Torque3D/Engine/source/lighting/basic/blTerrainSystem.cpp
AzaezelX f946088214 revert #1148 as prematurely incorporated
it's getting there, but there have been a few spots noted where it eroneously corrupts text, so we'll have to pull this back out for a bit barring a proper resolution
2024-01-11 13:33:03 -06:00

715 lines
20 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "lighting/basic/blTerrainSystem.h"
#include "core/bitVector.h"
#include "lighting/common/shadowVolumeBSP.h"
#include "lighting/lightingInterfaces.h"
#include "terrain/terrData.h"
#include "lighting/basic/basicLightManager.h"
#include "lighting/common/sceneLighting.h"
#include "gfx/bitmap/gBitmap.h"
#include "collision/collision.h"
extern SceneLighting* gLighting;
struct blTerrainChunk : public PersistInfo::PersistChunk
{
typedef PersistInfo::PersistChunk Parent;
blTerrainChunk();
~blTerrainChunk();
GBitmap *mLightmap;
bool read(Stream &);
bool write(Stream &);
};
//------------------------------------------------------------------------------
// Class SceneLighting::TerrainChunk
//------------------------------------------------------------------------------
blTerrainChunk::blTerrainChunk()
{
mChunkType = PersistChunk::TerrainChunkType;
mLightmap = NULL;
}
blTerrainChunk::~blTerrainChunk()
{
if(mLightmap)
delete mLightmap;
}
//------------------------------------------------------------------------------
bool blTerrainChunk::read(Stream & stream)
{
if(!Parent::read(stream))
return(false);
mLightmap = new GBitmap();
return mLightmap->readBitmap("png",stream);
}
bool blTerrainChunk::write(Stream & stream)
{
if(!Parent::write(stream))
return(false);
if(!mLightmap)
return(false);
if(!mLightmap->writeBitmap("png",stream))
return(false);
return(true);
}
class blTerrainProxy : public SceneLighting::ObjectProxy
{
protected:
typedef ObjectProxy Parent;
BitVector mShadowMask;
ShadowVolumeBSP * mShadowVolume;
LinearColorF * mLightmap;
/// The dimension of the lightmap in pixels.
const U32 mLightMapSize;
/// The dimension of the terrain height map sample array.
const U32 mTerrainBlockSize;
LinearColorF *sgBakedLightmap;
Vector<LightInfo *> sgLights;
bool sgMarkStaticShadow(void *terrainproxy, SceneObject *sceneobject, LightInfo *light);
//void postLight(bool lastLight);
void lightVector(LightInfo *);
struct SquareStackNode
{
U8 mLevel;
U16 mClipFlags;
Point2I mPos;
};
S32 testSquare(const Point3F &, const Point3F &, S32, F32, const Vector<PlaneF> &);
bool markObjectShadow(ObjectProxy *);
bool sgIsCorrectStaticObjectType(SceneObject *obj);
inline LinearColorF _getValue( S32 row, S32 column );
public:
blTerrainProxy(SceneObject * obj);
~blTerrainProxy();
TerrainBlock * operator->() {return(static_cast<TerrainBlock*>(static_cast<SceneObject*>(mObj)));}
TerrainBlock * getObject() {return(static_cast<TerrainBlock*>(static_cast<SceneObject*>(mObj)));}
bool getShadowedSquares(const Vector<PlaneF> &, Vector<U16> &);
// lighting
void init();
bool preLight(LightInfo *);
void light(LightInfo *);
// persist
U32 getResourceCRC();
bool setPersistInfo(PersistInfo::PersistChunk *);
bool getPersistInfo(PersistInfo::PersistChunk *);
virtual bool supportsShadowVolume();
virtual void getClipPlanes(Vector<PlaneF>& planes);
virtual void addToShadowVolume(ShadowVolumeBSP * shadowVolume, LightInfo * light, S32 level);
// events
//virtual void processTGELightProcessEvent(U32 curr, U32 max, LightInfo* currlight);
//virtual void processSGObjectProcessEvent(LightInfo* currLight);
};
//-------------------------------------------------------------------------------
// Class SceneLighting::TerrainProxy:
//-------------------------------------------------------------------------------
blTerrainProxy::blTerrainProxy( SceneObject *obj ) :
Parent( obj ),
mLightMapSize( getObject()->getLightMapSize() ),
mShadowVolume( NULL ),
mTerrainBlockSize( getObject()->getBlockSize() ),
mLightmap( NULL ),
sgBakedLightmap( NULL )
{
}
blTerrainProxy::~blTerrainProxy()
{
delete [] mLightmap;
}
//-------------------------------------------------------------------------------
void blTerrainProxy::init()
{
mLightmap = new LinearColorF[ mLightMapSize * mLightMapSize ];
dMemset(mLightmap, 0, mLightMapSize * mLightMapSize * sizeof(LinearColorF));
mShadowMask.setSize( mTerrainBlockSize * mTerrainBlockSize );
}
bool blTerrainProxy::preLight(LightInfo * light)
{
if(!bool(mObj))
return(false);
if(light->getType() != LightInfo::Vector)
return(false);
mShadowMask.clear();
return(true);
}
inline LinearColorF blTerrainProxy::_getValue( S32 row, S32 column )
{
while( row < 0 )
row += mLightMapSize;
row = row % mLightMapSize;
while( column < 0 )
column += mLightMapSize;
column = column % mLightMapSize;
U32 offset = row * mLightMapSize + column;
return mLightmap[offset];
}
bool blTerrainProxy::markObjectShadow(ObjectProxy * proxy)
{
if (!proxy->supportsShadowVolume())
return false;
// setup the clip planes
Vector<PlaneF> clipPlanes;
proxy->getClipPlanes(clipPlanes);
Vector<U16> shadowList;
if(!getShadowedSquares(clipPlanes, shadowList))
return(false);
// set the correct bit
for(U32 i = 0; i < shadowList.size(); i++)
mShadowMask.set(shadowList[i]);
return(true);
}
void blTerrainProxy::light(LightInfo * light)
{
// If we don't have terrain or its not a directional
// light then skip processing.
TerrainBlock * terrain = getObject();
if ( !terrain || light->getType() != LightInfo::Vector )
return;
S32 time = Platform::getRealMilliseconds();
// reset
mShadowVolume = new ShadowVolumeBSP;
// build interior shadow volume
for(ObjectProxy ** itr = gLighting->mLitObjects.begin(); itr != gLighting->mLitObjects.end(); itr++)
{
ObjectProxy* objproxy = *itr;
if (markObjectShadow(objproxy))
objproxy->addToShadowVolume(mShadowVolume, light, SceneLighting::SHADOW_DETAIL);
}
lightVector(light);
// set the lightmap...
terrain->clearLightMap();
// Blur...
F32 kernel[3][3] = { {1, 2, 1},
{2, 3, 2},
{1, 2, 1} };
F32 modifier = 1;
F32 divisor = 0;
for( U32 i=0; i<3; i++ )
{
for( U32 j=0; j<3; j++ )
{
if( i==1 && j==1 )
{
kernel[i][j] = 1 + kernel[i][j] * modifier;
}
else
{
kernel[i][j] = kernel[i][j] * modifier;
}
divisor += kernel[i][j];
}
}
for( U32 i=0; i < mLightMapSize; i++ )
{
for( U32 j=0; j < mLightMapSize; j++ )
{
LinearColorF val;
val = _getValue( i-1, j-1 ) * kernel[0][0];
val += _getValue( i-1, j ) * kernel[0][1];
val += _getValue( i-1, j+1 ) * kernel[0][2];
val += _getValue( i, j-1 ) * kernel[1][0];
val += _getValue( i, j ) * kernel[1][1];
val += _getValue( i, j+1 ) * kernel[1][2];
val += _getValue( i+1, j-1 ) * kernel[2][0];
val += _getValue( i+1, j ) * kernel[2][1];
val += _getValue( i+1, j+1 ) * kernel[2][2];
U32 edge = 0;
if( j == 0 || j == mLightMapSize - 1 )
edge++;
if( i == 0 || i == mLightMapSize - 1 )
edge++;
if( !edge )
val = val / divisor;
else
val = mLightmap[ i * mLightMapSize + j ];
// clamp values
mLightmap[ i * mLightMapSize + j ]= val;
}
}
// And stuff it into the texture...
GBitmap *terrLightMap = terrain->getLightMap();
for(U32 y = 0; y < mLightMapSize; y++)
{
for(U32 x = 0; x < mLightMapSize; x++)
{
ColorI color(255, 255, 255, 255);
color.red = mLightmap[x + y * mLightMapSize].red * 255;
color.green = mLightmap[x + y * mLightMapSize].green * 255;
color.blue = mLightmap[x + y * mLightMapSize].blue * 255;
terrLightMap->setColor(x, y, color);
}
}
/*
// This handles matching up the outer edges of the terrain
// lightmap when it has neighbors
if (!terrain->isTiling())
{
for (S32 y = 0; y < terrLightMap->getHeight(); y++)
{
ColorI c;
if (terrain->getFile()->mEdgeTerrainFiles[0])
{
terrLightMap->getColor(terrLightMap->getWidth()-1,y,c);
terrLightMap->setColor(0,y,c);
terrLightMap->setColor(1,y,c);
}
else
{
terrLightMap->getColor(0,y,c);
terrLightMap->setColor(terrLightMap->getWidth()-1,y,c);
terrLightMap->setColor(terrLightMap->getWidth()-2,y,c);
}
}
for (S32 x = 0; x < terrLightMap->getHeight(); x++)
{
ColorI c;
if (terrain->getFile()->mEdgeTerrainFiles[1])
{
terrLightMap->getColor(x,terrLightMap->getHeight()-1,c);
terrLightMap->setColor(x,0,c);
terrLightMap->setColor(x,1,c);
}
else
{
terrLightMap->getColor(x,0,c);
terrLightMap->setColor(x,terrLightMap->getHeight()-1,c);
terrLightMap->setColor(x,terrLightMap->getHeight()-2,c);
}
}
}
*/
delete mShadowVolume;
Con::printf(" = terrain lit in %3.3f seconds", (Platform::getRealMilliseconds()-time)/1000.f);
}
//------------------------------------------------------------------------------
S32 blTerrainProxy::testSquare(const Point3F & min, const Point3F & max, S32 mask, F32 expand, const Vector<PlaneF> & clipPlanes)
{
expand = 0;
S32 retMask = 0;
Point3F minPoint, maxPoint;
for(S32 i = 0; i < clipPlanes.size(); i++)
{
if(mask & (1 << i))
{
if(clipPlanes[i].x > 0)
{
maxPoint.x = max.x;
minPoint.x = min.x;
}
else
{
maxPoint.x = min.x;
minPoint.x = max.x;
}
if(clipPlanes[i].y > 0)
{
maxPoint.y = max.y;
minPoint.y = min.y;
}
else
{
maxPoint.y = min.y;
minPoint.y = max.y;
}
if(clipPlanes[i].z > 0)
{
maxPoint.z = max.z;
minPoint.z = min.z;
}
else
{
maxPoint.z = min.z;
minPoint.z = max.z;
}
F32 maxDot = mDot(maxPoint, clipPlanes[i]);
F32 minDot = mDot(minPoint, clipPlanes[i]);
F32 planeD = clipPlanes[i].d;
if(maxDot <= -(planeD + expand))
return(U16(-1));
if(minDot <= -planeD)
retMask |= (1 << i);
}
}
return(retMask);
}
bool blTerrainProxy::getShadowedSquares(const Vector<PlaneF> & clipPlanes, Vector<U16> & shadowList)
{
TerrainBlock *terrain = getObject();
if ( !terrain )
return false;
// TODO: Fix me for variable terrain sizes!
return true;
/*
SquareStackNode stack[TerrainBlock::BlockShift * 4];
stack[0].mLevel = TerrainBlock::BlockShift;
stack[0].mClipFlags = 0xff;
stack[0].mPos.set(0,0);
U32 stackSize = 1;
Point3F blockPos;
terrain->getTransform().getColumn(3, &blockPos);
S32 squareSize = terrain->getSquareSize();
F32 floatSquareSize = (F32)squareSize;
bool marked = false;
// push through all the levels of the quadtree
while(stackSize)
{
SquareStackNode * node = &stack[stackSize - 1];
S32 clipFlags = node->mClipFlags;
Point2I pos = node->mPos;
GridSquare * sq = terrain->findSquare(node->mLevel, pos);
Point3F minPoint, maxPoint;
minPoint.set(squareSize * pos.x + blockPos.x,
squareSize * pos.y + blockPos.y,
fixedToFloat(sq->minHeight));
maxPoint.set(minPoint.x + (squareSize << node->mLevel),
minPoint.y + (squareSize << node->mLevel),
fixedToFloat(sq->maxHeight));
// test the square against the current level
if(clipFlags)
{
clipFlags = testSquare(minPoint, maxPoint, clipFlags, floatSquareSize, clipPlanes);
if(clipFlags == U16(-1))
{
stackSize--;
continue;
}
}
// shadowed?
if(node->mLevel == 0)
{
marked = true;
shadowList.push_back(pos.x + (pos.y << TerrainBlock::BlockShift));
stackSize--;
continue;
}
// setup the next level of squares
U8 nextLevel = node->mLevel - 1;
S32 squareHalfSize = 1 << nextLevel;
for(U32 i = 0; i < 4; i++)
{
node[i].mLevel = nextLevel;
node[i].mClipFlags = clipFlags;
}
node[3].mPos = pos;
node[2].mPos.set(pos.x + squareHalfSize, pos.y);
node[1].mPos.set(pos.x, pos.y + squareHalfSize);
node[0].mPos.set(pos.x + squareHalfSize, pos.y + squareHalfSize);
stackSize += 3;
}
return marked;
*/
}
void blTerrainProxy::lightVector(LightInfo * light)
{
// Grab our terrain object
TerrainBlock* terrain = getObject();
if (!terrain)
return;
// Get the direction to the light (the inverse of the direction
// the light is pointing)
Point3F lightDir = -light->getDirection();
lightDir.normalize();
// Get the ratio between the light map pixel and world space (used below)
F32 lmTerrRatio = (F32)mTerrainBlockSize / (F32) mLightMapSize;
lmTerrRatio *= terrain->getSquareSize();
U32 i = 0;
for (U32 y = 0; y < mLightMapSize; y++)
{
for (U32 x = 0; x < mLightMapSize; x++)
{
// Get the relative pixel position and scale it
// by the ratio between lightmap and world space
Point2F pixelPos(x, y);
pixelPos *= lmTerrRatio;
// Start with a default normal of straight up
Point3F normal(0.0f, 0.0f, 1.0f);
// Try to get the actual normal from the terrain.
// Note: this won't change the default normal if
// it can't find a normal.
terrain->getNormal(pixelPos, &normal);
// The terrain lightmap only contains shadows.
F32 shadowed = 0.0f;
// Get the height at the lightmap pixel's position
F32 height = 0.0f;
terrain->getHeight(pixelPos, &height);
// Calculate the 3D position of the pixel
Point3F pixelPos3F(pixelPos.x, pixelPos.y, height);
// Translate that position by the terrain's transform
terrain->getTransform().mulP(pixelPos3F);
// Offset slighting along the normal so that we don't
// raycast into ourself
pixelPos3F += (normal * 0.1f);
// Calculate the light's position.
// If it is a vector light like the sun (no position
// just direction) then translate along that direction
// a reasonable distance to get a point sufficiently
// far away
Point3F lightPos = light->getPosition();
if(light->getType() == LightInfo::Vector)
{
lightPos = 1000.f * lightDir;
lightPos = pixelPos3F + lightPos;
}
// Cast a ray from the world space position of the lightmap pixel to the light source.
// If we hit something then we are in shadow. This allows us to be shadowed by anything
// that supports a castRay operation.
RayInfo info;
if(terrain->getContainer()->castRay(pixelPos3F, lightPos, STATIC_COLLISION_TYPEMASK, &info))
{
// Shadow the pixel.
shadowed = 1.0f;
}
// Set the final lightmap color.
mLightmap[i++] += LinearColorF::WHITE * mClampF( 1.0f - shadowed, 0.0f, 1.0f );
}
}
}
//--------------------------------------------------------------------------
U32 blTerrainProxy::getResourceCRC()
{
TerrainBlock * terrain = getObject();
if(!terrain)
return(0);
return(terrain->getCRC());
}
//--------------------------------------------------------------------------
bool blTerrainProxy::setPersistInfo(PersistInfo::PersistChunk * info)
{
if(!Parent::setPersistInfo(info))
return(false);
blTerrainChunk * chunk = dynamic_cast<blTerrainChunk*>(info);
AssertFatal(chunk, "blTerrainProxy::setPersistInfo: invalid info chunk!");
TerrainBlock * terrain = getObject();
if(!terrain || !terrain->getLightMap())
return(false);
terrain->setLightMap( new GBitmap( *chunk->mLightmap) );
return(true);
}
bool blTerrainProxy::getPersistInfo(PersistInfo::PersistChunk * info)
{
if(!Parent::getPersistInfo(info))
return(false);
blTerrainChunk * chunk = dynamic_cast<blTerrainChunk*>(info);
AssertFatal(chunk, "blTerrainProxy::getPersistInfo: invalid info chunk!");
TerrainBlock * terrain = getObject();
if(!terrain || !terrain->getLightMap())
return(false);
if(chunk->mLightmap) delete chunk->mLightmap;
chunk->mLightmap = new GBitmap(*terrain->getLightMap());
return(true);
}
bool blTerrainProxy::supportsShadowVolume()
{
return false;
}
void blTerrainProxy::getClipPlanes(Vector<PlaneF>& planes)
{
}
void blTerrainProxy::addToShadowVolume(ShadowVolumeBSP * shadowVolume, LightInfo * light, S32 level)
{
}
void blTerrainSystem::init()
{
}
U32 blTerrainSystem::addObjectType()
{
return TerrainObjectType;
}
SceneLighting::ObjectProxy* blTerrainSystem::createObjectProxy(SceneObject* obj, SceneLighting::ObjectProxyList* sceneObjects)
{
if ((obj->getTypeMask() & TerrainObjectType) != 0)
return new blTerrainProxy(obj);
else
return NULL;
}
PersistInfo::PersistChunk* blTerrainSystem::createPersistChunk(const U32 chunkType)
{
if (chunkType == PersistInfo::PersistChunk::TerrainChunkType)
return new blTerrainChunk();
else
return NULL;
}
bool blTerrainSystem::createPersistChunkFromProxy(SceneLighting::ObjectProxy* objproxy, PersistInfo::PersistChunk **ret)
{
if (dynamic_cast<blTerrainProxy*>(objproxy) != NULL)
{
*ret = new blTerrainChunk();
return true;
}
return false;
}
// Given a ray, this will return the color from the lightmap of this object, return true if handled
bool blTerrainSystem::getColorFromRayInfo(const RayInfo & collision, LinearColorF& result) const
{
TerrainBlock *terrain = dynamic_cast<TerrainBlock *>(collision.object);
if (!terrain)
return false;
Point2F uv;
F32 terrainlength = (F32)terrain->getBlockSize();
Point3F pos = terrain->getPosition();
uv.x = (collision.point.x - pos.x) / terrainlength;
uv.y = (collision.point.y - pos.y) / terrainlength;
// similar to x = x & width...
uv.x = uv.x - F32(U32(uv.x));
uv.y = uv.y - F32(U32(uv.y));
const GBitmap* lightmap = terrain->getLightMap();
if (!lightmap)
return false;
result = lightmap->sampleTexel(uv.x, uv.y);
// terrain lighting is dim - look into this (same thing done in shaders)...
result *= 2.0f;
return true;
}