1 | GameTools standalone tool:
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2 |
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3 | Command line options
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4 | #############################
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5 | > pathmap.exe [s|p/v] -D <media input directory> -L <level file> -M <materials file> -O <mesh output dir>
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6 | -P <prm out put dir> -E <number of entry points> -C <number of clusters> -S <shadow map resolution>
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7 |
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8 | operations
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9 | s - Segment input meshes: creates new versions of input meshes, and outputs them to the <mesh output dir>.
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10 | These processed meshes will contain smaller submeshes, to which PRM textures will be assigned.
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11 | p - Precompute PRM textures. Outputs textures (hdr format), a new level file (with cluster assigment info),
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12 | and an entry point file.
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13 | sp- Do both of the above.
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14 | v - Do neither of the above, only visualize results.
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15 |
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16 | switches
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17 | D directory for input files (level file, material file, meshes in .x or OGRE xml format, texture images)
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18 | L file name of level file (txt file listing meshes and entities)
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19 | M file name for material file (txt file listing material name - color texture pairs)
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20 | O output directory for segmented meshes and the new level file
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21 | (this is also the input directory for the same files if operation 's' is not specified)
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22 | P output directory for PRM textures and the entry point file.
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23 | (this is also the input directory for the same if operation 'p' is not specified)
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24 | E number of entry points. Must be 4096*n.
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25 | C number of entry point clusters overall. How many of them influences a single entity is given in the level file.
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26 | S depth map resolution used for indirect illumination precomputation.
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27 |
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28 |
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29 | File formats
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30 | #############################
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31 | Level file [media\*.level]
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32 | Lists meshes and entities.
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33 | Mesh attributes:
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34 | ogrefile Binary OGRE file. (output as input, not used in tool)
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35 | ogreXMLfile XML OGRE file. (loaded in tool)
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36 | xfile DirectX mesh file. (loaded if no OGRE xml specified)
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37 | patmapresolution PRM tile resolution. (also influences UV map generation)
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38 | divide Number of desired mesh segments. (a PRM texture is assigned to a segment)
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39 | Entity attributes
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40 | mesh mesh name
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41 | transformation modeling trnasformation as a 4x4 matrix
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42 | pathmapclusters number of clusters relevant to subentities of this entity (recommended:32)
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43 | pathmapfile output texture file name stub
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44 |
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45 | Material file [media/*.materials]
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46 | XML file that describes materials OGRE for the pathmap tool.
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47 | For every material name, a texture name or a solid color is given.
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48 |
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49 | Entry points file [prm\prmEntryPoints.text]
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50 | Lists entry points with position, normal and generation probability,
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51 | plus number of entry points per cluster.
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52 |
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53 |
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54 | Real-time global illumination
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55 | #############################
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56 |
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57 |
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58 | Provided effect:
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59 | #################
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60 |
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61 | Indirect illumination with Precomputed Radiance Maps (PRM)
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62 |
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63 | Standalone final rendering (real time GI) application without or with [if
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64 | GENERATE_PATH_MAPS is defined in PathMapEffect.cpp] PRM precomputing
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65 |
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66 |
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67 | Algorithm benefits:
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68 | ###################
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69 | Provides real-time indirect illumination. As opposed to static light maps,
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70 | actual lighting conditions influence indirect illumination. The effect is
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71 | achieved by combining multiple 'PRM panes' (partial "light maps") according to
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72 | current illumination of 'entry point clusters'.
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73 |
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74 | As opposed to PRT (precomputed radiance transfer), no tessellation (finite
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75 | elements) is needed, and near light sources are handled. (We do not assume
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76 | infinitely distant
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77 | environment lighting.)
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78 |
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79 | Accuracy of PRMs depends on the number of entry points used, influencing
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80 | preocessing time only.
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81 |
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82 | Final rendering requires a compositing of PRMs, where performance depends on the
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83 | number of 'entry point clusters' considered for an object. As many texture
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84 | fetches as clusters are needed. A lower number of clusters will result in
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85 | indirect illumination which is less responsive to actual lighting, but still
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86 | plausible. (A single cluster would reproduce a static light map which is scaled
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87 | according to the total direct illumination.)
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88 |
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89 |
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90 | Build:
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91 | ######
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92 | This is a standalone DirectX 9.0 application, compiles under Visual C++ 2003
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93 | with DirectX SDK April 2006 (identical to June 2006).
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94 |
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95 | Parameters (PRM resolution, shadow map resolution, #entry points, #clusters,
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96 | etc.) are hardcoded as #define directives in PathMapEffect.h.
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97 |
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98 | GENERATE_PATH_MAPS in PathMapEffect.cpp must be defined to perform precomputing,
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99 | outputting textures to the PRM subfolder. Otherwise, PRM textures are loaded
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100 | from the PRM subfolder.
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101 |
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102 |
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103 | Usage notes:
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104 | ############
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105 | - as precomputing is used, this tool should be used for static level geometry
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106 | - multiple static objects are supported and encouraged: every object will use a
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107 | set of most important PRM panes
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108 | - models must have unique texture mapping (just like light maps)
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109 |
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110 | - there is no support for any particular 'level geometry' discription format.
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111 | DirectX .x files and referenced textures are loaded from code.
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112 | - To include the method in a particular engine, the level geometry should be
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113 | used to compose the scene which is used to generate the PRM textures. Final
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114 | compositing must be implemented in the shader system of the game engine,
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115 | assigning the computed PRMs to the respective objects as textures.
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