Socoder -> In-Development -> Light Map Editor Thing
|Posted : Monday, 21 August 2017, 12:02|
Light Map Editor Thing
So last week I started on an editor/light map tool thing. Think GTKRadiant (for now) - but eventually I want to develop it into something that work with Physically Based Rendering. Maybe add some animation tooling as well.
My first set of goals are:
- Write a tool that generates ray cast lightmaps
- Extend this to use radiosity
- Write a CSG editor
That will keep me occupied for a while
|Posted : Monday, 21 August 2017, 12:58|
That sounds complicated!
|Posted : Tuesday, 22 August 2017, 15:38|
Been a good day.
- So I have worked on getting mesh loading working.
- Added some more GUI elements.
- "Generate" a Lightmap texture - currently it is just a red checker board texture
Lightmapping usually uses a 2nd set of UV coordinates for referencing a lightmap texture. There are a number of reasons for this, but the main one is that geometry shouldn't (usually) share UV coordinates in the same lightmap.
Luckily for me, the robot model I am using has 1 set of coordinates with no overlaps - so for now I can use the UVs provided with the model for generating light maps. Later on I will need to figure out a way to generate a second set specifically for lightmap generation. You can see the UV nicely unwrapped in the image below.
Next step is to update the texture generation to actually generate a lightmap instead of just a checker board pattern.. yay.