FragColor = lb + rb + lt + rt;\n"
|
|
"}\n";
|
|
}
|
|
ctx->hemisphere.downsamplePass.programID = lm_LoadProgram(vs, fs);
|
|
if (!ctx->hemisphere.downsamplePass.programID)
|
|
{
|
|
fprintf(stderr, "Error loading the hemisphere downsample pass shader program... leaving!\n");
|
|
glDeleteProgram(ctx->hemisphere.firstPass.programID);
|
|
glDeleteVertexArrays(1, &ctx->hemisphere.vao);
|
|
glDeleteRenderbuffers(1, &ctx->hemisphere.fbDepth);
|
|
glDeleteFramebuffers(2, ctx->hemisphere.fb);
|
|
glDeleteTextures(2, ctx->hemisphere.fbTexture);
|
|
LM_FREE(ctx);
|
|
return NULL;
|
|
}
|
|
ctx->hemisphere.downsamplePass.hemispheresTextureID = glGetUniformLocation(ctx->hemisphere.downsamplePass.programID, "hemispheres");
|
|
}
|
|
|
|
// hemisphere weights texture
|
|
glGenTextures(1, &ctx->hemisphere.firstPass.weightsTexture);
|
|
lmSetHemisphereWeights(ctx, lm_defaultWeights, 0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
// allocate batchPosition-to-lightmapPosition map
|
|
ctx->hemisphere.fbHemiToLightmapLocation = (lm_ivec2*)LM_CALLOC(ctx->hemisphere.fbHemiCountX * ctx->hemisphere.fbHemiCountY, sizeof(lm_ivec2));
|
|
|
|
return ctx;
|
|
}
|
|
|
|
void QtLightMapper::lmDestroy(lm_context *ctx)
|
|
{
|
|
// reset state
|
|
glUseProgram(0);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
|
glBindVertexArray(0);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
|
|
// delete gl objects
|
|
glDeleteTextures(1, &ctx->hemisphere.firstPass.weightsTexture);
|
|
glDeleteTextures(1, &ctx->hemisphere.storage.texture);
|
|
glDeleteProgram(ctx->hemisphere.downsamplePass.programID);
|
|
glDeleteProgram(ctx->hemisphere.firstPass.programID);
|
|
glDeleteVertexArrays(1, &ctx->hemisphere.vao);
|
|
glDeleteRenderbuffers(1, &ctx->hemisphere.fbDepth);
|
|
glDeleteFramebuffers(2, ctx->hemisphere.fb);
|
|
glDeleteTextures(2, ctx->hemisphere.fbTexture);
|
|
glDeleteTextures(1, &ctx->hemisphere.storage.texture);
|
|
|
|
// free memory
|
|
LM_FREE(ctx->hemisphere.storage.toLightmapLocation);
|
|
LM_FREE(ctx->hemisphere.fbHemiToLightmapLocation);
|
|
#ifdef LM_DEBUG_INTERPOLATION
|
|
LM_FREE(ctx->lightmap.debug);
|
|
#endif
|
|
LM_FREE(ctx);
|
|
}
|
|
|
|
void QtLightMapper::lmSetHemisphereWeights(lm_context *ctx, lm_weight_func f, void *userdata)
|
|
{
|
|
// hemisphere weights texture. bakes in material dependent attenuation behaviour.
|
|
float *weights = (float*)LM_CALLOC(2 * 3 * ctx->hemisphere.size * ctx->hemisphere.size, sizeof(float));
|
|
float center = (ctx->hemisphere.size - 1) * 0.5f;
|
|
double sum = 0.0;
|
|
for (unsigned int y = 0; y < ctx->hemisphere.size; y++)
|
|
{
|
|
float dy = 2.0f * (y - center) / (float)ctx->hemisphere.size;
|
|
for (unsigned int x = 0; x < ctx->hemisphere.size; x++)
|
|
{
|
|
float dx = 2.0f * (x - center) / (float)ctx->hemisphere.size;
|
|
lm_vec3 v = lm_normalize3(lm_v3(dx, dy, 1.0f));
|
|
|
|
float solidAngle = v.z * v.z * v.z;
|
|
|
|
float *w0 = weights + 2 * (y * (3 * ctx->hemisphere.size) + x);
|
|
float *w1 = w0 + 2 * ctx->hemisphere.size;
|
|
float *w2 = w1 + 2 * ctx->hemisphere.size;
|
|
|
|
// center weights
|
|
w0[0] = solidAngle * f(v.z, userdata);
|
|
w0[1] = solidAngle;
|
|
|
|
// left/right side weights
|
|
w1[0] = solidAngle * f(lm_absf(v.x), userdata);
|
|
w1[1] = solidAngle;
|
|
|
|
// up/down side weights
|
|
w2[0] = solidAngle * f(lm_absf(v.y), userdata);
|
|
w2[1] = solidAngle;
|
|
|
|
sum += 3.0 * (double)solidAngle;
|
|
}
|
|
}
|
|
|
|
// normalize weights
|
|
float weightScale = (float)(1.0 / sum);
|
|
for (unsigned int i = 0; i < 2 * 3 * ctx->hemisphere.size * ctx->hemisphere.size; i++)
|
|
weights[i] *= weightScale;
|
|
|
|
// upload weight texture
|
|
glBindTexture(GL_TEXTURE_2D, ctx->hemisphere.firstPass.weightsTexture);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, 3 * ctx->hemisphere.size, ctx->hemisphere.size, 0, GL_RG, GL_FLOAT, weights);
|
|
LM_FREE(weights);
|
|
}
|
|
|
|
void QtLightMapper::lmSetTargetLightmap(lm_context *ctx, float *outLightmap, int w, int h, int c)
|
|
{
|
|
ctx->lightmap.data = outLightmap;
|
|
ctx->lightmap.width = w;
|
|
ctx->lightmap.height = h;
|
|
ctx->lightmap.channels = c;
|
|
|
|
// allocate storage texture
|
|
if (!ctx->hemisphere.storage.texture)
|
|
glGenTextures(1, &ctx->hemisphere.storage.texture);
|
|
glBindTexture(GL_TEXTURE_2D, ctx->hemisphere.storage.texture);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, w, h, 0, GL_RGBA, GL_FLOAT, 0);
|
|
|
|
// allocate storage position to lightmap position map
|
|
if (ctx->hemisphere.storage.toLightmapLocation)
|
|
LM_FREE(ctx->hemisphere.storage.toLightmapLocation);
|
|
ctx->hemisphere.storage.toLightmapLocation = (lm_ivec2*)LM_CALLOC(w * h, sizeof(lm_ivec2));
|
|
// invalidate all positions
|
|
for (int i = 0; i < w * h; i++)
|
|
ctx->hemisphere.storage.toLightmapLocation[i].x = -1;
|
|
|
|
#ifdef LM_DEBUG_INTERPOLATION
|
|
if (ctx->lightmap.debug)
|
|
LM_FREE(ctx->lightmap.debug);
|
|
ctx->lightmap.debug = (unsigned char*)LM_CALLOC(ctx->lightmap.width * ctx->lightmap.height, 3);
|
|
#endif
|
|
}
|
|
|
|
void QtLightMapper::lmSetGeometry(lm_context *ctx,
|
|
const float *transformationMatrix,
|
|
lm_type positionsType, const void *positionsXYZ, int positionsStride,
|
|
lm_type normalsType, const void *normalsXYZ, int normalsStride,
|
|
lm_type lightmapCoordsType, const void *lightmapCoordsUV, int lightmapCoordsStride,
|
|
int count, lm_type indicesType, const void *indices)
|
|
{
|
|
ctx->mesh.modelMatrix = transformationMatrix;
|
|
ctx->mesh.positions = (const unsigned char*)positionsXYZ;
|
|
ctx->mesh.positionsType = positionsType;
|
|
ctx->mesh.positionsStride = positionsStride == 0 ? sizeof(lm_vec3) : positionsStride;
|
|
ctx->mesh.normals = (const unsigned char*)normalsXYZ;
|
|
ctx->mesh.normalsType = normalsType;
|
|
ctx->mesh.normalsStride = normalsStride == 0 ? sizeof(lm_vec3) : normalsStride;
|
|
ctx->mesh.uvs = (const unsigned char*)lightmapCoordsUV;
|
|
ctx->mesh.uvsType = lightmapCoordsType;
|
|
ctx->mesh.uvsStride = lightmapCoordsStride == 0 ? sizeof(lm_vec2) : lightmapCoordsStride;
|
|
ctx->mesh.indicesType = indicesType;
|
|
ctx->mesh.indices = (const unsigned char*)indices;
|
|
ctx->mesh.count = count;
|
|
|
|
lm_inverseTranspose(transformationMatrix, ctx->mesh.normalMatrix);
|
|
|
|
ctx->meshPosition.pass = 0;
|
|
lm_setMeshPosition(ctx, 0);
|
|
}
|
|
|
|
lm_bool QtLightMapper::lmBegin(lm_context *ctx, int* outViewport4, float* outView4x4, float* outProjection4x4)
|
|
{
|
|
assert(ctx->meshPosition.triangle.baseIndex < ctx->mesh.count);
|
|
while (!lm_beginSampleHemisphere(ctx, outViewport4, outView4x4, outProjection4x4))
|
|
{ // as long as there are no hemisphere sides to render...
|
|
// try moving to the next rasterizer position
|
|
if (lm_findNextConservativeTriangleRasterizerPosition(ctx))
|
|
{ // if we successfully moved to the next sample position on the current triangle...
|
|
ctx->meshPosition.hemisphere.side = 0; // start sampling a hemisphere there
|
|
}
|
|
else
|
|
{ // if there are no valid sample positions on the current triangle...
|
|
if (ctx->meshPosition.triangle.baseIndex + 3 < ctx->mesh.count)
|
|
{ // ...and there are triangles left: move to the next triangle and continue sampling.
|
|
lm_setMeshPosition(ctx, ctx->meshPosition.triangle.baseIndex + 3);
|
|
}
|
|
else
|
|
{ // ...and there are no triangles left: finish
|
|
lm_integrateHemisphereBatch(ctx); // integrate and store last batch
|
|
lm_writeResultsToLightmap(ctx); // read storage data from gpu memory and write it to the lightmap
|
|
|
|
if (++ctx->meshPosition.pass == ctx->meshPosition.passCount)
|
|
{
|
|
ctx->meshPosition.pass = 0;
|
|
ctx->meshPosition.triangle.baseIndex = ctx->mesh.count; // set end condition (in case someone accidentally calls lmBegin again)
|
|
|
|
#ifdef LM_DEBUG_INTERPOLATION
|
|
lmImageSaveTGAub("debug_interpolation.tga", ctx->lightmap.debug, ctx->lightmap.width, ctx->lightmap.height, 3);
|
|
|
|
// lightmap texel statistics
|
|
int rendered = 0, interpolated = 0, wasted = 0;
|
|
for (int y = 0; y < ctx->lightmap.height; y++)
|
|
{
|
|
for (int x = 0; x < ctx->lightmap.width; x++)
|
|
{
|
|
if (ctx->lightmap.debug[(y * ctx->lightmap.width + x) * 3 + 0])
|
|
rendered++;
|
|
else if (ctx->lightmap.debug[(y * ctx->lightmap.width + x) * 3 + 1])
|
|
interpolated++;
|
|
else
|
|
wasted++;
|
|
}
|
|
}
|
|
int used = rendered + interpolated;
|
|
int total = used + wasted;
|
|
printf("\n#######################################################################\n");
|
|
printf("%10d %6.2f%% rendered hemicubes integrated to lightmap texels.\n", rendered, 100.0f * (float)rendered / (float)total);
|
|
printf("%10d %6.2f%% interpolated lightmap texels.\n", interpolated, 100.0f * (float)interpolated / (float)total);
|
|
printf("%10d %6.2f%% wasted lightmap texels.\n", wasted, 100.0f * (float)wasted / (float)total);
|
|
printf("\n%17.2f%% of used texels were rendered.\n", 100.0f * (float)rendered / (float)used);
|
|
printf("#######################################################################\n");
|
|
#endif
|
|
|
|
return LM_FALSE;
|
|
}
|
|
|
|
lm_setMeshPosition(ctx, 0); // start over with the next pass
|
|
}
|
|
}
|
|
}
|
|
return LM_TRUE;
|
|
}
|
|
|
|
float QtLightMapper::lmProgress(lm_context *ctx)
|
|
{
|
|
float passProgress = (float)ctx->meshPosition.triangle.baseIndex / (float)ctx->mesh.count;
|
|
return ((float)ctx->meshPosition.pass + passProgress) / (float)ctx->meshPosition.passCount;
|
|
}
|
|
|
|
void QtLightMapper::lmEnd(lm_context *ctx)
|
|
{
|
|
lm_endSampleHemisphere(ctx);
|
|
}
|
|
|
|
// these are not performance tuned since their impact on the whole lightmapping duration is insignificant
|
|
float QtLightMapper::lmImageMin(const float *image, int w, int h, int c, int m)
|
|
{
|
|
assert(c > 0 && m);
|
|
float minValue = FLT_MAX;
|
|
for (int i = 0; i < w * h; i++)
|
|
for (int j = 0; j < c; j++)
|
|
if (m & (1 << j))
|
|
minValue = lm_minf(minValue, image[i * c + j]);
|
|
return minValue;
|
|
}
|
|
|
|
float QtLightMapper::lmImageMax(const float *image, int w, int h, int c, int m)
|
|
{
|
|
assert(c > 0 && m);
|
|
float maxValue = 0.0f;
|
|
for (int i = 0; i < w * h; i++)
|
|
for (int j = 0; j < c; j++)
|
|
if (m & (1 << j))
|
|
maxValue = lm_maxf(maxValue, image[i * c + j]);
|
|
return maxValue;
|
|
}
|
|
|
|
void QtLightMapper::lmImageAdd(float *image, int w, int h, int c, float value, int m)
|
|
{
|
|
assert(c > 0 && m);
|
|
for (int i = 0; i < w * h; i++)
|
|
for (int j = 0; j < c; j++)
|
|
if (m & (1 << j))
|
|
image[i * c + j] += value;
|
|
}
|
|
|
|
void QtLightMapper::lmImageScale(float *image, int w, int h, int c, float factor, int m)
|
|
{
|
|
assert(c > 0 && m);
|
|
for (int i = 0; i < w * h; i++)
|
|
for (int j = 0; j < c; j++)
|
|
if (m & (1 << j))
|
|
image[i * c + j] *= factor;
|
|
}
|
|
|
|
void QtLightMapper::lmImagePower(float *image, int w, int h, int c, float exponent, int m)
|
|
{
|
|
assert(c > 0 && m);
|
|
for (int i = 0; i < w * h; i++)
|
|
for (int j = 0; j < c; j++)
|
|
if (m & (1 << j))
|
|
image[i * c + j] = powf(image[i * c + j], exponent);
|
|
}
|
|
|
|
void QtLightMapper::lmImageDilate(const float *image, float *outImage, int w, int h, int c)
|
|
{
|
|
assert(c > 0 && c <= 4);
|
|
for (int y = 0; y < h; y++)
|
|
{
|
|
for (int x = 0; x < w; x++)
|
|
{
|
|
float color[4];
|
|
lm_bool valid = LM_FALSE;
|
|
for (int i = 0; i < c; i++)
|
|
{
|
|
color[i] = image[(y * w + x) * c + i];
|
|
valid |= color[i] > 0.0f;
|
|
}
|
|
if (!valid)
|
|
{
|
|
int n = 0;
|
|
const int dx[] = { -1, 0, 1, 0 };
|
|
const int dy[] = { 0, 1, 0, -1 };
|
|
for (int d = 0; d < 4; d++)
|
|
{
|
|
int cx = x + dx[d];
|
|
int cy = y + dy[d];
|
|
if (cx >= 0 && cx < w && cy >= 0 && cy < h)
|
|
{
|
|
float dcolor[4];
|
|
lm_bool dvalid = LM_FALSE;
|
|
for (int i = 0; i < c; i++)
|
|
{
|
|
dcolor[i] = image[(cy * w + cx) * c + i];
|
|
dvalid |= dcolor[i] > 0.0f;
|
|
}
|
|
if (dvalid)
|
|
{
|
|
for (int i = 0; i < c; i++)
|
|
color[i] += dcolor[i];
|
|
n++;
|
|
}
|
|
}
|
|
}
|
|
if (n)
|
|
{
|
|
float in = 1.0f / n;
|
|
for (int i = 0; i < c; i++)
|
|
color[i] *= in;
|
|
}
|
|
}
|
|
for (int i = 0; i < c; i++)
|
|
outImage[(y * w + x) * c + i] = color[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
void QtLightMapper::lmImageSmooth(const float *image, float *outImage, int w, int h, int c)
|
|
{
|
|
assert(c > 0 && c <= 4);
|
|
for (int y = 0; y < h; y++)
|
|
{
|
|
for (int x = 0; x < w; x++)
|
|
{
|
|
float color[4] = {0};
|
|
int n = 0;
|
|
for (int dy = -1; dy <= 1; dy++)
|
|
{
|
|
int cy = y + dy;
|
|
for (int dx = -1; dx <= 1; dx++)
|
|
{
|
|
int cx = x + dx;
|
|
if (cx >= 0 && cx < w && cy >= 0 && cy < h)
|
|
{
|
|
lm_bool valid = LM_FALSE;
|
|
for (int i = 0; i < c; i++)
|
|
valid |= image[(cy * w + cx) * c + i] > 0.0f;
|
|
if (valid)
|
|
{
|
|
for (int i = 0; i < c; i++)
|
|
color[i] += image[(cy * w + cx) * c + i];
|
|
n++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (int i = 0; i < c; i++)
|
|
outImage[(y * w + x) * c + i] = n ? color[i] / n : 0.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
void QtLightMapper::lmImageDownsample(const float *image, float *outImage, int w, int h, int c)
|
|
{
|
|
assert(c > 0 && c <= 4);
|
|
for (int y = 0; y < h / 2; y++)
|
|
{
|
|
for (int x = 0; x < w / 2; x++)
|
|
{
|
|
int p0 = 2 * (y * w + x) * c;
|
|
int p1 = p0 + w * c;
|
|
int valid[2][2] = {0};
|
|
float sums[4] = {0};
|
|
for (int i = 0; i < c; i++)
|
|
{
|
|
valid[0][0] |= image[p0 + i] != 0.0f ? 1 : 0;
|
|
valid[0][1] |= image[p0 + c + i] != 0.0f ? 1 : 0;
|
|
valid[1][0] |= image[p1 + i] != 0.0f ? 1 : 0;
|
|
valid[1][1] |= image[p1 + c + i] != 0.0f ? 1 : 0;
|
|
sums[i] += image[p0 + i] + image[p0 + c + i] + image[p1 + i] + image[p1 + c + i];
|
|
}
|
|
int n = valid[0][0] + valid[0][1] + valid[1][0] + valid[1][1];
|
|
int p = (y * w / 2 + x) * c;
|
|
for (int i = 0; i < c; i++)
|
|
outImage[p + i] = n ? sums[i] / n : 0.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
void QtLightMapper::lmImageFtoUB(const float *image, unsigned char *outImage, int w, int h, int c, float max)
|
|
{
|
|
assert(c > 0);
|
|
float scale = 255.0f / (max != 0.0f ? max : lmImageMax(image, w, h, c, LM_ALL_CHANNELS));
|
|
for (int i = 0; i < w * h * c; i++)
|
|
outImage[i] = (unsigned char)lm_minf(lm_maxf(image[i] * scale, 0.0f), 255.0f);
|
|
}
|
|
|
|
// TGA output helpers
|
|
static void lm_swapRandBub(unsigned char *image, int w, int h, int c)
|
|
{
|
|
assert(c >= 3);
|
|
for (int i = 0; i < w * h * c; i += c)
|
|
LM_SWAP(unsigned char, image[i], image[i + 2]);
|
|
}
|
|
|
|
lm_bool QtLightMapper::lmImageSaveTGAub(const char *filename, const unsigned char *image, int w, int h, int c)
|
|
{
|
|
assert(c == 1 || c == 3 || c == 4);
|
|
lm_bool isGreyscale = c == 1;
|
|
lm_bool hasAlpha = c == 4;
|
|
unsigned char header[18] = {
|
|
0, 0, (unsigned char)(isGreyscale ? 3 : 2), 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
|
(unsigned char)(w & 0xff), (unsigned char)((w >> 8) & 0xff), (unsigned char)(h & 0xff), (unsigned char)((h >> 8) & 0xff),
|
|
(unsigned char)(8 * c), (unsigned char)(hasAlpha ? 8 : 0)
|
|
};
|
|
#if defined(_MSC_VER) && _MSC_VER >= 1400
|
|
FILE *file;
|
|
if (fopen_s(&file, filename, "wb") != 0) return LM_FALSE;
|
|
#else
|
|
FILE *file = fopen(filename, "wb");
|
|
if (!file) return LM_FALSE;
|
|
#endif
|
|
fwrite(header, 1, sizeof(header), file);
|
|
|
|
// we make sure to swap it back! trust me. :)
|
|
if (!isGreyscale)
|
|
lm_swapRandBub((unsigned char*)image, w, h, c);
|
|
fwrite(image, 1, w * h * c , file);
|
|
if (!isGreyscale)
|
|
lm_swapRandBub((unsigned char*)image, w, h, c);
|
|
|
|
fclose(file);
|
|
return LM_TRUE;
|
|
}
|
|
|
|
lm_bool QtLightMapper::lmImageSaveTGAf(const char *filename, const float *image, int w, int h, int c, float max)
|
|
{
|
|
unsigned char *temp = (unsigned char*)LM_CALLOC(w * h * c, sizeof(unsigned char));
|
|
lmImageFtoUB(image, temp, w, h, c, max);
|
|
lm_bool success = lmImageSaveTGAub(filename, temp, w, h, c);
|
|
LM_FREE(temp);
|
|
return success;
|
|
}
|
|
|
|
int QtLightMapper::initScene(scene_t *scene)
|
|
{
|
|
glGenVertexArrays(1, &scene->vao);
|
|
glBindVertexArray(scene->vao);
|
|
|
|
glGenBuffers(1, &scene->vbo);
|
|
glBindBuffer(GL_ARRAY_BUFFER, scene->vbo);
|
|
glBufferData(GL_ARRAY_BUFFER, scene->vertexCount * sizeof(vertex_t), scene->vertices, GL_STATIC_DRAW);
|
|
|
|
glGenBuffers(1, &scene->ibo);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, scene->ibo);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, scene->indexCount * sizeof(unsigned short), scene->indices, GL_STATIC_DRAW);
|
|
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void*)offsetof(vertex_t, p));
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void*)offsetof(vertex_t, t));
|
|
|
|
// create lightmap texture
|
|
//scene->w = 654;
|
|
//scene->h = 654;
|
|
glGenTextures(1, &scene->lightmap);
|
|
glBindTexture(GL_TEXTURE_2D, scene->lightmap);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
unsigned char emissive[] = { 0, 0, 0, 255 };
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, emissive);
|
|
|
|
// load shader
|
|
const char *vp =
|
|
"#version 150 core\n"
|
|
"in vec3 a_position;\n"
|
|
"in vec2 a_texcoord;\n"
|
|
"uniform mat4 u_view;\n"
|
|
"uniform mat4 u_projection;\n"
|
|
"out vec2 v_texcoord;\n"
|
|
|
|
"void main()\n"
|
|
"{\n"
|
|
"gl_Position = u_projection * (u_view * vec4(a_position, 1.0));\n"
|
|
"v_texcoord = a_texcoord;\n"
|
|
"}\n";
|
|
|
|
const char *fp =
|
|
"#version 150 core\n"
|
|
"in vec2 v_texcoord;\n"
|
|
"uniform sampler2D u_lightmap;\n"
|
|
"out vec4 o_color;\n"
|
|
|
|
"void main()\n"
|
|
"{\n"
|
|
"o_color = vec4(texture(u_lightmap, v_texcoord).rgb, gl_FrontFacing ? 1.0 : 0.0);\n"
|
|
"}\n";
|
|
|
|
if (!m_useCore) {
|
|
vp =
|
|
"attribute vec3 a_position;\n"
|
|
"attribute vec2 a_texcoord;\n"
|
|
"uniform mat4 u_view;\n"
|
|
"uniform mat4 u_projection;\n"
|
|
"varying vec2 v_texcoord;\n"
|
|
|
|
"void main()\n"
|
|
"{\n"
|
|
"gl_Position = u_projection * (u_view * vec4(a_position, 1.0));\n"
|
|
"v_texcoord = a_texcoord;\n"
|
|
"}\n";
|
|
|
|
fp =
|
|
"varying vec2 v_texcoord;\n"
|
|
"uniform sampler2D u_lightmap;\n"
|
|
|
|
"void main()\n"
|
|
"{\n"
|
|
"gl_FragColor = vec4(texture2D(u_lightmap, v_texcoord).rgb, gl_FrontFacing ? 1.0 : 0.0);\n"
|
|
"}\n";
|
|
}
|
|
|
|
const char *attribs[] =
|
|
{
|
|
"a_position",
|
|
"a_texcoord"
|
|
};
|
|
|
|
scene->program = loadProgram(vp, fp, attribs, 2);
|
|
if (!scene->program)
|
|
{
|
|
fprintf(stderr, "Error loading shader\n");
|
|
return 0;
|
|
}
|
|
scene->u_view = glGetUniformLocation(scene->program, "u_view");
|
|
scene->u_projection = glGetUniformLocation(scene->program, "u_projection");
|
|
scene->u_lightmap = glGetUniformLocation(scene->program, "u_lightmap");
|
|
|
|
return 1;
|
|
}
|
|
|
|
GLuint QtLightMapper::loadShader(GLenum type, const char *source)
|
|
{
|
|
GLuint shader = glCreateShader(type);
|
|
if (shader == 0)
|
|
{
|
|
fprintf(stderr, "Could not create shader!\n");
|
|
return 0;
|
|
}
|
|
glShaderSource(shader, 1, &source, NULL);
|
|
glCompileShader(shader);
|
|
GLint compiled;
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
|
|
if (!compiled)
|
|
{
|
|
fprintf(stderr, "Could not compile shader!\n");
|
|
GLint infoLen = 0;
|
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
|
|
if (infoLen)
|
|
{
|
|
char* infoLog = (char*)malloc(infoLen);
|
|
glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
|
|
fprintf(stderr, "%s\n", infoLog);
|
|
fprintf(stderr, "------------------------\n");
|
|
fprintf(stderr, "%s\n", source);
|
|
fprintf(stderr, "------------------------\n");
|
|
free(infoLog);
|
|
}
|
|
glDeleteShader(shader);
|
|
return 0;
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
GLuint QtLightMapper::loadProgram(const char *vp, const char *fp, const char **attributes, int attributeCount)
|
|
{
|
|
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, vp);
|
|
if (!vertexShader)
|
|
return 0;
|
|
GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, fp);
|
|
if (!fragmentShader)
|
|
{
|
|
glDeleteShader(vertexShader);
|
|
return 0;
|
|
}
|
|
|
|
GLuint program = glCreateProgram();
|
|
if (program == 0)
|
|
{
|
|
fprintf(stderr, "Could not create program!\n");
|
|
return 0;
|
|
}
|
|
glAttachShader(program, vertexShader);
|
|
glAttachShader(program, fragmentShader);
|
|
|
|
for (int i = 0; i < attributeCount; i++)
|
|
glBindAttribLocation(program, i, attributes[i]);
|
|
|
|
glLinkProgram(program);
|
|
glDeleteShader(vertexShader);
|
|
glDeleteShader(fragmentShader);
|
|
GLint linked;
|
|
glGetProgramiv(program, GL_LINK_STATUS, &linked);
|
|
if (!linked)
|
|
{
|
|
fprintf(stderr, "Could not link program!\n");
|
|
GLint infoLen = 0;
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen);
|
|
if (infoLen)
|
|
{
|
|
char* infoLog = (char*)malloc(sizeof(char) * infoLen);
|
|
glGetProgramInfoLog(program, infoLen, NULL, infoLog);
|
|
fprintf(stderr, "%s\n", infoLog);
|
|
free(infoLog);
|
|
}
|
|
glDeleteProgram(program);
|
|
return 0;
|
|
}
|
|
return program;
|
|
}
|
|
|
|
void QtLightMapper::drawScene(scene_t *scene, float *view, float *projection)
|
|
{
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glUseProgram(scene->program);
|
|
glUniform1i(scene->u_lightmap, 0);
|
|
glUniformMatrix4fv(scene->u_projection, 1, GL_FALSE, projection);
|
|
glUniformMatrix4fv(scene->u_view, 1, GL_FALSE, view);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, scene->lightmap);
|
|
|
|
glBindVertexArray(scene->vao);
|
|
glDrawElements(GL_TRIANGLES, scene->indexCount, GL_UNSIGNED_SHORT, 0);
|
|
}
|
|
|
|
void QtLightMapper::destroyScene(scene_t *scene)
|
|
{
|
|
free(scene->vertices);
|
|
free(scene->indices);
|
|
glDeleteVertexArrays(1, &scene->vao);
|
|
glDeleteBuffers(1, &scene->vbo);
|
|
glDeleteBuffers(1, &scene->ibo);
|
|
glDeleteTextures(1, &scene->lightmap);
|
|
glDeleteProgram(scene->program);
|
|
}
|
|
|
|
#endif // LIGHTMAPPER_IMPLEMENTATION
|
|
|
|
#endif
|