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); }
// Given a ray, this will return the color from the lightmap of this object, return true if handled bool blTerrainSystem::getColorFromRayInfo(const RayInfo & collision, ColorF& 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; }
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++ ) { ColorF 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); }