You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
170 lines
4.9 KiB
170 lines
4.9 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//===========================================================================//
|
||
|
|
||
|
#include "tier0/platform.h"
|
||
|
#include <stdio.h>
|
||
|
#include "bitmap/float_bm.h"
|
||
|
#include "mathlib/mathlib.h"
|
||
|
#include "tier2/tier2.h"
|
||
|
|
||
|
#define BRIGHT_THRESH 0.90 // pixels within this % of average are "bright"
|
||
|
#define GROUND_IMPORTANCE 0.2 // weight for downward pointing skymap pixels
|
||
|
|
||
|
float Importance(Vector const &direction)
|
||
|
{
|
||
|
// this returns a scale factor which can be used to recurd the importance of certain
|
||
|
// directions. in particular, this version makes the ground a lot less important than the sky
|
||
|
if (direction.z>.2)
|
||
|
return 1.0;
|
||
|
if (direction.z>0)
|
||
|
return FLerp(1.0,GROUND_IMPORTANCE,.2,0,direction.z);
|
||
|
else
|
||
|
return GROUND_IMPORTANCE;
|
||
|
|
||
|
}
|
||
|
|
||
|
void main(int argc,char **argv)
|
||
|
{
|
||
|
InitCommandLineProgram(argc, argv);
|
||
|
if (argc!=2)
|
||
|
{
|
||
|
printf("format is %s basename\n",argv[0]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
FloatCubeMap_t cmap(argv[1]);
|
||
|
// find the brightest pixel. We will consider the pixels neat this to be the
|
||
|
// ones contrinbuting to the light source
|
||
|
float max_color=cmap.BrightestColor();
|
||
|
float threshhold=max_color*.90;
|
||
|
// now, find average color of non-bright pixels
|
||
|
float sumweights=0.0;
|
||
|
Vector AverageColor(0,0,0);
|
||
|
for(int f=0;f<6;f++)
|
||
|
for(int y=0;y<cmap.face_maps[f].Height;y++)
|
||
|
for(int x=0;x<cmap.face_maps[f].Width;x++)
|
||
|
{
|
||
|
Vector clr(
|
||
|
cmap.face_maps[f].Pixel(x,y,0),
|
||
|
cmap.face_maps[f].Pixel(x,y,1),
|
||
|
cmap.face_maps[f].Pixel(x,y,2));
|
||
|
float mag=clr.Length();
|
||
|
if (mag<threshhold)
|
||
|
{
|
||
|
float weight=Importance(cmap.PixelDirection(f,x,y));
|
||
|
sumweights+=weight;
|
||
|
AverageColor+=weight*clr;
|
||
|
}
|
||
|
}
|
||
|
AverageColor*=(1.0/sumweights);
|
||
|
|
||
|
Vector avg_light_dir(0,0,0);
|
||
|
Vector AverageHue(0,0,0);
|
||
|
// now, find average direction and color of bright pixels
|
||
|
for(int f=0;f<6;f++)
|
||
|
for(int y=0;y<cmap.face_maps[f].Height;y++)
|
||
|
for(int x=0;x<cmap.face_maps[f].Width;x++)
|
||
|
{
|
||
|
Vector clr(
|
||
|
cmap.face_maps[f].Pixel(x,y,0),
|
||
|
cmap.face_maps[f].Pixel(x,y,1),
|
||
|
cmap.face_maps[f].Pixel(x,y,2));
|
||
|
float mag=clr.Length();
|
||
|
if (mag>threshhold)
|
||
|
{
|
||
|
clr-=AverageColor;
|
||
|
AverageHue+=clr;
|
||
|
Vector pdir=cmap.PixelDirection(f,x,y);
|
||
|
pdir*=clr.Length();
|
||
|
avg_light_dir+=pdir;
|
||
|
}
|
||
|
}
|
||
|
VectorNormalize(AverageHue);
|
||
|
VectorNormalize(avg_light_dir);
|
||
|
|
||
|
printf("Point light dir=%f %f %f\n",avg_light_dir.x,avg_light_dir.y,avg_light_dir.z);
|
||
|
// printf("Point light color=%f %f %f\n",AverageHue.x,AverageHue.y,AverageHue.z);
|
||
|
printf("Point light color=%d %d %d 255\n",
|
||
|
( int )( 255 * pow( AverageHue.x, 1.0f / 2.2f ) ),
|
||
|
( int )( 255 * pow( AverageHue.y, 1.0f / 2.2f ) ),
|
||
|
( int )( 255 * pow( AverageHue.z, 1.0f / 2.2f ) ) );
|
||
|
|
||
|
// now, output ambient cube maps for image-based lighting. During this pass, we will also
|
||
|
// correct the ambient color
|
||
|
|
||
|
FloatCubeMap_t conv(32,32);
|
||
|
|
||
|
Vector AmbientColor(0,0,0);
|
||
|
float sumweights_amb=0;
|
||
|
|
||
|
for(int f=0;f<6;f++)
|
||
|
for(int y=0;y<conv.face_maps[f].Height;y++)
|
||
|
for(int x=0;x<conv.face_maps[f].Width;x++)
|
||
|
{
|
||
|
Vector pdir=conv.PixelDirection(f,x,y);
|
||
|
float dot=pdir.Dot(avg_light_dir);
|
||
|
if (dot<0) dot=0;
|
||
|
|
||
|
float sumdot=0;
|
||
|
Vector sumlight(0,0,0);
|
||
|
for(int f1=0;f1<6;f1++)
|
||
|
for(int y1=0;y1<cmap.face_maps[f].Height;y1+=20)
|
||
|
for(int x1=0;x1<cmap.face_maps[f].Width;x1+=20)
|
||
|
{
|
||
|
Vector sdir=cmap.PixelDirection(f1,x1,y1);
|
||
|
float dot_sphere=sdir.Dot(pdir);
|
||
|
if (dot_sphere>0)
|
||
|
{
|
||
|
sumdot+=dot_sphere;
|
||
|
for(int comp=0;comp<3;comp++)
|
||
|
sumlight[comp]+=
|
||
|
dot_sphere*cmap.face_maps[f1].Pixel(x1,y1,comp);
|
||
|
}
|
||
|
}
|
||
|
sumlight*=1.0/sumdot;
|
||
|
// sumlight is the desired lighting
|
||
|
|
||
|
// use our calculated point light source to find the error
|
||
|
float weight=Importance(pdir);
|
||
|
sumweights_amb+=weight;
|
||
|
for(int comp=0;comp<3;comp++)
|
||
|
{
|
||
|
conv.face_maps[f].Pixel(x,y,comp)=sumlight[comp];
|
||
|
AmbientColor[comp]+=weight*(sumlight[comp]-dot*AverageHue[comp]);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
AmbientColor*=1.0/sumweights_amb;
|
||
|
|
||
|
conv.WritePFMs("ambient_cube_");
|
||
|
|
||
|
|
||
|
// printf("Ambient color=%f %f %f\n",AmbientColor.x,AmbientColor.y,AmbientColor.z);
|
||
|
// convert to gamma space. . .
|
||
|
printf("Ambient color=%d %d %d 255\n",
|
||
|
( int )( 255 * pow( AmbientColor.x, 1.0f/2.2f ) ),
|
||
|
( int )( 255 * pow( AmbientColor.y, 1.0f/2.2f ) ),
|
||
|
( int )( 255 * pow( AmbientColor.z, 1.0f/2.2f ) ) );
|
||
|
|
||
|
for(int f=0;f<6;f++)
|
||
|
for(int y=0;y<cmap.face_maps[f].Height;y++)
|
||
|
for(int x=0;x<cmap.face_maps[f].Width;x++)
|
||
|
{
|
||
|
Vector pdir=cmap.PixelDirection(f,x,y);
|
||
|
float dot=pdir.Dot(avg_light_dir);
|
||
|
if (dot<0) dot=0;
|
||
|
dot=pow(dot,7);
|
||
|
for(int comp=0;comp<3;comp++)
|
||
|
cmap.face_maps[f].Pixel(x,y,comp)=AmbientColor[comp]+dot*AverageHue[comp];
|
||
|
}
|
||
|
cmap.WritePFMs("directional_plus_ambient_");
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
|