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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#include "render_pch.h"
#include "gl_cvars.h"
#include "gl_model_private.h"
#include "gl_lightmap.h"
#include "disp.h"
#include "mathlib/mathlib.h"
#include "gl_rsurf.h"
#include "gl_matsysiface.h"
#include "zone.h"
#include "materialsystem/imesh.h"
#include "iscratchpad3d.h"
#include "decal_private.h"
#include "con_nprint.h"
#include "dispcoll_common.h"
#include "cmodel_private.h"
#include "collisionutils.h"
#include "tier0/dbg.h"
#include "gl_rmain.h"
#include "lightcache.h"
#include "disp_tesselate.h"
#include "shadowmgr.h"
#include "debugoverlay.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Globals.
//-----------------------------------------------------------------------------
Vector modelorg;
//-----------------------------------------------------------------------------
// CEngineTesselateHelper implements the abstract parts of the tesselation code.
// We're only interested in the final triangles anyway, right??
//-----------------------------------------------------------------------------
class CEngineTesselateHelper : public CBaseTesselateHelper { public: void EndTriangle() { // Put all triangles in here.
int iVertOffset = m_pDisp->m_iVertOffset;
// Add this tri to our mesh.
m_IndexMesh.Index( m_TempIndices[0] + iVertOffset ); m_IndexMesh.AdvanceIndex();
m_IndexMesh.Index( m_TempIndices[1] + iVertOffset ); m_IndexMesh.AdvanceIndex();
m_IndexMesh.Index( m_TempIndices[2] + iVertOffset ); m_IndexMesh.AdvanceIndex();
// Store off the indices...
m_pDisp->m_Indices[m_nIndices] = m_TempIndices[0] + iVertOffset; m_pDisp->m_Indices[m_nIndices+1] = m_TempIndices[1] + iVertOffset; m_pDisp->m_Indices[m_nIndices+2] = m_TempIndices[2] + iVertOffset; m_nIndices += 3; }
DispNodeInfo_t& GetNodeInfo( int iNodeBit ) { return m_pDisp->m_pNodeInfo[iNodeBit]; }
public:
// The mesh that we specify indices into while tesselating.
CMeshBuilder m_IndexMesh; CDispInfo *m_pDisp; };
//-----------------------------------------------------------------------------
// CDispInfo implementation.
//-----------------------------------------------------------------------------
inline CVertIndex CDispInfo::IndexToVert( int index ) const { if( index == -1 ) return CVertIndex( -1, -1 ); else return CVertIndex( index % GetSideLength(), index / GetSideLength() ); }
void CDispInfo::UpdateBoundingBox() { m_BBoxMin.Init( 1e24, 1e24, 1e24 ); m_BBoxMax.Init( -1e24, -1e24, -1e24 );
for( int i=0; i < NumVerts(); i++ ) { const Vector &pos = m_MeshReader.Position( i ); VectorMin( pos, m_BBoxMin, m_BBoxMin ); VectorMax( pos, m_BBoxMax, m_BBoxMax ); }
UpdateNodeBoundingBoxes(); }
void CDispInfo::UpdateNodeBoundingBoxes() { // init all nodes to an invalid AABB
for ( int i = 0; i < m_pPowerInfo->m_NodeCount; i++ ) { m_pNodeInfo[i].m_mins.Init( FLT_MAX, FLT_MAX, FLT_MAX ); m_pNodeInfo[i].m_maxs.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX ); }
UpdateNodeBoundingBoxes_R( m_pPowerInfo->m_RootNode, 0, 0 ); }
void CDispInfo::UpdateNodeBoundingBoxes_R( CVertIndex const &nodeIndex, int iNodeBitIndex, int iLevel ) { int iNodeIndex = VertIndex( nodeIndex ); DispNodeInfo_t& nodeInfo = m_pNodeInfo[iNodeBitIndex]; nodeInfo.m_maxs.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX ); nodeInfo.m_mins.Init( FLT_MAX, FLT_MAX, FLT_MAX );
if ( ( iLevel+1 < m_Power ) && ( nodeInfo.m_Flags & DispNodeInfo_t::CHILDREN_HAVE_TRIANGLES ) ) { // Recurse into child nodes.
int iChildNodeBit = iNodeBitIndex + 1; for( int iChild=0; iChild < 4; iChild++ ) { CVertIndex const &childNode = m_pPowerInfo->m_pChildVerts[iNodeIndex].m_Verts[iChild]; UpdateNodeBoundingBoxes_R( childNode, iChildNodeBit, iLevel + 1 );
// expand box by child bounds
DispNodeInfo_t& childNodeInfo = m_pNodeInfo[iChildNodeBit]; if ( childNodeInfo.m_mins.x != FLT_MAX ) { VectorMax( childNodeInfo.m_maxs, nodeInfo.m_maxs, nodeInfo.m_maxs ); VectorMin( childNodeInfo.m_mins, nodeInfo.m_mins, nodeInfo.m_mins ); }
iChildNodeBit += m_pPowerInfo->m_NodeIndexIncrements[iLevel]; } }
// BBox around triangles in this node
for ( int i = 0; i < nodeInfo.m_Count; i += 3 ) { int iIndexStart = nodeInfo.m_FirstTesselationIndex + i;
unsigned short tempIndices[3] = { m_MeshReader.Index( iIndexStart+0 ) - m_iVertOffset, m_MeshReader.Index( iIndexStart+1 ) - m_iVertOffset, m_MeshReader.Index( iIndexStart+2 ) - m_iVertOffset };
for ( int j = 0; j < 3; j++ ) { const Vector &v0 = m_MeshReader.Position( tempIndices[j] ); VectorMax( v0, nodeInfo.m_maxs, nodeInfo.m_maxs ); VectorMin( v0, nodeInfo.m_mins, nodeInfo.m_mins ); } } }
inline void CDispInfo::DecalProjectVert( Vector const &vPos, CDispDecalBase *pDecalBase, ShadowInfo_t const* pInfo, Vector &out ) { if (!pInfo) { CDispDecal* pDispDecal = static_cast<CDispDecal*>(pDecalBase); out.x = vPos.Dot( pDispDecal->m_TextureSpaceBasis[0] ) - pDispDecal->m_pDecal->dx + .5f; out.y = vPos.Dot( pDispDecal->m_TextureSpaceBasis[1] ) - pDispDecal->m_pDecal->dy + .5f; out.z = 0; } else { Vector3DMultiplyPosition( pInfo->m_WorldToShadow, vPos, out ); } }
// ----------------------------------------------------------------------------- //
// This version works for normal decals
// ----------------------------------------------------------------------------- //
void CDispInfo::TestAddDecalTri( int iIndexStart, unsigned short decalHandle, CDispDecal *pDispDecal ) { decal_t *pDecal = pDispDecal->m_pDecal;
// If the decal is too far away from the plane of this triangle, reject it.
unsigned short tempIndices[3] = { m_MeshReader.Index( iIndexStart+0 ) - m_iVertOffset, m_MeshReader.Index( iIndexStart+1 ) - m_iVertOffset, m_MeshReader.Index( iIndexStart+2 ) - m_iVertOffset }; const Vector &v0 = m_MeshReader.Position( tempIndices[0] ); const Vector &v1 = m_MeshReader.Position( tempIndices[1] ); const Vector &v2 = m_MeshReader.Position( tempIndices[2] ); Vector vNormal = (v2 - v0).Cross( v1 - v0 ); VectorNormalize( vNormal ); if ( vNormal.Dot( pDecal->position - v0 ) >= pDispDecal->m_flSize ) return;
// Setup verts.
CDecalVert verts[3]; int iVert; for( iVert=0; iVert < 3; iVert++ ) { CDecalVert *pOutVert = &verts[iVert]; pOutVert->m_vPos = m_MeshReader.Position( tempIndices[iVert] );
{ float x = pOutVert->m_cLMCoords.x; float y = pOutVert->m_cLMCoords.y;
m_MeshReader.TexCoord2f( tempIndices[iVert], 1, x, y );
pOutVert->m_cLMCoords.x = x; pOutVert->m_cLMCoords.y = y; } // garymcthack - what about m_ParentTexCoords?
Vector tmp; DecalProjectVert( pOutVert->m_vPos, pDispDecal, 0, tmp ); pOutVert->m_ctCoords.x = tmp.x; pOutVert->m_ctCoords.y = tmp.y; }
// Clip them.
CDecalVert *pClipped; CDecalVert *pOutVerts = NULL; pClipped = R_DoDecalSHClip( &verts[0], pOutVerts, pDecal, 3, vec3_origin ); int outCount = pDecal->clippedVertCount;
if ( outCount > 2 ) { outCount = MIN( outCount, CDispDecalFragment::MAX_VERTS );
// Allocate a new fragment...
CDispDecalFragment* pFragment = AllocateDispDecalFragment( decalHandle, outCount );
// Alrighty, store the triangles!
for( iVert=0; iVert < outCount; iVert++ ) { pFragment->m_pVerts[iVert].m_vPos = pClipped[iVert].m_vPos; // garymcthack - need to make this work for displacements
// pFragment->m_tCoords[iVert] = pClipped[iVert].m_tCoords;
// garymcthack - need to change m_TCoords to m_ParentTexCoords
pFragment->m_pVerts[iVert].m_ctCoords = pClipped[iVert].m_ctCoords; pFragment->m_pVerts[iVert].m_cLMCoords = pClipped[iVert].m_cLMCoords; } /*
static int three = 0; static int total = 0;
total++; if( outCount == 3 ) { three++; }
//if( )
{ char buffer[256]; sprintf(buffer, "Verts: 3:%i 4+:%i (%i)\n",three, total, sizeof(CDecalVert)); Msg(buffer); } */ pFragment->m_pDecal = pDecal; pFragment->m_nVerts = outCount; pDispDecal->m_nVerts += pFragment->m_nVerts; pDispDecal->m_nTris += pFragment->m_nVerts - 2; } }
// ----------------------------------------------------------------------------- //
// This version works for shadow decals
// ----------------------------------------------------------------------------- //
void CDispInfo::TestAddDecalTri( int iIndexStart, unsigned short decalHandle, CDispShadowDecal *pDecal ) { unsigned short tempIndices[3] = { m_MeshReader.Index( iIndexStart+0 ) - m_iVertOffset, m_MeshReader.Index( iIndexStart+1 ) - m_iVertOffset, m_MeshReader.Index( iIndexStart+2 ) - m_iVertOffset }; #ifndef DEDICATED
// Setup verts.
Vector vPositions[3] ={ GetOverlayPos( &m_MeshReader, tempIndices[0] ), GetOverlayPos( &m_MeshReader, tempIndices[1] ), GetOverlayPos( &m_MeshReader, tempIndices[2] ) }; Vector* ppPosition[3] = { &vPositions[0], &vPositions[1], &vPositions[2] };
ShadowVertex_t** ppClipVertex; ShadowClipState_t clip; int count = g_pShadowMgr->ProjectAndClipVerticesEx( pDecal->m_Shadow, 3, ppPosition, &ppClipVertex, clip ); // using the thread-safe version
if (count < 3) return;
// Ok, clipping happened; lets create a decal fragment.
Assert( count <= CDispShadowFragment::MAX_VERTS );
// Allocate a new fragment...
CDispShadowFragment* pFragment = AllocateShadowDecalFragment( decalHandle, count );
// Copy the fragment data in place
pFragment->m_nVerts = count;
for (int i = 0; i < count; ++i ) { VectorCopy( ppClipVertex[i]->m_Position, pFragment->m_ShadowVerts[i].m_Position ); VectorCopy( ppClipVertex[i]->m_ShadowSpaceTexCoord, pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord );
// Make sure it's been clipped
Assert( pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord[0] >= -1e-3f ); Assert( pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord[0] - 1.0f <= 1e-3f ); Assert( pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord[1] >= -1e-3f ); Assert( pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord[1] - 1.0f <= 1e-3f ); }
// Update the number of triangles in the decal
pDecal->m_nVerts += pFragment->m_nVerts; pDecal->m_nTris += pFragment->m_nVerts - 2; Assert( pDecal->m_nTris != 0 ); #endif
}
void CDispInfo::CullDecals( int iNodeBit, CDispDecal **decals, int nDecals, CDispDecal **childDecals, int &nChildDecals ) { // Only let the decals through that can affect this node or its children.
nChildDecals = 0; for( int iDecal=0; iDecal < nDecals; iDecal++ ) { if( decals[iDecal]->m_NodeIntersect.Get( iNodeBit ) ) { childDecals[nChildDecals] = decals[iDecal]; ++nChildDecals; } } }
//-----------------------------------------------------------------------------
// Retesselates a displacement
//-----------------------------------------------------------------------------
void CDispInfo::TesselateDisplacement() { // Clear decals. They get regenerated in TesselateDisplacement_R.
ClearAllDecalFragments();
// Blow away cached shadow decals
ClearAllShadowDecalFragments();
int nMaxIndices = Square( GetSideLength() - 1 ) * 6;
CEngineTesselateHelper helper; helper.m_pDisp = this; helper.m_IndexMesh.BeginModify( m_pMesh->m_pMesh, 0, 0, m_iIndexOffset, nMaxIndices ); helper.m_pActiveVerts = m_ActiveVerts.Base(); helper.m_pPowerInfo = GetPowerInfo();
// Generate the indices.
::TesselateDisplacement<CEngineTesselateHelper>( &helper ); // (implemented in disp_tesselate.h)
helper.m_IndexMesh.EndModify(); m_nIndices = helper.m_nIndices; }
void CDispInfo::SpecifyDynamicMesh() { CMatRenderContextPtr pRenderContext( materials );
// Specify the vertices and indices.
IMesh *pMesh = pRenderContext->GetDynamicMesh( true ); CMeshBuilder builder; builder.Begin( pMesh, MATERIAL_TRIANGLES, NumVerts(), m_nIndices );
// This should mirror how FillStaticBuffer works.
int nVerts = NumVerts(); for( int iVert=0; iVert < nVerts; iVert++ ) { CDispRenderVert *pVert = &m_Verts[iVert];
builder.Position3fv( pVert->m_vPos.Base() );
builder.TexCoord2fv( 0, pVert->m_vTexCoord.Base() ); builder.TexCoord2fv( 1, pVert->m_LMCoords.Base() ); builder.TexCoord2f( 2, m_BumpSTexCoordOffset, 0 ); builder.Normal3fv( pVert->m_vNormal.Base() ); builder.TangentS3fv( pVert->m_vSVector.Base() ); builder.TangentT3fv( pVert->m_vTVector.Base() ); builder.AdvanceVertex(); }
for( int iIndex=0; iIndex < m_nIndices; iIndex++ ) { builder.Index( m_Indices[iIndex] - m_iVertOffset ); builder.AdvanceIndex(); }
builder.End( false, true ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CDispInfo::SpecifyWalkableDynamicMesh( void ) { // Specify the vertices and indices.
CMatRenderContextPtr pRenderContext( materials );
#ifdef DEDICATED
IMesh *pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, NULL ); #else
IMesh *pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, g_materialTranslucentSingleColor ); g_materialTranslucentSingleColor->ColorModulate( 1.0f, 1.0f, 0.0f ); g_materialTranslucentSingleColor->AlphaModulate( 0.33f ); #endif
CMeshBuilder builder; builder.Begin( pMesh, MATERIAL_TRIANGLES, NumVerts(), m_nWalkIndexCount );
int nVerts = NumVerts(); for( int iVert=0; iVert < nVerts; iVert++ ) { builder.Position3fv( m_Verts[iVert].m_vPos.Base() ); builder.AdvanceVertex(); } for( int iIndex=0; iIndex < m_nWalkIndexCount; iIndex++ ) { builder.Index( m_pWalkIndices[iIndex] ); builder.AdvanceIndex(); }
builder.End( false, true ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CDispInfo::SpecifyBuildableDynamicMesh( void ) { // Specify the vertices and indices.
CMatRenderContextPtr pRenderContext( materials );
#ifdef DEDICATED
IMesh *pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, NULL ); #else
g_materialTranslucentSingleColor->ColorModulate( 0.0f, 1.0f, 1.0f ); g_materialTranslucentSingleColor->AlphaModulate( 0.33f ); IMesh *pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, g_materialTranslucentSingleColor ); #endif
CMeshBuilder builder; builder.Begin( pMesh, MATERIAL_TRIANGLES, NumVerts(), m_nBuildIndexCount );
int nVerts = NumVerts(); for( int iVert=0; iVert < nVerts; iVert++ ) { builder.Position3fv( m_Verts[iVert].m_vPos.Base() ); builder.AdvanceVertex(); }
for( int iIndex=0; iIndex < m_nBuildIndexCount; iIndex++ ) { builder.Index( m_pBuildIndices[iIndex] ); builder.AdvanceIndex(); }
builder.End( false, true ); }
void CDispInfo::InitializeActiveVerts() { // Mark the corners vertices and root node by default..
m_ActiveVerts.ClearAll(); m_ActiveVerts.Set( VertIndex( 0, 0 ) ); m_ActiveVerts.Set( VertIndex( GetSideLength()-1, 0 ) ); m_ActiveVerts.Set( VertIndex( GetSideLength()-1, GetSideLength()-1 ) ); m_ActiveVerts.Set( VertIndex( 0, GetSideLength()-1 ) );
m_ActiveVerts.Set( VertIndex( m_pPowerInfo->m_RootNode ) );
// Force the midpoint active on any edges where there are sub displacements.
for( int iSide=0; iSide < 4; iSide++ ) { CDispNeighbor *pSide = &m_EdgeNeighbors[iSide];
if( (pSide->m_SubNeighbors[0].IsValid() && pSide->m_SubNeighbors[0].m_Span != CORNER_TO_CORNER) || (pSide->m_SubNeighbors[1].IsValid() && pSide->m_SubNeighbors[1].m_Span != CORNER_TO_CORNER) ) { int iEdgeDim = g_EdgeDims[iSide]; CVertIndex nodeIndex; nodeIndex[iEdgeDim] = g_EdgeSideLenMul[iSide] * m_pPowerInfo->m_SideLengthM1; nodeIndex[!iEdgeDim] = m_pPowerInfo->m_MidPoint; m_ActiveVerts.Set( VertIndex( nodeIndex ) ); } } }
void CDispInfo::ClearLOD() { // First, everything as inactive.
m_ActiveVerts.ClearAll(); }
extern ConVar mat_surfaceid; extern ConVar mat_surfacemat;
bool DispInfoRenderDebugModes() { if( ShouldDrawInWireFrameMode() || mat_luxels.GetInt() || r_DispWalkable.GetInt() || r_DispBuildable.GetInt() #if !defined( DEDICATED )
|| mat_surfaceid.GetInt() || mat_surfacemat.GetInt() #endif // DEDICATED
) return true;
return false; }
bool CDispInfo::Render( CGroupMesh *pGroup, bool bAllowDebugModes ) { #ifndef DEDICATED
if( !m_pMesh ) { Assert( !"CDispInfo::Render: m_pMesh == NULL" ); return false; }
if ( bAllowDebugModes ) { CMatRenderContextPtr pRenderContext( materials );
// Wireframe?
if( ShouldDrawInWireFrameMode() ) { // BUGBUG: The draw order for this is wrong - we need to write Z here or this won't show up
// BUGBUG: Move this wireframe draw to the end of the scene instead of during normal disp draw (which is first)
int nWireFrameMode = WireFrameMode(); if ( nWireFrameMode == 2 ) { pRenderContext->Bind( g_materialWorldWireframeZBuffer ); } else { pRenderContext->Bind( g_materialWorldWireframeGreen ); } SpecifyDynamicMesh(); } if( mat_luxels.GetInt() ) { pRenderContext->Bind( MSurf_TexInfo( m_ParentSurfID )->material ); //SpecifyDynamicMesh();
pGroup->m_pMesh->Draw( m_iIndexOffset, m_nIndices );
pRenderContext->Bind( g_materialDebugLuxels ); SpecifyDynamicMesh(); }
if ( r_DispWalkable.GetInt() || r_DispBuildable.GetInt() ) { pRenderContext->Bind( MSurf_TexInfo( m_ParentSurfID )->material ); pGroup->m_pMesh->Draw( m_iIndexOffset, m_nIndices );
if ( r_DispWalkable.GetInt() ) SpecifyWalkableDynamicMesh();
if ( r_DispBuildable.GetInt() ) SpecifyBuildableDynamicMesh(); }
#if !defined( DEDICATED )
if ( mat_surfaceid.GetInt() ) { Vector bbMin, bbMax, vecCenter; GetBoundingBox( bbMin, bbMax ); VectorAdd( bbMin, bbMax, vecCenter ); vecCenter *= 0.5f;
int nInt = ( mat_surfaceid.GetInt() != 2 ) ? size_cast< int >( (intp)m_ParentSurfID ) : (msurface2_t*)m_ParentSurfID - host_state.worldbrush->surfaces2; char buf[32]; Q_snprintf( buf, sizeof( buf ), "%d", nInt ); CDebugOverlay::AddTextOverlay( vecCenter, 0, buf ); }
if ( mat_surfacemat.GetInt() ) { Vector bbMin, bbMax, vecCenter; GetBoundingBox( bbMin, bbMax ); VectorAdd( bbMin, bbMax, vecCenter ); vecCenter *= 0.5f;
mtexinfo_t * pTexInfo = MSurf_TexInfo(m_ParentSurfID);
const char *pFullMaterialName = pTexInfo->material ? pTexInfo->material->GetName() : "no material"; const char *pSlash = strrchr( pFullMaterialName, '/' ); const char *pMaterialName = strrchr( pFullMaterialName, '\\' ); if (pSlash > pMaterialName) pMaterialName = pSlash; if (pMaterialName) ++pMaterialName; else pMaterialName = pFullMaterialName;
CDebugOverlay::AddTextOverlay( vecCenter, 0, pMaterialName ); } #endif // DEDICATED
} else { if( pGroup->m_nVisible < pGroup->m_Visible.Count() ) { // Don't bother if all faces are backfacing, or somesuch...
if (m_nIndices) { pGroup->m_Visible[pGroup->m_nVisible].m_FirstIndex = m_iIndexOffset; pGroup->m_Visible[pGroup->m_nVisible].m_NumIndices = m_nIndices; pGroup->m_VisibleDisps[pGroup->m_nVisible] = this; pGroup->m_nVisible++; pGroup->m_pGroup->m_nVisible++; } } else { Assert( !"Overflowed visible mesh list" ); } } #endif
return true; }
struct ProcessLightmapSampleData_t;
typedef void ProcessLightmapSampleFunc_t( const ProcessLightmapSampleData_t &data, const Vector &vPos, const Vector &vNormal, const Vector &vTangentS, const Vector &vTangentT, int t, int s, int tmax, int smax );
struct ProcessLightmapSampleData_t { float m_ooQuadraticAttn; float m_ooRadiusSq; Vector m_Intensity; float m_LightDistSqr; Vector m_vLightOrigin; ProcessLightmapSampleFunc_t *pProcessLightmapSampleDataFunc; };
static void ProcessLightmapSample( const ProcessLightmapSampleData_t &data, const Vector &vPos, const Vector &vNormal, const Vector &vTangentS, const Vector &vTangentT, int t, int s, int tmax, int smax ) { #if !defined( DEDICATED )
float distSqr = data.m_vLightOrigin.DistToSqr( vPos ); if( distSqr < data.m_LightDistSqr ) { float scale = (distSqr != 0.0f) ? data.m_ooQuadraticAttn / distSqr : 1.0f;
// Apply a little extra attenuation
scale *= (1.0f - distSqr * data.m_ooRadiusSq);
if (scale > 2.0f) scale = 2.0f;
int index = t*smax + s; VectorMA( blocklights[0][index].AsVector3D(), scale, data.m_Intensity, blocklights[0][index].AsVector3D() ); } #endif
}
static void ProcessLightmapSampleBumped( const ProcessLightmapSampleData_t &data, const Vector &vPos, const Vector &vNormal, const Vector &vTangentS, const Vector &vTangentT, int t, int s, int tmax, int smax ) { #if !defined( DEDICATED )
float distSqr = data.m_vLightOrigin.DistToSqr( vPos ); if( distSqr < data.m_LightDistSqr ) { float scale = (distSqr != 0.0f) ? data.m_ooQuadraticAttn / distSqr : 1.0f; // Get the vector from the surface to the light in world space
Vector vLightVecWorld; VectorSubtract( data.m_vLightOrigin, vPos, vLightVecWorld ); VectorNormalize( vLightVecWorld );
// Transform the vector from the surface to the light into tangent space
Vector vLightVecTangent; vLightVecTangent.x = DotProduct( vTangentS, vLightVecWorld ); vLightVecTangent.y = DotProduct( vTangentT, vLightVecWorld ); vLightVecTangent.z = DotProduct( vNormal, vLightVecWorld );
// Apply a little extra attenuation
scale *= (1.0f - distSqr * data.m_ooRadiusSq);
if (scale > 2.0f) scale = 2.0f;
int index = t*smax + s; float directionalAtten; directionalAtten = fpmax( 0.0f, vLightVecTangent.z ); VectorMA( blocklights[0][index].AsVector3D(), scale * directionalAtten, data.m_Intensity, blocklights[0][index].AsVector3D() ); directionalAtten = fpmax( 0.0f, DotProduct( vLightVecTangent, g_localBumpBasis[0] ) ); VectorMA( blocklights[1][index].AsVector3D(), scale * directionalAtten, data.m_Intensity, blocklights[1][index].AsVector3D() ); directionalAtten = fpmax( 0.0f, DotProduct( vLightVecTangent, g_localBumpBasis[1] ) ); VectorMA( blocklights[2][index].AsVector3D(), scale * directionalAtten, data.m_Intensity, blocklights[2][index].AsVector3D() ); directionalAtten = fpmax( 0.0f, DotProduct( vLightVecTangent, g_localBumpBasis[2] ) ); VectorMA( blocklights[3][index].AsVector3D(), scale * directionalAtten, data.m_Intensity, blocklights[3][index].AsVector3D() ); } #endif
}
//-----------------------------------------------------------------------------
// Alpha channel modulation
//-----------------------------------------------------------------------------
static void ProcessLightmapSampleAlpha( const ProcessLightmapSampleData_t &data, const Vector &vPos, const Vector &vNormal, const Vector &vTangentS, const Vector &vTangentT, int t, int s, int tmax, int smax ) { #if !defined( DEDICATED )
float distSqr = data.m_vLightOrigin.DistToSqr( vPos ); if( distSqr < data.m_LightDistSqr ) { float scale = (distSqr != 0.0f) ? data.m_ooQuadraticAttn / distSqr : 1.0f;
// Apply a little extra attenuation
scale *= (1.0f - distSqr * data.m_ooRadiusSq);
if (scale > 1.0f) scale = 1.0f;
int index = t*smax + s; blocklights[0][index][3] += scale * data.m_Intensity[0]; } #endif
}
// This iterates over all the lightmap samples and for each one, calls:
// T::ProcessLightmapSample( Vector const &vPos, int t, int s, int tmax, int smax );
void IterateLightmapSamples( CDispInfo *pDisp, const ProcessLightmapSampleData_t &data ) { ASSERT_SURF_VALID( pDisp->m_ParentSurfID );
if ( !g_DispLightmapSamplePositions.Count() ) { ExecuteNTimes( 20, Warning( "Cannot update displacement for dlight - set 'r_dlightsenable 1' and reload the map! (data may also have been culled by MakeGameData)\n" ) ); return; }
int smax = MSurf_LightmapExtents( pDisp->m_ParentSurfID )[0] + 1; int tmax = MSurf_LightmapExtents( pDisp->m_ParentSurfID )[1] + 1;
unsigned char *pCurSample = &g_DispLightmapSamplePositions[pDisp->m_iLightmapSamplePositionStart];
for( int t = 0 ; t<tmax ; t++ ) { for( int s=0 ; s<smax ; s++ ) { // Figure out what triangle this sample is on.
// NOTE: this usually stores 4 bytes per lightmap sample.
// It's a lot simpler and faster to just store the position but then it's
// 16 bytes instead of 4.
int iTri; if( *pCurSample == 255 ) { ++pCurSample; iTri = *pCurSample + 255; } else { iTri = *pCurSample; } ++pCurSample;
float a = (float)*(pCurSample++) / 255.0f; float b = (float)*(pCurSample++) / 255.0f; float c = (float)*(pCurSample++) / 255.0f;
CTriInfo *pTri = &pDisp->m_pPowerInfo->m_pTriInfos[iTri]; Vector vPos = pDisp->m_MeshReader.Position( pTri->m_Indices[0] ) * a + pDisp->m_MeshReader.Position( pTri->m_Indices[1] ) * b + pDisp->m_MeshReader.Position( pTri->m_Indices[2] ) * c; Vector vNormal, vTangentS, vTangentT; if( pDisp->NumLightMaps() > 1 ) { vNormal = pDisp->m_MeshReader.Normal( pTri->m_Indices[0] ) * a + pDisp->m_MeshReader.Normal( pTri->m_Indices[1] ) * b + pDisp->m_MeshReader.Normal( pTri->m_Indices[2] ) * c; vTangentS = pDisp->m_MeshReader.TangentS( pTri->m_Indices[0] ) * a + pDisp->m_MeshReader.TangentS( pTri->m_Indices[1] ) * b + pDisp->m_MeshReader.TangentS( pTri->m_Indices[2] ) * c; vTangentT = pDisp->m_MeshReader.TangentT( pTri->m_Indices[0] ) * a + pDisp->m_MeshReader.TangentT( pTri->m_Indices[1] ) * b + pDisp->m_MeshReader.TangentT( pTri->m_Indices[2] ) * c; }
(*data.pProcessLightmapSampleDataFunc)( data, vPos, vNormal, vTangentS, vTangentT, t, s, tmax, smax ); } } }
void CDispInfo::AddSingleDynamicLight( dlight_t& dl ) { #ifndef DEDICATED
ProcessLightmapSampleData_t data; data.m_LightDistSqr = dl.GetRadiusSquared();
float lightStyleValue = LightStyleValue( dl.style ); data.m_Intensity[0] = TexLightToLinear( dl.color.r, dl.color.exponent ) * lightStyleValue; data.m_Intensity[1] = TexLightToLinear( dl.color.g, dl.color.exponent ) * lightStyleValue; data.m_Intensity[2] = TexLightToLinear( dl.color.b, dl.color.exponent ) * lightStyleValue;
float minlight = fpmax( g_flMinLightingValue, dl.minlight ); float ooQuadraticAttn = data.m_LightDistSqr * minlight; // / maxIntensity;
data.m_ooQuadraticAttn = ooQuadraticAttn; data.m_vLightOrigin = dl.origin; data.m_ooRadiusSq = 1.0f / dl.GetRadiusSquared();; data.pProcessLightmapSampleDataFunc = &ProcessLightmapSample;
// Touch all the lightmap samples.
IterateLightmapSamples( this, data ); #endif
}
void CDispInfo::AddSingleDynamicLightBumped( dlight_t& dl ) { #ifndef DEDICATED
ProcessLightmapSampleData_t data;
data.m_LightDistSqr = dl.GetRadiusSquared();
float lightStyleValue = LightStyleValue( dl.style ); data.m_Intensity[0] = TexLightToLinear( dl.color.r, dl.color.exponent ) * lightStyleValue; data.m_Intensity[1] = TexLightToLinear( dl.color.g, dl.color.exponent ) * lightStyleValue; data.m_Intensity[2] = TexLightToLinear( dl.color.b, dl.color.exponent ) * lightStyleValue;
float minlight = fpmax( g_flMinLightingValue, dl.minlight ); float ooQuadraticAttn = data.m_LightDistSqr * minlight; // / maxIntensity;
data.m_ooQuadraticAttn = ooQuadraticAttn; data.m_vLightOrigin = dl.origin; data.m_ooRadiusSq = 1.0f / dl.GetRadiusSquared(); data.pProcessLightmapSampleDataFunc = &ProcessLightmapSampleBumped;
// Touch all the lightmap samples.
IterateLightmapSamples( this, data ); #endif
}
void CDispInfo::AddSingleDynamicAlphaLight( dlight_t& dl ) { #ifndef DEDICATED
ProcessLightmapSampleData_t data;
data.m_LightDistSqr = dl.GetRadiusSquared();
float lightStyleValue = LightStyleValue( dl.style ); data.m_Intensity[0] = TexLightToLinear( dl.color.r, dl.color.exponent ) * lightStyleValue; if ( dl.flags & DLIGHT_SUBTRACT_DISPLACEMENT_ALPHA ) data.m_Intensity *= -1.0f;
float minlight = MAX( g_flMinLightingValue, dl.minlight ); float ooQuadraticAttn = data.m_LightDistSqr * minlight; // / maxIntensity;
data.m_ooQuadraticAttn = ooQuadraticAttn; data.m_vLightOrigin = dl.origin; data.m_ooRadiusSq = 1.0f / dl.GetRadiusSquared(); data.pProcessLightmapSampleDataFunc = &ProcessLightmapSampleAlpha;
// Touch all the lightmap samples.
IterateLightmapSamples( this, data ); #endif
}
//-----------------------------------------------------------------------------
// A little cache to help us not project vertices multiple times
//-----------------------------------------------------------------------------
class CDecalNodeSetupCache { public: CDecalNodeSetupCache() : m_CurrentCacheIndex(0) {}
Vector m_ProjectedVert[MAX_DISPVERTS]; int m_CacheIndex[MAX_DISPVERTS];
bool IsCached( int v ) { return m_CacheIndex[v] == m_CurrentCacheIndex; } void MarkCached( int v ) { m_CacheIndex[v] = m_CurrentCacheIndex; } void ResetCache() { ++m_CurrentCacheIndex; }
private: int m_CurrentCacheIndex; };
//-----------------------------------------------------------------------------
// Check to see which nodes are hit by a decal
//-----------------------------------------------------------------------------
bool CDispInfo::SetupDecalNodeIntersect_R( CVertIndex const &nodeIndex, int iNodeBitIndex, CDispDecalBase *pDispDecal, ShadowInfo_t const* pInfo, int iLevel, CDecalNodeSetupCache* pCache ) { int iNodeIndex = VertIndex( nodeIndex );
if( iLevel+1 < m_Power ) { // Recurse into child nodes.
bool anyChildIntersected = false; int iChildNodeBit = iNodeBitIndex + 1; for( int iChild=0; iChild < 4; iChild++ ) { CVertIndex const &childNode = m_pPowerInfo->m_pChildVerts[iNodeIndex].m_Verts[iChild];
// If any of our children intersect, then we do too...
if (SetupDecalNodeIntersect_R( childNode, iChildNodeBit, pDispDecal, pInfo, iLevel + 1, pCache ) ) anyChildIntersected = true; iChildNodeBit += m_pPowerInfo->m_NodeIndexIncrements[iLevel]; }
if (anyChildIntersected) { pDispDecal->m_NodeIntersect.Set( iNodeBitIndex ); return true; }
// None of our children intersect this decal, so neither does the node
return false; }
// Expand our box by the node and by its side verts.
Vector vMin, vMax; if (!pCache->IsCached(iNodeIndex)) { DecalProjectVert( m_MeshReader.Position( iNodeIndex ), pDispDecal, pInfo, pCache->m_ProjectedVert[iNodeIndex] ); pCache->MarkCached(iNodeIndex); } vMin = pCache->m_ProjectedVert[iNodeIndex]; vMax = pCache->m_ProjectedVert[iNodeIndex];
// Now test each neighbor + child vert to see if it should exist.
for( int i=0; i < 4; i++ ) { CVertIndex const &sideVert = m_pPowerInfo->m_pSideVerts[iNodeIndex].m_Verts[i]; CVertIndex const &cornerVert = m_pPowerInfo->m_pSideVertCorners[iNodeIndex].m_Verts[i];
int iSideIndex = VertIndex(sideVert); if (!pCache->IsCached(iSideIndex)) { DecalProjectVert( m_MeshReader.Position( iSideIndex ), pDispDecal, pInfo, pCache->m_ProjectedVert[iSideIndex] ); pCache->MarkCached(iSideIndex); }
VectorMin( pCache->m_ProjectedVert[iSideIndex], vMin, vMin ); VectorMax( pCache->m_ProjectedVert[iSideIndex], vMax, vMax );
int iCornerIndex = VertIndex(cornerVert); if (!pCache->IsCached(iCornerIndex)) { DecalProjectVert( m_MeshReader.Position( iCornerIndex ), pDispDecal, pInfo, pCache->m_ProjectedVert[iCornerIndex] ); pCache->MarkCached(iCornerIndex); }
VectorMin( pCache->m_ProjectedVert[iCornerIndex], vMin, vMin ); VectorMax( pCache->m_ProjectedVert[iCornerIndex], vMax, vMax ); }
// Now just see if our bbox intersects the [0,0] - [1,1] bbox, which is where this
// decal sits.
if( vMin.x <= 1 && vMax.x >= 0 && vMin.y <= 1 && vMax.y >= 0 ) { // Z cull for shadows...
if( pInfo ) { if ((vMax.z < 0) || (vMin.z > pInfo->m_MaxDist)) return false; }
// Ok, this node is needed and its children may be needed as well.
pDispDecal->m_NodeIntersect.Set( iNodeBitIndex ); return true; }
return false; }
void CDispInfo::SetupDecalNodeIntersect( CVertIndex const &nodeIndex, int iNodeBitIndex, CDispDecalBase *pDispDecal, ShadowInfo_t const* pInfo ) { pDispDecal->m_NodeIntersect.ClearAll();
// Generate a vertex cache, so we're not continually reprojecting vertices...
static CDecalNodeSetupCache cache; cache.ResetCache();
bool anyIntersection = SetupDecalNodeIntersect_R( nodeIndex, iNodeBitIndex, pDispDecal, pInfo, 0, &cache );
pDispDecal->m_Flags |= CDispDecalBase::NODE_BITFIELD_COMPUTED; if (anyIntersection) pDispDecal->m_Flags &= ~CDispDecalBase::NO_INTERSECTION; else pDispDecal->m_Flags |= CDispDecalBase::NO_INTERSECTION; }
Vector CDispInfo::GetFlatVert( int iVertex ) { int sideLength = m_pPowerInfo->GetSideLength(); int x = iVertex % sideLength; int y = iVertex / sideLength; float ooInt = 1.0f / ( float )( sideLength - 1 );
// Lerp between the left and right edges to get a line along 'x'.
Vector endPts[2]; VectorLerp( m_BaseSurfacePositions[0], m_BaseSurfacePositions[1], y*ooInt, endPts[0] ); VectorLerp( m_BaseSurfacePositions[3], m_BaseSurfacePositions[2], y*ooInt, endPts[1] ); // Lerp along the X line.
Vector vOutputPos; VectorLerp( endPts[0], endPts[1], x*ooInt, vOutputPos );
// This can be used to verify that the position generated here is correct.
// It should be the same as CCoreDispInfo::GetFlatVert.
// Assert( vOutputPos.DistTo( m_Verts[iVertex].m_vFlatPos ) < 0.1f );
// Voila!
return vOutputPos; }
//-----------------------------------------------------------------------------
// Computes the texture + lightmap coordinate given a displacement uv
//-----------------------------------------------------------------------------
void CDispInfo::ComputeLightmapAndTextureCoordinate( RayDispOutput_t const& output, Vector2D* luv, Vector2D* tuv ) { #ifndef DEDICATED
// lightmap coordinate
if( luv ) { ComputePointFromBarycentric( m_MeshReader.TexCoordVector2D( output.ndxVerts[0], DISP_LMCOORDS_STAGE ), m_MeshReader.TexCoordVector2D( output.ndxVerts[1], DISP_LMCOORDS_STAGE ), m_MeshReader.TexCoordVector2D( output.ndxVerts[2], DISP_LMCOORDS_STAGE ), output.u, output.v, *luv );
// luv is in the space of the accumulated lightmap page; we need to convert
// it to be in the space of the surface
int lightmapPageWidth, lightmapPageHeight; materials->GetLightmapPageSize( SortInfoToLightmapPage(MSurf_MaterialSortID( m_ParentSurfID ) ), &lightmapPageWidth, &lightmapPageHeight );
luv->x *= lightmapPageWidth; luv->y *= lightmapPageHeight;
luv->x -= 0.5f + MSurf_OffsetIntoLightmapPage( m_ParentSurfID )[0]; luv->y -= 0.5f + MSurf_OffsetIntoLightmapPage( m_ParentSurfID )[1]; }
// texture coordinate
if( tuv ) { // Compute base face (u,v) at each of the three vertices
int size = (1 << m_Power) + 1;
Vector2D baseUV[3]; for (int i = 0; i < 3; ++i ) { baseUV[i].y = (int)(output.ndxVerts[i] / size); baseUV[i].x = output.ndxVerts[i] - size * baseUV[i].y; baseUV[i] /= size - 1; }
Vector2D basefaceUV; ComputePointFromBarycentric( baseUV[0], baseUV[1], baseUV[2], output.u, output.v, basefaceUV );
// Convert the base face uv to a texture uv based on the base face texture coords
TexCoordInQuadFromBarycentric( m_BaseSurfaceTexCoords[0], m_BaseSurfaceTexCoords[3], m_BaseSurfaceTexCoords[2], m_BaseSurfaceTexCoords[1], basefaceUV, *tuv ); } #endif
}
//-----------------------------------------------------------------------------
// Cast a ray against this surface
//-----------------------------------------------------------------------------
bool CDispInfo::TestRay( Ray_t const& ray, float start, float end, float& dist, Vector2D* luv, Vector2D* tuv ) { // Get the index associated with this disp info....
int idx = DispInfo_ComputeIndex( host_state.worldbrush->hDispInfos, this ); CDispCollTree* pTree = CollisionBSPData_GetCollisionTree( idx ); if (!pTree) return false;
CBaseTrace tr; tr.fraction = 1.0f;
// Only test the portion of the ray between start and end
Vector startpt, endpt,endpt2; VectorMA( ray.m_Start, start, ray.m_Delta, startpt ); VectorMA( ray.m_Start, end, ray.m_Delta, endpt );
Ray_t shortenedRay; shortenedRay.Init( startpt, endpt );
RayDispOutput_t output; output.dist = 1.0f; if (pTree->AABBTree_Ray( shortenedRay, output )) { Assert( (output.u <= 1.0f) && (output.v <= 1.0f )); Assert( (output.u >= 0.0f) && (output.v >= 0.0f ));
// Compute the actual distance along the ray
dist = start * (1.0f - output.dist) + end * output.dist;
// Compute lightmap + texture coordinates
ComputeLightmapAndTextureCoordinate( output, luv, tuv ); return true; }
return false; }
const CPowerInfo* CDispInfo::GetPowerInfo() const { return m_pPowerInfo; }
CDispNeighbor* CDispInfo::GetEdgeNeighbor( int index ) { Assert( index >= 0 && index < ARRAYSIZE( m_EdgeNeighbors ) ); return &m_EdgeNeighbors[index]; }
CDispCornerNeighbors* CDispInfo::GetCornerNeighbors( int index ) { Assert( index >= 0 && index < ARRAYSIZE( m_CornerNeighbors ) ); return &m_CornerNeighbors[index]; }
CDispUtilsHelper* CDispInfo::GetDispUtilsByIndex( int index ) { return GetDispByIndex( index ); }
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