light: refactor phong shading to use GLM
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2dc01b8469
commit
f018b7324d
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@ -60,6 +60,15 @@ extern const vec3_t vec3_origin;
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qboolean VectorCompare(const vec3_t v1, const vec3_t v2);
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static inline bool
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GLMVectorCompare(const glm::vec3 &v1, const glm::vec3 &v2)
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{
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for (int i = 0; i < 3; i++)
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if (fabs(v1[i] - v2[i]) > EQUAL_EPSILON)
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return false;
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return true;
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}
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static inline vec_t
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DotProduct(const vec3_t x, const vec3_t y)
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{
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@ -114,6 +123,20 @@ VectorSet(vec3_t out, vec_t x, vec_t y, vec_t z)
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out[2] = z;
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}
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static inline void
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VectorCopyFromGLM(const glm::vec3 &in, vec3_t out)
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{
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out[0] = in.x;
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out[1] = in.y;
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out[2] = in.z;
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}
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static inline glm::vec3
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VectorToGLM(const vec3_t in)
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{
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return glm::vec3(in[0], in[1], in[2]);
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}
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static inline vec_t
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Q_rint(vec_t in)
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{
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@ -412,7 +412,7 @@ const modelinfo_t *ModelInfoForFace(const bsp2_t *bsp, int facenum);
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bool FacesSmoothed(const bsp2_dface_t *f1, const bsp2_dface_t *f2);
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const std::set<const bsp2_dface_t *> &GetSmoothFaces(const bsp2_dface_t *face);
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const std::vector<const bsp2_dface_t *> &GetPlaneFaces(const bsp2_dface_t *face);
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const vec_t *GetSurfaceVertexNormal(const bsp2_t *bsp, const bsp2_dface_t *f, const int v);
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const glm::vec3 GetSurfaceVertexNormal(const bsp2_t *bsp, const bsp2_dface_t *f, const int v);
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const bsp2_dface_t *Face_EdgeIndexSmoothed(const bsp2_t *bsp, const bsp2_dface_t *f, const int edgeindex);
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const std::vector<bouncelight_t> &BounceLights();
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std::vector<bouncelight_t> BounceLightsForFaceNum(int facenum);
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@ -45,7 +45,10 @@
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#include <mutex>
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#include <string>
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#include <glm/glm.hpp>
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using namespace std;
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using namespace glm;
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globalconfig_t cfg_static {};
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@ -342,12 +345,12 @@ FindModelInfo(const bsp2_t *bsp, const char *lmscaleoverride)
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/* return 0 if either vector is zero-length */
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static float
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AngleBetweenVectors(const vec3_t d1, const vec3_t d2)
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AngleBetweenVectors(const vec3 &d1, const vec3 &d2)
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{
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float length_product = (VectorLength(d1)*VectorLength(d2));
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float length_product = (length(d1)*length(d2));
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if (length_product == 0)
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return 0;
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float cosangle = DotProduct(d1, d2)/length_product;
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float cosangle = dot(d1, d2)/length_product;
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if (cosangle < -1) cosangle = -1;
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if (cosangle > 1) cosangle = 1;
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@ -357,24 +360,15 @@ AngleBetweenVectors(const vec3_t d1, const vec3_t d2)
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/* returns the angle between vectors p2->p1 and p2->p3 */
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static float
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AngleBetweenPoints(const vec3_t p1, const vec3_t p2, const vec3_t p3)
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AngleBetweenPoints(const vec3 &p1, const vec3 &p2, const vec3 &p3)
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{
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vec3_t d1, d2;
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VectorSubtract(p1, p2, d1);
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VectorSubtract(p3, p2, d2);
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const vec3 d1 = p1 - p2;
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const vec3 d2 = p3 - p2;
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float result = AngleBetweenVectors(d1, d2);
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return result;
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}
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class vec3_struct_t {
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public:
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vec3_t v;
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vec3_struct_t() {
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VectorSet(v, 0, 0, 0);
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}
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};
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std::map<const bsp2_dface_t *, std::vector<vec3_struct_t>> vertex_normals;
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std::map<const bsp2_dface_t *, std::vector<vec3>> vertex_normals;
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std::set<int> interior_verts;
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map<const bsp2_dface_t *, set<const bsp2_dface_t *>> smoothFaces;
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map<int, vector<const bsp2_dface_t *>> vertsToFaces;
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@ -418,28 +412,28 @@ const std::vector<const bsp2_dface_t *> &GetPlaneFaces(const bsp2_dface_t *face)
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/* given a triangle, just adds the contribution from the triangle to the given vertexes normals, based upon angles at the verts.
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* v1, v2, v3 are global vertex indices */
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static void
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AddTriangleNormals(std::map<int, vec3_struct_t> &smoothed_normals, const vec_t *norm, const dvertex_t *verts, int v1, int v2, int v3)
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AddTriangleNormals(std::map<int, vec3> &smoothed_normals, const vec3 &norm, const bsp2_t *bsp, int v1, int v2, int v3)
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{
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const vec_t *p1 = verts[v1].point;
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const vec_t *p2 = verts[v2].point;
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const vec_t *p3 = verts[v3].point;
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const vec3 p1 = Vertex_GetPos_E(bsp, v1);
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const vec3 p2 = Vertex_GetPos_E(bsp, v2);
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const vec3 p3 = Vertex_GetPos_E(bsp, v3);
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float weight;
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weight = AngleBetweenPoints(p2, p1, p3);
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VectorMA(smoothed_normals[v1].v, weight, norm, smoothed_normals[v1].v);
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smoothed_normals[v1] = smoothed_normals[v1] + (weight * norm);
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weight = AngleBetweenPoints(p1, p2, p3);
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VectorMA(smoothed_normals[v2].v, weight, norm, smoothed_normals[v2].v);
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smoothed_normals[v2] = smoothed_normals[v2] + (weight * norm);
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weight = AngleBetweenPoints(p1, p3, p2);
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VectorMA(smoothed_normals[v3].v, weight, norm, smoothed_normals[v3].v);
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smoothed_normals[v3] = smoothed_normals[v3] + (weight * norm);
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}
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/* access the final phong-shaded vertex normal */
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const vec_t *GetSurfaceVertexNormal(const bsp2_t *bsp, const bsp2_dface_t *f, const int vertindex)
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const glm::vec3 GetSurfaceVertexNormal(const bsp2_t *bsp, const bsp2_dface_t *f, const int vertindex)
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{
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const auto &face_normals_vector = vertex_normals.at(f);
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return face_normals_vector.at(vertindex).v;
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return face_normals_vector.at(vertindex);
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}
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static bool
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@ -537,8 +531,7 @@ CalcualateVertexNormals(const bsp2_t *bsp)
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for (int i = 0; i < bsp->numfaces; i++) {
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bsp2_dface_t *f = &bsp->dfaces[i];
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vec3_t f_norm;
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Face_Normal(bsp, f, f_norm);
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const vec3 f_norm = Face_Normal_E(bsp, f);
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// any face normal within this many degrees can be smoothed with this face
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const int f_smoothangle = (extended_texinfo_flags[f->texinfo] & TEX_PHONG_ANGLE_MASK) >> TEX_PHONG_ANGLE_SHIFT;
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@ -556,10 +549,9 @@ CalcualateVertexNormals(const bsp2_t *bsp)
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if (!f2_smoothangle)
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continue;
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vec3_t f2_norm;
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Face_Normal(bsp, f2, f2_norm);
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const vec3 f2_norm = Face_Normal_E(bsp, f2);
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const vec_t cosangle = DotProduct(f_norm, f2_norm);
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const vec_t cosangle = dot(f_norm, f2_norm);
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const vec_t cosmaxangle = cos(DEG2RAD(qmin(f_smoothangle, f2_smoothangle)));
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// check the angle between the face normals
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@ -580,10 +572,7 @@ CalcualateVertexNormals(const bsp2_t *bsp)
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}
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const auto &neighboursToSmooth = smoothFaces[f];
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vec3_t f_norm;
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// get the face normal
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Face_Normal(bsp, f, f_norm);
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const vec3 f_norm = Face_Normal_E(bsp, f); // get the face normal
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// gather up f and neighboursToSmooth
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std::vector<const bsp2_dface_t *> fPlusNeighbours;
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@ -593,12 +582,11 @@ CalcualateVertexNormals(const bsp2_t *bsp)
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}
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// global vertex index -> smoothed normal
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std::map<int, vec3_struct_t> smoothedNormals;
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std::map<int, vec3> smoothedNormals;
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// walk fPlusNeighbours
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for (auto f2 : fPlusNeighbours) {
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vec3_t f2_norm;
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Face_Normal(bsp, f2, f2_norm);
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const vec3 f2_norm = Face_Normal_E(bsp, f2);
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/* now just walk around the surface as a triangle fan */
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int v1, v2, v3;
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@ -607,16 +595,16 @@ CalcualateVertexNormals(const bsp2_t *bsp)
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for (int j = 2; j < f2->numedges; j++)
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{
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v3 = Face_VertexAtIndex(bsp, f2, j);
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AddTriangleNormals(smoothedNormals, f2_norm, bsp->dvertexes, v1, v2, v3);
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AddTriangleNormals(smoothedNormals, f2_norm, bsp, v1, v2, v3);
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v2 = v3;
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}
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}
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// normalize vertex normals
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// normalize vertex normals (NOTE: updates smoothedNormals map)
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for (auto &pair : smoothedNormals) {
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const int vertIndex = pair.first;
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vec_t *vertNormal = pair.second.v;
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if (0 == VectorNormalize(vertNormal)) {
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const vec3 vertNormal = pair.second;
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if (0 == length(vertNormal)) {
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// this happens when there are colinear vertices, which give zero-area triangles,
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// so there is no contribution to the normal of the triangle in the middle of the
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// line. Not really an error, just set it to use the face normal.
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@ -627,14 +615,18 @@ CalcualateVertexNormals(const bsp2_t *bsp)
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bsp->dvertexes[vertIndex].point[1],
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bsp->dvertexes[vertIndex].point[2]);
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#endif
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VectorCopy(f_norm, vertNormal);
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pair.second = f_norm;
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}
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else
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{
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pair.second = normalize(vertNormal);
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}
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}
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// sanity check
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if (!neighboursToSmooth.size()) {
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for (auto vertIndexNormalPair : smoothedNormals) {
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Q_assert(VectorCompare(vertIndexNormalPair.second.v, f_norm));
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Q_assert(GLMVectorCompare(vertIndexNormalPair.second, f_norm));
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}
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}
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@ -797,7 +789,7 @@ LoadExtendedTexinfoFlags(const char *sourcefilename, const bsp2_t *bsp)
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// radiosity
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mutex radlights_lock;
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map<string, vec3_struct_t> texturecolors;
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map<string, vec3> texturecolors;
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std::vector<bouncelight_t> radlights;
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std::map<int, std::vector<bouncelight_t>> radlightsByFacenum; // duplicate of `radlights` but indexed by face
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@ -875,8 +867,8 @@ Face_LookupTextureColor(const bsp2_t *bsp, const bsp2_dface_t *face, vec3_t colo
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const char *facename = Face_TextureName(bsp, face);
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if (texturecolors.find(facename) != texturecolors.end()) {
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vec3_struct_t texcolor = texturecolors.at(facename);
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VectorCopy(texcolor.v, color);
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const vec3 texcolor = texturecolors.at(facename);
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VectorCopyFromGLM(texcolor, color);
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} else {
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VectorSet(color, 127, 127, 127);
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}
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@ -1042,11 +1034,11 @@ MakeTextureColors (const bsp2_t *bsp)
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const miptex_t *miptex = (miptex_t *)(bsp->dtexdata.base + ofs);
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string name { miptex->name };
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vec3_struct_t color;
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Texture_AvgColor(bsp, miptex, color.v);
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vec3_t color;
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Texture_AvgColor(bsp, miptex, color);
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// printf("%s has color %f %f %f\n", name.c_str(), color.v[0], color.v[1], color.v[2]);
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texturecolors[name] = color;
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texturecolors[name] = VectorToGLM(color);
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}
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}
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@ -1091,7 +1083,7 @@ ExportObjFace(FILE *f, const bsp2_t *bsp, const bsp2_dface_t *face, int *vertcou
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for (int i=0; i<face->numedges; i++)
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{
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int vertnum = Face_VertexAtIndex(bsp, face, i);
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const vec_t *normal = GetSurfaceVertexNormal(bsp, face, i);
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const vec3 normal = GetSurfaceVertexNormal(bsp, face, i);
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const float *pos = bsp->dvertexes[vertnum].point;
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fprintf(f, "v %.9g %.9g %.9g\n", pos[0], pos[1], pos[2]);
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fprintf(f, "vn %.9g %.9g %.9g\n", normal[0], normal[1], normal[2]);
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@ -290,7 +290,7 @@ PrintFaceInfo(const bsp2_dface_t *face, const bsp2_t *bsp)
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int edge = bsp->dsurfedges[face->firstedge + i];
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int vert = Face_VertexAtIndex(bsp, face, i);
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const vec_t *point = GetSurfaceVertexPoint(bsp, face, i);
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const vec_t *norm = GetSurfaceVertexNormal(bsp, face, i);
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const glm::vec3 norm = GetSurfaceVertexNormal(bsp, face, i);
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logprint("%s %3d (%3.3f, %3.3f, %3.3f) :: normal (%3.3f, %3.3f, %3.3f) :: edge %d\n",
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i ? " " : " verts ", vert,
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point[0], point[1], point[2],
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@ -466,13 +466,13 @@ static void CalcPointNormal(const bsp2_t *bsp, const bsp2_dface_t *face, vec_t *
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// area test rejects the case when v1, v2, v3 are colinear
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if (TriangleArea(v1, v2, v3) >= 1) {
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v1 = GetSurfaceVertexNormal(bsp, face, 0);
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v2 = GetSurfaceVertexNormal(bsp, face, j-1);
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v3 = GetSurfaceVertexNormal(bsp, face, j);
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VectorScale(v1, bary[0], norm);
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VectorMA(norm, bary[1], v2, norm);
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VectorMA(norm, bary[2], v3, norm);
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VectorNormalize(norm);
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const glm::vec3 v1 = GetSurfaceVertexNormal(bsp, face, 0);
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const glm::vec3 v2 = GetSurfaceVertexNormal(bsp, face, j-1);
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const glm::vec3 v3 = GetSurfaceVertexNormal(bsp, face, j);
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const glm::vec3 glmnorm = normalize((bary[0] * v1) + (bary[1] * v2) + (bary[2] * v3));
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VectorCopyFromGLM(glmnorm, norm);
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return;
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}
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}
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@ -533,12 +533,11 @@ static void CalcPointNormal(const bsp2_t *bsp, const bsp2_dface_t *face, vec_t *
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vec_t t = FractionOfLine(v1, v2, point);
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t = qmax(qmin(t, 1.0f), 0.0f);
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v1 = GetSurfaceVertexNormal(bsp, face, bestplane);
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v2 = GetSurfaceVertexNormal(bsp, face, (bestplane+1)%face->numedges);
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const glm::vec3 v1 = GetSurfaceVertexNormal(bsp, face, bestplane);
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const glm::vec3 v2 = GetSurfaceVertexNormal(bsp, face, (bestplane+1)%face->numedges);
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VectorScale(v2, t, norm);
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VectorMA(norm, 1-t, v1, norm);
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VectorNormalize(norm);
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const glm::vec3 glmnorm = normalize((v2 * t) + (1-t)*v1);
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VectorCopyFromGLM(glmnorm, norm);
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free(edgeplanes);
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return;
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@ -561,7 +560,7 @@ static void CalcPointNormal(const bsp2_t *bsp, const bsp2_dface_t *face, vec_t *
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{
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bestd = dist;
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bestv = v;
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VectorCopy(GetSurfaceVertexNormal(bsp, face, i), norm);
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VectorCopyFromGLM(GetSurfaceVertexNormal(bsp, face, i), norm);
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}
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}
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VectorNormalize(norm);
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