656 lines
22 KiB
C++
656 lines
22 KiB
C++
/* Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2017 Eric Wasylishen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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#include <cstdint>
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#include <cassert>
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//#include <cstdio>
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#include <iostream>
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#include <light/phong.hh>
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#include <light/ltface.hh>
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#include <common/polylib.hh>
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#include <common/bsputils.hh>
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#include <memory>
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#include <vector>
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#include <map>
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#include <unordered_map>
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#include <set>
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#include <algorithm>
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#include <mutex>
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#include <string>
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#include <common/qvec.hh>
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#include <tbb/parallel_for_each.h>
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using namespace std;
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static neighbour_t FaceOverlapsEdge(const qvec3f &p0, const qvec3f &p1, const mbsp_t *bsp, const mface_t *f)
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{
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for (int edgeindex = 0; edgeindex < f->numedges; edgeindex++) {
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const int v0 = Face_VertexAtIndex(bsp, f, edgeindex);
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const int v1 = Face_VertexAtIndex(bsp, f, (edgeindex + 1) % f->numedges);
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const qvec3f &v0point = Vertex_GetPos(bsp, v0);
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const qvec3f &v1point = Vertex_GetPos(bsp, v1);
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if (LinesOverlap(p0, p1, v0point, v1point)) {
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return neighbour_t{f, v0point, v1point};
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}
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}
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return neighbour_t{nullptr, qvec3f{}, qvec3f{}};
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}
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static void FacesOverlappingEdge_r(
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const qvec3f &p0, const qvec3f &p1, const mbsp_t *bsp, int nodenum, vector<neighbour_t> *result)
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{
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if (nodenum < 0) {
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// we don't do anything for leafs.
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// faces are handled on nodes.
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return;
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}
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const bsp2_dnode_t *node = BSP_GetNode(bsp, nodenum);
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const dplane_t *plane = BSP_GetPlane(bsp, node->planenum);
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const vec_t p0dist = plane->distance_to_fast(p0);
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const vec_t p1dist = plane->distance_to_fast(p1);
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if (fabs(p0dist) < 0.1 && fabs(p1dist) < 0.1) {
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// check all faces on this node.
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for (int i = 0; i < node->numfaces; i++) {
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const mface_t *face = BSP_GetFace(bsp, node->firstface + i);
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const auto neighbour = FaceOverlapsEdge(p0, p1, bsp, face);
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if (neighbour.face != nullptr) {
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result->push_back(neighbour);
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}
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}
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}
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// recurse down front.
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// NOTE: also do this if either point almost on-node.
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// It could be on this plane, but also on some other plane further down
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// the front (or back) side.
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if (p0dist > -0.1 || p1dist > -0.1) {
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FacesOverlappingEdge_r(p0, p1, bsp, node->children[0], result);
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}
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// recurse down back
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if (p0dist < 0.1 || p1dist < 0.1) {
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FacesOverlappingEdge_r(p0, p1, bsp, node->children[1], result);
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}
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}
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/**
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* Returns faces which have an edge that overlaps the given p0-p1 edge.
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* Uses hull 0.
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*/
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inline vector<neighbour_t> FacesOverlappingEdge(
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const qvec3f &p0, const qvec3f &p1, const mbsp_t *bsp, const dmodelh2_t *model)
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{
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vector<neighbour_t> result;
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FacesOverlappingEdge_r(p0, p1, bsp, model->headnode[0], &result);
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return result;
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}
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std::vector<neighbour_t> NeighbouringFaces_new(const mbsp_t *bsp, const mface_t *face)
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{
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std::vector<neighbour_t> result;
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std::set<const mface_t *> used_faces;
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for (int i = 0; i < face->numedges; i++) {
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const qvec3f &p0 = Face_PointAtIndex(bsp, face, i);
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const qvec3f &p1 = Face_PointAtIndex(bsp, face, (i + 1) % face->numedges);
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std::vector<neighbour_t> tmp = FacesOverlappingEdge(p0, p1, bsp, &bsp->dmodels[0]);
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// ensure the neighbour_t edges are pointing the same direction as the p0->p1 edge
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// (modifies them inplace)
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const qvec3f p0p1dir = qv::normalize(p1 - p0);
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for (auto &neighbour : tmp) {
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qvec3f neighbourDir = qv::normalize(neighbour.p1 - neighbour.p0);
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float dp = qv::dot(neighbourDir, p0p1dir); // should really be 1 or -1
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if (dp < 0) {
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std::swap(neighbour.p0, neighbour.p1);
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// float new_dp = qv::dot(qv::normalize(neighbour.p1 - neighbour.p0), p0p1dir);
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// Q_assert(new_dp > 0);
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}
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}
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for (const auto &neighbour : tmp) {
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if (neighbour.face != face && used_faces.find(neighbour.face) == used_faces.end()) {
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used_faces.insert(neighbour.face);
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result.push_back(neighbour);
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}
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}
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}
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return result;
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}
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/* return 0 if either vector is zero-length */
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static float AngleBetweenVectors(const qvec3f &d1, const qvec3f &d2)
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{
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float length_product = (qv::length(d1) * qv::length(d2));
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if (length_product == 0)
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return 0;
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float cosangle = qv::dot(d1, d2) / length_product;
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if (cosangle < -1)
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cosangle = -1;
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if (cosangle > 1)
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cosangle = 1;
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float angle = acos(cosangle);
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return angle;
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}
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/* returns the angle between vectors p2->p1 and p2->p3 */
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static float AngleBetweenPoints(const qvec3f &p1, const qvec3f &p2, const qvec3f &p3)
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{
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const qvec3f d1 = p1 - p2;
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const qvec3f 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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static bool s_builtPhongCaches;
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static std::map<const mface_t *, std::vector<face_normal_t>> vertex_normals;
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static map<const mface_t *, set<const mface_t *>> smoothFaces;
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static map<int, vector<const mface_t *>> vertsToFaces;
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static map<int, vector<const mface_t *>> planesToFaces;
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static edgeToFaceMap_t EdgeToFaceMap;
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static vector<face_cache_t> FaceCache;
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vector<const mface_t *> FacesUsingVert(int vertnum)
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{
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const auto &vertsToFaces_const = vertsToFaces;
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auto it = vertsToFaces_const.find(vertnum);
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if (it != vertsToFaces_const.end())
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return it->second;
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return {};
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}
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const edgeToFaceMap_t &GetEdgeToFaceMap()
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{
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Q_assert(s_builtPhongCaches);
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return EdgeToFaceMap;
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}
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// Uses `smoothFaces` static var
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bool FacesSmoothed(const mface_t *f1, const mface_t *f2)
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{
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Q_assert(s_builtPhongCaches);
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const auto &facesIt = smoothFaces.find(f1);
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if (facesIt == smoothFaces.end())
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return false;
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const set<const mface_t *> &faceSet = facesIt->second;
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if (faceSet.find(f2) == faceSet.end())
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return false;
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return true;
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}
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const std::set<const mface_t *> &GetSmoothFaces(const mface_t *face)
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{
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Q_assert(s_builtPhongCaches);
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static std::set<const mface_t *> empty;
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const auto it = smoothFaces.find(face);
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if (it == smoothFaces.end())
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return empty;
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return it->second;
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}
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const std::vector<const mface_t *> &GetPlaneFaces(const mface_t *face)
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{
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Q_assert(s_builtPhongCaches);
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static std::vector<const mface_t *> empty;
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const auto it = planesToFaces.find(face->planenum);
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if (it == planesToFaces.end())
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return empty;
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return it->second;
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}
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// Adapted from https://github.com/NVIDIAGameWorks/donut/blob/main/src/engine/GltfImporter.cpp#L684
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std::tuple<qvec3f, qvec3f> compute_tangents(
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const std::array<qvec3f, 3> &positions, const std::array<qvec2f, 3> &tex_coords)
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{
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qvec3f dPds = positions[1] - positions[0];
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qvec3f dPdt = positions[2] - positions[0];
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qvec3f dTds = tex_coords[1] - tex_coords[0];
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qvec3f dTdt = tex_coords[2] - tex_coords[0];
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float r = 1.0f / (dTds[0] * dTdt[1] - dTds[1] * dTdt[0]);
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qvec3f tangent = (dPds * dTdt[1] - dPdt * dTds[1]) * r;
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qvec3f bitangent = (dPdt * dTds[0] - dPds * dTdt[0]) * r;
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return {qv::normalize(tangent), qv::normalize(bitangent)};
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}
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/* access the final phong-shaded vertex normal */
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const face_normal_t &GetSurfaceVertexNormal(const mbsp_t *bsp, const mface_t *f, const int vertindex)
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{
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Q_assert(s_builtPhongCaches);
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// handle degenerate faces
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const auto it = vertex_normals.find(f);
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if (it == vertex_normals.end()) {
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static const face_normal_t empty{};
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return empty;
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}
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const auto &face_normals_vec = it->second;
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return face_normals_vec.at(vertindex);
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}
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static bool FacesOnSamePlane(const std::vector<const mface_t *> &faces)
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{
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if (faces.empty()) {
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return false;
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}
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const int32_t planenum = faces.at(0)->planenum;
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for (auto face : faces) {
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if (face->planenum != planenum) {
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return false;
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}
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}
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return true;
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}
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const mface_t *Face_EdgeIndexSmoothed(const mbsp_t *bsp, const mface_t *f, const int edgeindex)
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{
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Q_assert(s_builtPhongCaches);
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const int v0 = Face_VertexAtIndex(bsp, f, edgeindex);
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const int v1 = Face_VertexAtIndex(bsp, f, (edgeindex + 1) % f->numedges);
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auto it = EdgeToFaceMap.find(make_pair(v1, v0));
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if (it != EdgeToFaceMap.end()) {
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for (const mface_t *neighbour : it->second) {
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if (neighbour == f) {
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// Invalid face, e.g. with vertex numbers: [0, 1, 0, 2]
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continue;
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}
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const bool sameplane = (neighbour->planenum == f->planenum && neighbour->side == f->side);
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// Check if these faces are smoothed or on the same plane
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if (!(FacesSmoothed(f, neighbour) || sameplane)) {
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continue;
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}
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return neighbour;
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}
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}
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return nullptr;
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#if 0
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if (smoothFaces.find(f) == smoothFaces.end()) {
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return nullptr;
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}
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int v0 = Face_VertexAtIndex(bsp, f, edgeindex);
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int v1 = Face_VertexAtIndex(bsp, f, (edgeindex + 1) % f->numedges);
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const auto &v0_faces = vertsToFaces.at(v0);
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const auto &v1_faces = vertsToFaces.at(v1);
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// find a face f2 that has both verts v0 and v1
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for (auto f2 : v0_faces) {
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if (f2 == f)
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continue;
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if (find(v1_faces.begin(), v1_faces.end(), f2) != v1_faces.end()) {
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const auto &f_smoothfaces = smoothFaces.at(f);
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bool smoothed = (f_smoothfaces.find(f2) != f_smoothfaces.end());
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return smoothed ? f2 : nullptr;
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}
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}
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return nullptr;
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#endif
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}
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static edgeToFaceMap_t MakeEdgeToFaceMap(const mbsp_t *bsp)
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{
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edgeToFaceMap_t result;
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for (auto &f : bsp->dfaces) {
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// walk edges
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for (int j = 0; j < f.numedges; j++) {
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const int v0 = Face_VertexAtIndex(bsp, &f, j);
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const int v1 = Face_VertexAtIndex(bsp, &f, (j + 1) % f.numedges);
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if (v0 == v1) {
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// ad_swampy.bsp has faces with repeated verts...
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continue;
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}
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const auto edge = make_pair(v0, v1);
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auto &edgeFacesRef = result[edge];
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if (find(begin(edgeFacesRef), end(edgeFacesRef), &f) != end(edgeFacesRef)) {
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// another sort of degenerate face where the same edge A->B appears more than once on the face
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continue;
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}
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edgeFacesRef.push_back(&f);
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}
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}
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return result;
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}
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static vector<face_normal_t> Face_VertexNormals(const mbsp_t *bsp, const mface_t *face)
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{
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vector<face_normal_t> normals(face->numedges);
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tbb::parallel_for(0, face->numedges, [&](size_t i) {
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normals[i] = GetSurfaceVertexNormal(bsp, face, i);
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});
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return normals;
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}
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#include <common/parallel.hh>
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static vector<face_cache_t> MakeFaceCache(const mbsp_t *bsp)
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{
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logging::print("--- {} ---\n", __func__);
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vector<face_cache_t> result(bsp->dfaces.size());
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logging::parallel_for(static_cast<size_t>(0), bsp->dfaces.size(), [&](size_t i) {
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auto &face = bsp->dfaces[i];
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result[i] = face_cache_t(bsp, &bsp->dfaces[i], Face_VertexNormals(bsp, &face));
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});
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return result;
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}
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/**
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* Q2: Returns nonzero if phong is requested on this face, in which case that is
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* the face tag to smooth with. Otherwise returns 0.
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*/
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static int Q2_FacePhongValue(const mbsp_t *bsp, const mface_t *face)
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{
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const mtexinfo_t *texinfo = BSP_GetTexinfo(bsp, face->texinfo);
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if (texinfo != nullptr) {
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if (texinfo->value != 0 && ((texinfo->flags.native & Q2_SURF_LIGHT) == 0)) {
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return texinfo->value;
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}
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}
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return 0;
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}
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inline bool isDegenerate(const qvec3f &a, const qvec3f &b, const qvec3f &c)
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{
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float lengths[] = {qv::distance(a, b), qv::distance(b, c), qv::distance(c, a)};
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for (size_t i = 0; i < 3; i++) {
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if (lengths[i] == lengths[(i + 1) % 3] + lengths[(i + 2) % 3]) {
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return true;
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}
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}
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return false;
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}
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void CalculateVertexNormals(const mbsp_t *bsp)
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{
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logging::print("--- {} ---\n", __func__);
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Q_assert(!s_builtPhongCaches);
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s_builtPhongCaches = true;
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EdgeToFaceMap = MakeEdgeToFaceMap(bsp);
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// read _phong and _phong_angle from entities for compatiblity with other qbsp's, at the expense of no
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// support on func_detail/func_group
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for (size_t i = 0; i < bsp->dmodels.size(); i++) {
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const modelinfo_t *info = ModelInfoForModel(bsp, i);
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const uint8_t phongangle_byte = (uint8_t)clamp((int)rint(info->getResolvedPhongAngle()), 0, 255);
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if (!phongangle_byte)
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continue;
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for (int j = info->model->firstface; j < info->model->firstface + info->model->numfaces; j++) {
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const mface_t *f = BSP_GetFace(bsp, j);
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extended_texinfo_flags[f->texinfo].phong_angle = phongangle_byte;
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}
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}
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for (auto &f : bsp->dfaces) {
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// build "plane -> faces" map
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planesToFaces[f.planenum].push_back(&f);
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// build "vert index -> faces" map
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for (size_t j = 0; j < f.numedges; j++) {
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const int v = Face_VertexAtIndex(bsp, &f, j);
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vertsToFaces[v].push_back(&f);
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}
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}
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// build the "face -> faces to smooth with" map
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for (auto &f : bsp->dfaces) {
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// Q2 shading groups
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const int f_phongValue = Q2_FacePhongValue(bsp, &f);
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if (f_phongValue) {
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for (int j = 0; j < f.numedges; j++) {
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const int v = Face_VertexAtIndex(bsp, &f, j);
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// walk over all faces incident to f (we will walk over neighbours multiple times, doesn't matter)
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for (const mface_t *f2 : vertsToFaces[v]) {
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if (f2 == &f)
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continue;
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const int f2_phongValue = Q2_FacePhongValue(bsp, f2);
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if (f_phongValue != f2_phongValue)
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continue;
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// we've already checked f_phongValue is nonzero, so smooth these two faces.
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smoothFaces[&f].insert(f2);
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}
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}
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continue;
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|
}
|
|
|
|
// Q1 phong angle stuff
|
|
const auto f_points = GLM_FacePoints(bsp, &f);
|
|
const qvec3d f_norm = Face_Normal(bsp, &f);
|
|
const qplane3d f_plane = Face_Plane(bsp, &f);
|
|
|
|
// any face normal within this many degrees can be smoothed with this face
|
|
const vec_t &f_phong_angle = extended_texinfo_flags[f.texinfo].phong_angle;
|
|
vec_t f_phong_angle_concave = extended_texinfo_flags[f.texinfo].phong_angle_concave;
|
|
if (f_phong_angle_concave == 0) {
|
|
f_phong_angle_concave = f_phong_angle;
|
|
}
|
|
const bool f_wants_phong = (f_phong_angle || f_phong_angle_concave);
|
|
|
|
if (!f_wants_phong)
|
|
continue;
|
|
|
|
for (int j = 0; j < f.numedges; j++) {
|
|
const int v = Face_VertexAtIndex(bsp, &f, j);
|
|
// walk over all faces incident to f (we will walk over neighbours multiple times, doesn't matter)
|
|
for (const mface_t *f2 : vertsToFaces[v]) {
|
|
if (f2 == &f)
|
|
continue;
|
|
|
|
// FIXME: factor out and share with above?
|
|
const vec_t &f2_phong_angle = extended_texinfo_flags[f2->texinfo].phong_angle;
|
|
vec_t f2_phong_angle_concave = extended_texinfo_flags[f2->texinfo].phong_angle_concave;
|
|
if (f2_phong_angle_concave == 0) {
|
|
f2_phong_angle_concave = f2_phong_angle;
|
|
}
|
|
const bool f2_wants_phong = (f2_phong_angle || f2_phong_angle_concave);
|
|
|
|
if (!f2_wants_phong)
|
|
continue;
|
|
|
|
const auto f2_points = GLM_FacePoints(bsp, f2);
|
|
const qvec3f f2_centroid = qv::PolyCentroid(f2_points.begin(), f2_points.end());
|
|
const qvec3d f2_norm = Face_Normal(bsp, f2);
|
|
|
|
const vec_t cosangle = qv::dot(f_norm, f2_norm);
|
|
|
|
const bool concave = f_plane.distAbove(f2_centroid) > 0.1;
|
|
const vec_t f_threshold = concave ? f_phong_angle_concave : f_phong_angle;
|
|
const vec_t f2_threshold = concave ? f2_phong_angle_concave : f2_phong_angle;
|
|
const vec_t min_threshold = min(f_threshold, f2_threshold);
|
|
const vec_t cosmaxangle = cos(DEG2RAD(min_threshold));
|
|
|
|
// check the angle between the face normals
|
|
if (cosangle >= cosmaxangle) {
|
|
smoothFaces[&f].insert(f2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
logging::print(logging::flag::VERBOSE, " {} faces for smoothing\n", smoothFaces.size());
|
|
|
|
// finally do the smoothing for each face
|
|
std::mutex normalsMutex;
|
|
|
|
logging::parallel_for_each(bsp->dfaces, [bsp, &normalsMutex](const mface_t &f) {
|
|
if (f.numedges < 3) {
|
|
logging::funcprint("face {} is degenerate with {} edges\n", Face_GetNum(bsp, &f), f.numedges);
|
|
for (int j = 0; j < f.numedges; j++) {
|
|
logging::print(" vert at {}\n", Face_PointAtIndex(bsp, &f, j));
|
|
}
|
|
return;
|
|
}
|
|
|
|
const auto &neighboursToSmooth = smoothFaces[&f];
|
|
const qvec3f f_norm = Face_Normal(bsp, &f); // get the face normal
|
|
|
|
// face tangent
|
|
auto t1 = TexSpaceToWorld(bsp, &f);
|
|
std::tuple<qvec3f, qvec3f> tangents(t1.col(0).xyz(), qv::normalize(t1.col(1).xyz()));
|
|
|
|
// gather up f and neighboursToSmooth
|
|
std::vector<const mface_t *> fPlusNeighbours;
|
|
fPlusNeighbours.push_back(&f);
|
|
std::copy(neighboursToSmooth.begin(), neighboursToSmooth.end(), std::back_inserter(fPlusNeighbours));
|
|
|
|
// global vertex index -> smoothed normal
|
|
std::map<int, face_normal_t> smoothedNormals;
|
|
|
|
// walk fPlusNeighbours
|
|
for (auto f2 : fPlusNeighbours) {
|
|
const auto f2_poly = GLM_FacePoints(bsp, f2);
|
|
const float f2_area = qv::PolyArea(f2_poly.begin(), f2_poly.end());
|
|
const qvec3f f2_norm = Face_Normal(bsp, f2);
|
|
|
|
// f2 face tangent
|
|
auto t2 = TexSpaceToWorld(bsp, f2);
|
|
std::tuple<qvec3f, qvec3f> f2_tangents(t2.col(0).xyz(), qv::normalize(t2.col(1).xyz()));
|
|
|
|
// walk the vertices of f2, and add their contribution to smoothedNormals
|
|
for (int j = 0; j < f2->numedges; j++) {
|
|
const int prev_vert_num = Face_VertexAtIndex(bsp, f2, ((j - 1) + f2->numedges) % f2->numedges);
|
|
const int curr_vert_num = Face_VertexAtIndex(bsp, f2, j);
|
|
const int next_vert_num = Face_VertexAtIndex(bsp, f2, (j + 1) % f2->numedges);
|
|
|
|
const qvec3f &prev_vert_pos = Vertex_GetPos(bsp, prev_vert_num);
|
|
const qvec3f &curr_vert_pos = Vertex_GetPos(bsp, curr_vert_num);
|
|
const qvec3f &next_vert_pos = Vertex_GetPos(bsp, next_vert_num);
|
|
|
|
const float angle_radians = AngleBetweenPoints(prev_vert_pos, curr_vert_pos, next_vert_pos);
|
|
|
|
float weight = f2_area * angle_radians;
|
|
if (!std::isfinite(weight)) {
|
|
// TODO: not sure if needed?
|
|
weight = 0;
|
|
}
|
|
|
|
auto &n = smoothedNormals[curr_vert_num];
|
|
n.normal += f2_norm * weight;
|
|
n.tangent += std::get<0>(f2_tangents) * weight;
|
|
n.bitangent += std::get<1>(f2_tangents) * weight;
|
|
}
|
|
}
|
|
|
|
// normalize vertex normals (NOTE: updates smoothedNormals map)
|
|
for (auto &pair : smoothedNormals) {
|
|
face_normal_t &vertNormal = pair.second;
|
|
if (0 == qv::length(vertNormal.normal)) {
|
|
// this happens when there are colinear vertices, which give zero-area triangles,
|
|
// so there is no contribution to the normal of the triangle in the middle of the
|
|
// line. Not really an error, just set it to use the face normal.
|
|
#if 0
|
|
const int vertIndex = pair.first;
|
|
logging::print("Failed to calculate normal for vertex {} at ({} {} {})\n",
|
|
vertIndex,
|
|
bsp->dvertexes[vertIndex].point[0],
|
|
bsp->dvertexes[vertIndex].point[1],
|
|
bsp->dvertexes[vertIndex].point[2]);
|
|
#endif
|
|
vertNormal = {f_norm, std::get<0>(tangents), std::get<1>(tangents)};
|
|
} else {
|
|
vertNormal = {qv::normalize(vertNormal.normal), qv::normalize(vertNormal.tangent),
|
|
qv::normalize(vertNormal.bitangent)};
|
|
}
|
|
|
|
// FIXME: why
|
|
if (std::isnan(vertNormal.tangent[0])) {
|
|
vertNormal.tangent = std::get<0>(tangents);
|
|
if (std::isnan(vertNormal.tangent[0])) {
|
|
vertNormal.tangent = {0, 0, 0};
|
|
}
|
|
}
|
|
if (std::isnan(vertNormal.bitangent[0])) {
|
|
vertNormal.bitangent = std::get<1>(tangents);
|
|
if (std::isnan(vertNormal.bitangent[0])) {
|
|
vertNormal.bitangent = {0, 0, 0};
|
|
}
|
|
}
|
|
}
|
|
|
|
// sanity check
|
|
if (!neighboursToSmooth.size()) {
|
|
for (auto &vertIndexNormalPair : smoothedNormals) {
|
|
Q_assert(qv::epsilonEqual(vertIndexNormalPair.second.normal, f_norm, (float)EQUAL_EPSILON));
|
|
}
|
|
}
|
|
|
|
// now, record all of the smoothed normals that are actually part of `f`
|
|
for (int j = 0; j < f.numedges; j++) {
|
|
int v = Face_VertexAtIndex(bsp, &f, j);
|
|
Q_assert(smoothedNormals.find(v) != smoothedNormals.end());
|
|
|
|
normalsMutex.lock();
|
|
vertex_normals[&f].push_back(smoothedNormals[v]);
|
|
normalsMutex.unlock();
|
|
}
|
|
});
|
|
|
|
FaceCache = MakeFaceCache(bsp);
|
|
}
|
|
|
|
const face_cache_t &FaceCacheForFNum(int fnum)
|
|
{
|
|
Q_assert(s_builtPhongCaches);
|
|
return FaceCache.at(fnum);
|
|
}
|