Пример #1
0
	int bake()
	{
		lm_context *ctx = lmCreate(32, 0.001f, 100.0f, m_lightmapSkyColor[0], m_lightmapSkyColor[1], m_lightmapSkyColor[2], 1, 100, false);
		if (!ctx)
		{
			fprintf(stderr, "Error: Could not initialize lightmapper.\n");
			return 0;
		}

		int w = 654, h = 654;
		float *data = (float*)calloc(w * h * 4, sizeof(float));
		lmSetTargetLightmap(ctx, data, w, h, 4);

		lmSetGeometry(ctx, NULL,
			LM_FLOAT, (unsigned char*)m_vertices + offsetof(vertex_t, p), sizeof(vertex_t),
			LM_FLOAT, (unsigned char*)m_vertices + offsetof(vertex_t, t), sizeof(vertex_t),
			m_indexCount, LM_UNSIGNED_SHORT, m_indices);

		int vp[4];
		float viewMtx[16], projectionMtx[16];
		uint8_t viewID;
		while (lmBegin(ctx, vp, viewMtx, projectionMtx, &viewID))
		{
			bgfx::setViewClear(0
				, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
				, 0x303030ff
				, 1.0f
				, 0
				);
			float progress = ((float)lmProgress(ctx) / (float)m_indexCount) * 100.0f;
			bgfx::dbgTextClear();
			bgfx::dbgTextPrintf(0, 1, 0x0f, "Baking: %4.2f%%", progress);
			bgfx::touch(0);

			// render to lightmapper framebuffer
			bgfx::setViewRect(viewID, vp[0], vp[1], vp[2], vp[3]);
			drawLightmapScene(viewID, viewMtx, projectionMtx);

			lmEnd(ctx);
		}
		lmDestroy(ctx);

		// postprocess texture
		float *temp = (float*)calloc(w * h * 4, sizeof(float));
		lmImageSmooth(data, temp, w, h, 4);
		lmImageDilate(temp, data, w, h, 4);
		for (int i = 0; i < 16; i++)
		{
			lmImageDilate(data, temp, w, h, 4);
			lmImageDilate(temp, data, w, h, 4);
		}
		lmImagePower(data, w, h, 4, 1.0f / 2.2f, 0x7); // gamma correct color channels
		free(temp);

		// save result to a file
		if (m_exportLightmap)
		{
			lmImageSaveTGAf("result.tga", data, w, h, 4, 1.0f);
		}

		// upload result
		const bgfx::Memory* mem = bgfx::alloc(w * h * 4);
		for (int i = 0; i < (w * h * 4); ++i)
			mem->data[i] = (uint8_t)(data[i] * 255);

		bgfx::destroyTexture(m_lightmap);
		m_lightmap = bgfx::createTexture2D(w, h, false, 1, bgfx::TextureFormat::RGBA8, 0, mem);

		free(data);
		return 1;
	}
Пример #2
0
static int bake(scene_t *scene)
{
	lm_context *ctx = lmCreate(32, 0.001f, 100.0f, 1.0f, 1.0f, 1.0f);
	if (!ctx)
	{
		fprintf(stderr, "Error: Could not initialize lightmapper.\n");
		return 0;
	}
	
	int w = scene->w, h = scene->h;
	float *data = calloc(w * h * 4, sizeof(float));
	lmSetTargetLightmap(ctx, data, w, h, 4);

	lmSetGeometry(ctx, NULL,
		LM_FLOAT, (unsigned char*)scene->vertices + offsetof(vertex_t, p), sizeof(vertex_t),
		LM_FLOAT, (unsigned char*)scene->vertices + offsetof(vertex_t, t), sizeof(vertex_t),
		scene->indexCount, LM_UNSIGNED_SHORT, scene->indices);

	int vp[4];
	float view[16], projection[16];
	double lastUpdateTime = 0.0;
	while (lmBegin(ctx, vp, view, projection))
	{
		// render to lightmapper framebuffer
		glViewport(vp[0], vp[1], vp[2], vp[3]);
		drawScene(scene, view, projection);

		// display progress every second (printf is expensive)
		double time = glfwGetTime();
		if (time - lastUpdateTime > 1.0)
		{
			lastUpdateTime = time;
			printf("\r%d/%d    ", lmProgress(ctx) / 3, scene->indexCount / 3);
			fflush(stdout);
		}

		lmEnd(ctx);
	}
	printf("\rFinished baking %d triangles.\n", scene->indexCount / 3);
	
	lmDestroy(ctx);

	// postprocess texture
	float *temp = calloc(w * h * 4, sizeof(float));
	lmImageSmooth(data, temp, w, h, 4);
	lmImageDilate(temp, data, w, h, 4);
	for (int i = 0; i < 16; i++)
	{
		lmImageDilate(data, temp, w, h, 4);
		lmImageDilate(temp, data, w, h, 4);
	}
	lmImagePower(data, w, h, 4, 1.0f / 2.2f, 0x7); // gamma correct color channels
	free(temp);

	// save result to a file
	if (lmImageSaveTGAf("result.tga", data, w, h, 4, 1.0f))
		printf("Saved result.tga\n");

	// upload result
	glBindTexture(GL_TEXTURE_2D, scene->lightmap);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_FLOAT, data);
	free(data);

	return 1;
}
Пример #3
0
static int bake(scene_t *scene)
{
	lm_context *ctx = lmCreate(
		64,               // hemisphere resolution (power of two, max=512)
		0.001f, 100.0f,   // zNear, zFar of hemisphere cameras
		1.0f, 1.0f, 1.0f, // background color (white for ambient occlusion)
		2, 0.01f,         // lightmap interpolation threshold (small differences are interpolated rather than sampled)
						  // check debug_interpolation.tga for an overview of sampled (red) vs interpolated (green) pixels.
		0.0f);            // modifier for camera-to-surface distance for hemisphere rendering.
		                  // tweak this to trade-off between interpolated normals quality and other artifacts (see declaration).

	if (!ctx)
	{
		fprintf(stderr, "Error: Could not initialize lightmapper.\n");
		return 0;
	}

	int w = scene->w, h = scene->h;
	float *data = calloc(w * h * 4, sizeof(float));
	lmSetTargetLightmap(ctx, data, w, h, 4);

	lmSetGeometry(ctx, NULL,                                                                 // no transformation in this example
		LM_FLOAT, (unsigned char*)scene->vertices + offsetof(vertex_t, p), sizeof(vertex_t),
		LM_NONE , NULL                                                   , 0               , // no interpolated normals in this example
		LM_FLOAT, (unsigned char*)scene->vertices + offsetof(vertex_t, t), sizeof(vertex_t),
		scene->indexCount, LM_UNSIGNED_SHORT, scene->indices);

	int vp[4];
	float view[16], projection[16];
	double lastUpdateTime = 0.0;
	while (lmBegin(ctx, vp, view, projection))
	{
		// render to lightmapper framebuffer
		glViewport(vp[0], vp[1], vp[2], vp[3]);
		drawScene(scene, view, projection);

		// display progress every second (printf is expensive)
		double time = glfwGetTime();
		if (time - lastUpdateTime > 1.0)
		{
			lastUpdateTime = time;
			printf("\r%6.2f%%", lmProgress(ctx) * 100.0f);
			fflush(stdout);
		}

		lmEnd(ctx);
	}
	printf("\rFinished baking %d triangles.\n", scene->indexCount / 3);

	lmDestroy(ctx);

	// postprocess texture
	float *temp = calloc(w * h * 4, sizeof(float));
	for (int i = 0; i < 16; i++)
	{
		lmImageDilate(data, temp, w, h, 4);
		lmImageDilate(temp, data, w, h, 4);
	}
	lmImageSmooth(data, temp, w, h, 4);
	lmImageDilate(temp, data, w, h, 4);
	lmImagePower(data, w, h, 4, 1.0f / 2.2f, 0x7); // gamma correct color channels
	free(temp);

	// save result to a file
	if (lmImageSaveTGAf("result.tga", data, w, h, 4, 1.0f))
		printf("Saved result.tga\n");

	// upload result
	glBindTexture(GL_TEXTURE_2D, scene->lightmap);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_FLOAT, data);
	free(data);

	return 1;
}