コード例 #1
0
        public LightMap(ModelInstance mi, Mesh m)
        {
            model = mi;
            mesh = m;

            width = mesh.texels.GetLength(0);
            height = mesh.texels.GetLength(1);

            texels = new Texel[width,height];
            patches = new List<Patch>();

            for (int i = 0; i < width; i++)
            {
                for (int j = 0; j < height; j++)
                {
                    texels[i,j] = new Texel();
                    foreach (Patch p in mesh.texels[i,j].patches)
                    {
                        Patch temp = new Patch(p,model.transform);
                        texels[i,j].add(temp);
                        patches.Add(temp);
                    }
                }
            }

            name = "lm" + model.layoutName + "_" + convertToBase36(model.id) + "_0" + mesh.id;
        }
コード例 #2
0
        //Make patches for a lightmap with dimensions [width,height]
        public void generatePatches(int width, int height)
        {
            if (!hasGeneratedPatches && isLightmapped)
            {
                hasGeneratedPatches = true;
                //*
                texels = new Texel[width, height];
                for (int i = 0; i < width; i++)
                {
                    for (int j = 0; j < height; j++)
                    {
                        texels[i, j] = new Texel();
                    }
                }

                foreach (Triangle t in tris)
                {
                    int test = (int)(t.a.X * width);
                    int minX = (int)Math.Floor(t.a.X * width);
                    int minY = (int)Math.Floor(t.a.Y * height);
                    int maxX = (int)Math.Ceiling(t.a.X * width);
                    int maxY = (int)Math.Ceiling(t.a.Y * height);

                    int nextMinX = (int)Math.Floor(t.b.X * width);
                    int nextMinY = (int)Math.Floor(t.b.Y * height);
                    int nextMaxX = (int)Math.Ceiling(t.b.X * width);
                    int nextMaxY = (int)Math.Ceiling(t.b.Y * height);

                    maxX = Math.Max(maxX, nextMaxX);
                    maxY = Math.Max(maxY, nextMaxY);
                    minX = Math.Min(minX, nextMinX);
                    minY = Math.Min(minY, nextMinY);

                    nextMinX = (int)Math.Floor(t.c.X * width);
                    nextMinY = (int)Math.Floor(t.c.Y * height);
                    nextMaxX = (int)Math.Ceiling(t.c.X * width);
                    nextMaxY = (int)Math.Ceiling(t.c.Y * height);

                    maxX = Math.Max(maxX, nextMaxX) + 1;
                    maxY = Math.Max(maxY, nextMaxY) + 1;
                    minX = Math.Min(minX, nextMinX) - 1;
                    minY = Math.Min(minY, nextMinY) - 1;

                    /*
                     * maxX = Math.Min(width, maxX + 1);
                     * maxY = Math.Min(height, maxY + 1);
                     * minX = Math.Max(0, minX - 1);
                     * minY = Math.Max(0, minY - 1);
                     * //*/
                    for (int i = minX; i < maxX; i++)
                    {
                        for (int j = minY; j < maxY; j++)
                        {
                            Vector2 topLeft     = new Vector2(((float)i) / width, ((float)j + 1) / height);
                            Vector2 bottomRight = new Vector2(((float)(i + 1)) / width, ((float)j) / height);
                            if (!t.isDegenerate && t.isOnUVPixel(topLeft, bottomRight))
                            {
                                //                              Position                   normal     emmision             reflection
                                texels[i % width, j % height].add(new Patch(t.uvTo3d(topLeft, bottomRight), t.normal, new Vector3(), new Vector3(0.7f, 0.7f, 0.7f)));
                            }
                        }
                    }
                }
            }
        }