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//========= Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "quakedef.h"
#include "lightcache.h"
#include "cmodel_engine.h"
#include "istudiorender.h"
#include "studio_internal.h"
#include "bspfile.h"
#include "cdll_engine_int.h"
#include "tier1/mempool.h"
#include "gl_model_private.h"
#include "r_local.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "l_studio.h"
#include "debugoverlay.h"
#include "worldsize.h"
#include "ispatialpartitioninternal.h"
#include "staticpropmgr.h"
#include "cmodel_engine.h"
#include "icliententitylist.h"
#include "icliententity.h"
#include "enginetrace.h"
#include "client.h"
#include "cl_main.h"
#include "collisionutils.h"
#include "tier0/vprof.h"
#include "filesystem_engine.h"
#include "mathlib/anorms.h"
#include "gl_matsysiface.h"
#include "materialsystem/materialsystem_config.h"
#include "tier2/tier2.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// EMIT_SURFACE LIGHTS:
//
// Dim emit_surface lights go in the ambient cube because there are a ton of them and they are often so dim that
// they get filtered out by r_worldlightmin.
//
// (Dim) emit_surface lights only get calculated at runtime for static props because static props
// do the full calculation of ambient lighting at runtime instead of using vrad's per-leaf
// calculation. Vrad's calculation includes the emit_surfaces, so if we're NOT using it, then
// we want to include emit_surface lights here.
// this should be prime to make the hash better
#define MAX_CACHE_ENTRY 200
#define MAX_CACHE_BUCKETS MAX_CACHE_ENTRY
// number of bits per grid in x, y, z
#define HASH_GRID_SIZEX 5
#define HASH_GRID_SIZEY 5
#define HASH_GRID_SIZEZ 7
#define LIGHTCACHE_SNAP_EPSILON 0.5f
float Engine_WorldLightDistanceFalloff( const dworldlight_t *wl, const Vector& delta, bool bNoRadiusCheck = false ); float Engine_WorldLightAngle( const dworldlight_t *wl, const Vector& lnormal, const Vector& snormal, const Vector& delta );
#define MAX_LIGHTSTYLE_BITS MAX_LIGHTSTYLES
#define MAX_LIGHTSTYLE_BYTES ( (MAX_LIGHTSTYLE_BITS + 7) / 8 )
static byte g_FrameMissCount = 0; static int g_FrameIndex = 0; ConVar lightcache_maxmiss("lightcache_maxmiss","2", FCVAR_CHEAT);
#define NUMRANDOMNORMALS 162
static Vector s_raddir[NUMRANDOMNORMALS] = { #include "randomnormals.h"
};
static ConVar r_lightcache_numambientsamples( "r_lightcache_numambientsamples", "162", FCVAR_CHEAT, "number of random directions to fire rays when computing ambient lighting", true, 1.0f, true, ( float )NUMRANDOMNORMALS );
ConVar r_ambientlightingonly( "r_ambientlightingonly", "0", FCVAR_CHEAT, "Set this to 1 to light models with only ambient lighting (and no static lighting)." );
ConVar r_oldlightselection("r_oldlightselection", "0", FCVAR_CHEAT, "Set this to revert to HL2's method of selecting lights"); ConVar r_lightcache_radiusfactor( "r_lightcache_radiusfactor", "1000", FCVAR_CHEAT, "Allow lights to influence lightcaches beyond the lights' radii" );
// global ambient term test convars
ConVar mat_ambient_light_r( "mat_ambient_light_r", "0.0", FCVAR_CHEAT ); ConVar mat_ambient_light_g( "mat_ambient_light_g", "0.0", FCVAR_CHEAT ); ConVar mat_ambient_light_b( "mat_ambient_light_b", "0.0", FCVAR_CHEAT );
static void ComputeAmbientFromSphericalSamples( const Vector& start, Vector* lightBoxColor );
//-----------------------------------------------------------------------------
// Cache used to compute which lightcache entries computed this frame
// may be able to be used temporarily for lighting other objects in the
// case where we've got too many new lightcache samples in a single frame
//-----------------------------------------------------------------------------
struct CacheInfo_t { int x; int y; int z; int leaf; };
//-----------------------------------------------------------------------------
// Lightcache entry
//-----------------------------------------------------------------------------
enum { HACKLIGHTCACHEFLAGS_HASSWITCHABLELIGHTSTYLE = 0x1, HACKLIGHTCACHEFLAGS_HASNONSWITCHABLELIGHTSTYLE = 0x2, // flickering lights
HACKLIGHTCACHEFLAGS_HASDONESTATICLIGHTING = 0x4, // for static props
};
struct LightingStateInfo_t { float m_pIllum[MAXLOCALLIGHTS]; LightingStateInfo_t() { memset( this, 0, sizeof( *this ) ); } void Clear() { memset( this, 0, sizeof( *this ) ); } };
// This holds the shared data between lightcache_t and PropLightcache_t.
// This way, PropLightcache_t can be about half the size, since it doesn't need a bunch of data in lightcache_t.
class CBaseLightCache : public LightingStateInfo_t { public: CBaseLightCache() { m_pEnvCubemapTexture = NULL; memset( m_pLightstyles, 0, sizeof( m_pLightstyles ) ); m_LightingFlags = 0; m_LastFrameUpdated_LightStyles = -1; }
bool HasLightStyle() { return ( m_LightingFlags & ( HACKLIGHTCACHEFLAGS_HASSWITCHABLELIGHTSTYLE | HACKLIGHTCACHEFLAGS_HASNONSWITCHABLELIGHTSTYLE ) ) ? true : false; }
bool HasSwitchableLightStyle() { return ( m_LightingFlags & HACKLIGHTCACHEFLAGS_HASSWITCHABLELIGHTSTYLE ) ? true : false; }
bool HasNonSwitchableLightStyle() { return ( m_LightingFlags & HACKLIGHTCACHEFLAGS_HASNONSWITCHABLELIGHTSTYLE ) ? true : false; }
public: // cache for static lighting . . never changes after cache creation
// preserved because static prop's color meshes are under cache control
LightingState_t m_StaticLightingState;
// cache for light styles
LightingState_t m_LightStyleLightingState; // This includes m_StaticLightingState
int m_LastFrameUpdated_LightStyles;
LightingState_t m_DynamicLightingState; // This includes m_LightStyleLightingState
int m_LastFrameUpdated_DynamicLighting;
LightingState_t m_DynamicAmbientLightingState; // This includes m_DynamicLightingState
// FIXME: could just use m_LightStyleWorldLights.Count() if we are a static prop
int m_LightingFlags; /* LightCacheFlags_t */ int leaf;
unsigned char m_pLightstyles[MAX_LIGHTSTYLE_BYTES];
// for a dynamic prop, ideally the cache center if valid space, otherwise initial origin
// for a static prop, the provided origin
Vector m_LightingOrigin;
// env_cubemap texture associated with this entry.
ITexture * m_pEnvCubemapTexture; };
class lightcache_t : public CBaseLightCache { public: lightcache_t() { m_LastFrameUpdated_DynamicLighting = -1; }
public:
// Precalculated for the static lighting from AddWorldLightToLightingState.
dworldlight_t *m_StaticPrecalc_LocalLight[MAXLOCALLIGHTS]; unsigned short m_StaticPrecalc_NumLocalLights; LightingStateInfo_t m_StaticPrecalc_LightingStateInfo; // the boxcolor is stored in m_StaticLightingState.
// bucket singly linked list.
unsigned short next; // index into lightcache
unsigned short bucket; // index into lightbuckets
// lru links
unsigned short lru_prev; unsigned short lru_next;
int x,y,z; };
struct PropLightcache_t : public CBaseLightCache { public: // Linked into s_pAllStaticProps.
PropLightcache_t *m_pNextPropLightcache;
unsigned int m_Flags; // corresponds to LIGHTCACHEFLAGS_*
// stuff for pushing lights onto static props
int m_DLightActive; // bit field for which dlights currently affect us.
// recomputed by AddDlightsForStaticProps
int m_DLightMarkFrame; // last frame in which a dlight was marked on this prop (helps detect lights that are marked but have moved away from this prop)
CUtlVector<short> m_LightStyleWorldLights; // This is a list of lights that affect this static prop cache entry.
int m_SwitchableLightFrame; // This is the last frame that switchable lights were calculated.
Vector mins; // fixme: make these smaller
Vector maxs; // fixme: make these smaller
bool HasDlights() { return m_DLightActive ? true : false; } PropLightcache_t() { m_Flags = 0; m_SwitchableLightFrame = -1; m_DLightActive = 0; m_DLightMarkFrame = 0; } };
// NOTE! Changed from 4 to 3 for L4D! May or may not want to merge this to main.
#ifdef POSIX
ConVar r_worldlights ("r_worldlights", "2", 0, "number of world lights to use per vertex" ); // JasonM GL - capping at 2 world lights at the moment
#else
ConVar r_worldlights ("r_worldlights", "3", 0, "number of world lights to use per vertex" ); #endif
ConVar r_radiosity ("r_radiosity", "4", FCVAR_CHEAT, "0: no radiosity\n1: radiosity with ambient cube (6 samples)\n2: radiosity with 162 samples\n3: 162 samples for static props, 6 samples for everything else" ); ConVar r_worldlightmin ("r_worldlightmin", "0.0002" ); ConVar r_avglight ("r_avglight", "1", FCVAR_CHEAT); static ConVar r_drawlightcache ("r_drawlightcache", "0", FCVAR_CHEAT, "0: off\n1: draw light cache entries\n2: draw rays\n"); static ConVar r_minnewsamples ("r_minnewsamples", "3"); static ConVar r_maxnewsamples ("r_maxnewsamples", "6"); static ConVar r_maxsampledist ("r_maxsampledist", "128"); static ConVar r_lightcachecenter ("r_lightcachecenter", "1", FCVAR_CHEAT );
CON_COMMAND_F( r_lightcache_invalidate, "", FCVAR_CHEAT ) { R_StudioInitLightingCache(); }
// head and tail sentinels of the LRU
#define LIGHT_LRU_HEAD_INDEX MAX_CACHE_ENTRY
#define LIGHT_LRU_TAIL_INDEX (MAX_CACHE_ENTRY+1)
static lightcache_t lightcache[MAX_CACHE_ENTRY + 2]; // the extra 2 are the head and tail
static unsigned short lightbuckets[MAX_CACHE_BUCKETS];
static CClassMemoryPool<PropLightcache_t> s_PropCache( 256, CClassMemoryPool<lightcache_t>::GROW_SLOW ); // A memory pool of lightcache entries that is
static int cached_r_worldlights = -1; static int cached_r_radiosity = -1; static int cached_r_avglight = -1; static int cached_mat_fullbright = -1; static int cached_r_lightcache_numambientsamples = -1; static PropLightcache_t* s_pAllStaticProps = NULL;
// Used to convert RGB colors to greyscale intensity
static Vector s_Grayscale( 0.299f, 0.587f, 0.114f );
#define BIT_SET( a, b ) ((a)[(b)>>3] & (1<<((b)&7)))
inline unsigned short GetLightCacheIndex( const lightcache_t *pCache ) { return pCache - lightcache; }
inline lightcache_t& GetLightLRUHead() { return lightcache[LIGHT_LRU_HEAD_INDEX]; }
inline lightcache_t& GetLightLRUTail() { return lightcache[LIGHT_LRU_TAIL_INDEX]; }
//-----------------------------------------------------------------------------
// Purpose: Set up the LRU
//-----------------------------------------------------------------------------
void R_StudioInitLightingCache( void ) { unsigned short i;
memset( lightcache, 0, sizeof(lightcache) );
for ( i=0; i < ARRAYSIZE( lightcache ); i++ ) lightcache[i].bucket = 0xFFFF;
for ( i=0; i < ARRAYSIZE( lightbuckets ); i++ ) lightbuckets[i] = 0xFFFF;
unsigned short last = LIGHT_LRU_HEAD_INDEX; // Link every node into the LRU
for ( i = 0; i < MAX_CACHE_ENTRY-1; i++) { lightcache[i].lru_prev = last; lightcache[i].lru_next = i + 1; last = i; } // terminate the lru list
lightcache[i].lru_prev = last; lightcache[i].lru_next = LIGHT_LRU_TAIL_INDEX;
// link the sentinels
lightcache[LIGHT_LRU_HEAD_INDEX].lru_next = 0; lightcache[LIGHT_LRU_TAIL_INDEX].lru_prev = i;
// Lower number of lights on older hardware
if ( g_pMaterialSystemHardwareConfig->MaxNumLights() < r_worldlights.GetInt() ) { r_worldlights.SetValue( g_pMaterialSystemHardwareConfig->MaxNumLights() ); }
cached_r_worldlights = r_worldlights.GetInt(); cached_r_radiosity = r_radiosity.GetInt(); cached_r_avglight = r_avglight.GetInt(); cached_mat_fullbright = g_pMaterialSystemConfig->nFullbright; cached_r_lightcache_numambientsamples = r_lightcache_numambientsamples.GetInt();
// Recompute all static lighting
InvalidateStaticLightingCache(); }
void R_StudioCheckReinitLightingCache() { // Make sure this stays clamped to match hardware capabilities
if ( g_pMaterialSystemHardwareConfig->MaxNumLights() < r_worldlights.GetInt() ) { r_worldlights.SetValue( g_pMaterialSystemHardwareConfig->MaxNumLights() ); }
// Flush the lighting cache, if necessary
if (cached_r_worldlights != r_worldlights.GetInt() || cached_r_radiosity != r_radiosity.GetInt() || cached_r_avglight != r_avglight.GetInt() || cached_mat_fullbright != g_pMaterialSystemConfig->nFullbright || cached_r_lightcache_numambientsamples != r_lightcache_numambientsamples.GetInt() ) { R_StudioInitLightingCache(); } }
//-----------------------------------------------------------------------------
// Purpose: Moves this cache entry to the end of the lru, i.e. marks it recently used
// Input : *pcache -
//-----------------------------------------------------------------------------
static void LightcacheMark( lightcache_t *pcache ) { // don't link in static lighting
if ( !pcache->lru_next && !pcache->lru_prev ) return;
// already at tail
if ( GetLightCacheIndex( pcache ) == lightcache[LIGHT_LRU_TAIL_INDEX].lru_prev ) return;
// unlink pcache
lightcache[pcache->lru_prev].lru_next = pcache->lru_next; lightcache[pcache->lru_next].lru_prev = pcache->lru_prev; // link to tail
// patch backward link
lightcache[GetLightLRUTail().lru_prev].lru_next = GetLightCacheIndex( pcache ); pcache->lru_prev = GetLightLRUTail().lru_prev; // patch forward link
pcache->lru_next = LIGHT_LRU_TAIL_INDEX; GetLightLRUTail().lru_prev = GetLightCacheIndex( pcache ); }
//-----------------------------------------------------------------------------
// Purpose: Unlink a cache entry from its current bucket
// Input : *pcache -
//-----------------------------------------------------------------------------
static void LightcacheUnlink( lightcache_t *pcache ) { unsigned short iBucket = pcache->bucket; // not used yet?
if ( iBucket == 0xFFFF ) return;
unsigned short iCache = GetLightCacheIndex( pcache );
// unlink it
unsigned short plist = lightbuckets[iBucket];
if ( plist == iCache ) { // head of bucket? move bucket down
lightbuckets[iBucket] = pcache->next; } else { bool found = false; // walk the bucket
while ( plist != 0xFFFF ) { // if next is pcache, unlink pcache
if ( lightcache[plist].next == iCache ) { lightcache[plist].next = pcache->next; found = true; break; } plist = lightcache[plist].next; } assert(found); } }
//-----------------------------------------------------------------------------
// Purpose: Get the least recently used cache entry
//-----------------------------------------------------------------------------
static lightcache_t *LightcacheGetLRU( void ) { // grab head
lightcache_t *pcache = &lightcache[GetLightLRUHead().lru_next];
// move to tail
LightcacheMark( pcache );
// unlink from the bucket
LightcacheUnlink( pcache );
pcache->leaf = -1; return pcache; }
//-----------------------------------------------------------------------------
// Purpose: Quick & Dirty hashing function to bucket the cube in 4d parameter space
//-----------------------------------------------------------------------------
static int LightcacheHashKey( int x, int y, int z, int leaf ) { unsigned int key = (((x<<20) + (y<<8) + z) ^ (leaf)); key = key % MAX_CACHE_BUCKETS; return (int)key; }
//-----------------------------------------------------------------------------
// Compute the lightcache bucket given a position
//-----------------------------------------------------------------------------
static lightcache_t* FindInCache( int bucket, int x, int y, int z, int leaf ) { // loop over the entries in this bucket
unsigned short iCache; for ( iCache = lightbuckets[bucket]; iCache != 0xFFFF; iCache = lightcache[iCache].next ) { lightcache_t *pCache = &lightcache[iCache];
// hit?
if (pCache->x == x && pCache->y == y && pCache->z == z && pCache->leaf == leaf ) { return pCache; } } return 0; }
//-----------------------------------------------------------------------------
// Links to a bucket
//-----------------------------------------------------------------------------
static inline void LinkToBucket( int bucket, lightcache_t* pcache ) { pcache->next = lightbuckets[bucket]; lightbuckets[bucket] = GetLightCacheIndex( pcache );
// point back to the bucket
pcache->bucket = (unsigned short)bucket; }
//-----------------------------------------------------------------------------
// Links in a new lightcache entry
//-----------------------------------------------------------------------------
static lightcache_t* NewLightcacheEntry( int bucket ) { // re-use the LRU cache entry
lightcache_t* pcache = LightcacheGetLRU(); LinkToBucket( bucket, pcache ); return pcache; }
//-----------------------------------------------------------------------------
// Compute the lightcache origin
//-----------------------------------------------------------------------------
#if 0
static inline void ComputeLightcacheOrigin( int x, int y, int z, Vector& org ) { // this is suspicious and *maybe* wrong
// the bucket origin can't re-establish the correct negative numbers
// because of the non-arithmetic shift down?
int ix = x << HASH_GRID_SIZEX; int iy = y << HASH_GRID_SIZEY; int iz = z << HASH_GRID_SIZEZ; org.Init( ix, iy, iz ); } #endif
//-----------------------------------------------------------------------------
// Compute the lightcache bounds given a point
//-----------------------------------------------------------------------------
void ComputeLightcacheBounds( const Vector &vecOrigin, Vector *pMins, Vector *pMaxs ) { bool bXPos = (vecOrigin[0] >= 0); bool bYPos = (vecOrigin[1] >= 0); bool bZPos = (vecOrigin[2] >= 0);
// can't snap and shift negative values
// truncate positive number and shift
int ix = ((int)(fabs(vecOrigin[0]))) >> HASH_GRID_SIZEX; int iy = ((int)(fabs(vecOrigin[1]))) >> HASH_GRID_SIZEY; int iz = ((int)(fabs(vecOrigin[2]))) >> HASH_GRID_SIZEZ;
// mins is floored as fixup depending on <0 or >0
pMins->x = (bXPos ? ix : -(ix + 1)) << HASH_GRID_SIZEX; pMins->y = (bYPos ? iy : -(iy + 1)) << HASH_GRID_SIZEY; pMins->z = (bZPos ? iz : -(iz + 1)) << HASH_GRID_SIZEZ; // maxs is exactly one grid increasing from mins
pMaxs->x = pMins->x + (1 << HASH_GRID_SIZEX ); pMaxs->y = pMins->y + (1 << HASH_GRID_SIZEY ); pMaxs->z = pMins->z + (1 << HASH_GRID_SIZEZ );
Assert( (pMins->x <= vecOrigin.x) && (pMins->y <= vecOrigin.y) && (pMins->z <= vecOrigin.z) ); Assert( (pMaxs->x >= vecOrigin.x) && (pMaxs->y >= vecOrigin.y) && (pMaxs->z >= vecOrigin.z) ); }
//-----------------------------------------------------------------------------
// Compute the cache origin suitable for key
//-----------------------------------------------------------------------------
static inline void OriginToCacheOrigin( const Vector &origin, int &x, int &y, int &z ) { x = ((int)origin[0] + 32768) >> HASH_GRID_SIZEX; y = ((int)origin[1] + 32768) >> HASH_GRID_SIZEY; z = ((int)origin[2] + 32768) >> HASH_GRID_SIZEZ; }
//-----------------------------------------------------------------------------
// Finds ambient lights
//-----------------------------------------------------------------------------
dworldlight_t* FindAmbientLight() { // find any ambient lights
for (int i = 0; i < host_state.worldbrush->numworldlights; i++) { if (host_state.worldbrush->worldlights[i].type == emit_skyambient) { return &host_state.worldbrush->worldlights[i]; } }
return 0; }
//-----------------------------------------------------------------------------
// Computes the ambient term from a particular surface
//-----------------------------------------------------------------------------
static void ComputeAmbientFromSurface( SurfaceHandle_t surfID, dworldlight_t* pSkylight, Vector& radcolor ) { if (IS_SURF_VALID( surfID ) ) { // If we hit the sky, use the sky ambient
if (MSurf_Flags( surfID ) & SURFDRAW_SKY) { if (pSkylight) { // add in sky ambient
VectorCopy( pSkylight->intensity, radcolor ); } } else { Vector reflectivity; MSurf_TexInfo( surfID )->material->GetReflectivity( reflectivity ); VectorMultiply( radcolor, reflectivity, radcolor ); } } }
//-----------------------------------------------------------------------------
// Computes the ambient term from a large number of spherical samples
//-----------------------------------------------------------------------------
static void ComputeAmbientFromSphericalSamples( const Vector& start, Vector* lightBoxColor ) { VPROF( "ComputeAmbientFromSphericalSamples" ); // find any ambient lights
dworldlight_t *pSkylight = FindAmbientLight();
Vector radcolor[NUMRANDOMNORMALS]; Assert( cached_r_lightcache_numambientsamples <= ARRAYSIZE( radcolor ) );
// sample world by casting N rays distributed across a sphere
Vector upend; int i; for ( i = 0; i < cached_r_lightcache_numambientsamples; i++) { // FIXME: a good optimization would be to scale this per leaf
VectorMA( start, COORD_EXTENT * 1.74, g_anorms[i], upend );
// Now that we've got a ray, see what surface we've hit
SurfaceHandle_t surfID = R_LightVec (start, upend, false, radcolor[i] ); if (!IS_SURF_VALID(surfID) ) continue;
ComputeAmbientFromSurface( surfID, pSkylight, radcolor[i] ); }
// accumulate samples into radiant box
const Vector* pBoxDirs = g_pStudioRender->GetAmbientLightDirections(); for (int j = g_pStudioRender->GetNumAmbientLightSamples(); --j >= 0; ) { float c, t; t = 0;
lightBoxColor[j][0] = 0; lightBoxColor[j][1] = 0; lightBoxColor[j][2] = 0;
for (i = 0; i < cached_r_lightcache_numambientsamples; i++) { c = DotProduct( g_anorms[i], pBoxDirs[j] ); if (c > 0) { t += c; VectorMA( lightBoxColor[j], c, radcolor[i], lightBoxColor[j] ); } } VectorMultiply( lightBoxColor[j], 1/t, lightBoxColor[j] ); } }
static void ComputeAmbientFromLeaf( const Vector &start, int leafID, Vector *lightBoxColor, bool *bAddedLeafAmbientCube ) { if( leafID >= 0 ) { Mod_LeafAmbientColorAtPos( lightBoxColor, start, leafID ); // The ambient lighting in the leaves has the emit_surface lights factored in.
*bAddedLeafAmbientCube = true; } else { int i; for( i = 0; i < 6; i++ ) { lightBoxColor[i].Init( 0.0f, 0.0f, 0.0f ); } } }
//-----------------------------------------------------------------------------
// Computes the ambient term from 6 cardinal directions
//-----------------------------------------------------------------------------
static void ComputeAmbientFromAxisAlignedSamples( const Vector& start, Vector* lightBoxColor ) { Vector upend;
// find any ambient lights
dworldlight_t *pSkylight = FindAmbientLight();
// sample world only along cardinal axes
const Vector* pBoxDirs = g_pStudioRender->GetAmbientLightDirections(); for (int i = 0; i < 6; i++) { VectorMA( start, COORD_EXTENT * 1.74, pBoxDirs[i], upend );
// Now that we've got a ray, see what surface we've hit
SurfaceHandle_t surfID = R_LightVec (start, upend, false, lightBoxColor[i] ); if (!IS_SURF_VALID( surfID ) ) continue;
ComputeAmbientFromSurface( surfID, pSkylight, lightBoxColor[i] );
} }
//-----------------------------------------------------------------------------
// Computes the ambient lighting at a point, and sets the lightstyles bitfield
//-----------------------------------------------------------------------------
static void R_StudioGetAmbientLightForPoint( int leafID, const Vector& start, Vector* pLightBoxColor, bool bIsStaticProp, bool *bAddedLeafAmbientCube ) { *bAddedLeafAmbientCube = false;
VPROF( "R_StudioGetAmbientLightForPoint" ); int i; if ( g_pMaterialSystemConfig->nFullbright == 1 ) { for (i = g_pStudioRender->GetNumAmbientLightSamples(); --i >= 0; ) { VectorFill( pLightBoxColor[i], 1.0 ); } return; }
switch( r_radiosity.GetInt() ) { case 1: ComputeAmbientFromAxisAlignedSamples( start, pLightBoxColor ); break;
case 2: ComputeAmbientFromSphericalSamples( start, pLightBoxColor ); break;
case 3: if (bIsStaticProp) ComputeAmbientFromSphericalSamples( start, pLightBoxColor ); else ComputeAmbientFromAxisAlignedSamples( start, pLightBoxColor ); break;
case 4: if (bIsStaticProp) ComputeAmbientFromSphericalSamples( start, pLightBoxColor ); else ComputeAmbientFromLeaf( start, leafID, pLightBoxColor, bAddedLeafAmbientCube ); break;
default: // assume no bounced light from the world
for (i = g_pStudioRender->GetNumAmbientLightSamples(); --i >= 0; ) { VectorFill( pLightBoxColor[i], 0 ); } } }
//-----------------------------------------------------------------------------
// This filter bumps against the world + all but one prop
//-----------------------------------------------------------------------------
class CTraceFilterWorldAndProps : public ITraceFilter { public: CTraceFilterWorldAndProps( IHandleEntity *pHandleEntity ) : m_pIgnoreProp( pHandleEntity ) {}
bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) { // We only bump against props + we ignore one particular prop
if ( !StaticPropMgr()->IsStaticProp( pHandleEntity ) ) return false;
return ( pHandleEntity != m_pIgnoreProp ); } virtual TraceType_t GetTraceType() const { return TRACE_EVERYTHING_FILTER_PROPS; }
private: IHandleEntity *m_pIgnoreProp; };
static float LightIntensityAndDirectionAtPointOld( dworldlight_t* pLight, const Vector& mid, int fFlags, IHandleEntity *pIgnoreEnt, Vector *pDirection ) { CTraceFilterWorldOnly worldTraceFilter; CTraceFilterWorldAndProps propTraceFilter( pIgnoreEnt ); ITraceFilter *pTraceFilter = &worldTraceFilter; if (fFlags & LIGHT_OCCLUDE_VS_PROPS) { pTraceFilter = &propTraceFilter; }
// Special case lights
switch (pLight->type) { case emit_skylight: { // There can be more than one skylight, but we should only
// ever be affected by one of them (multiple ones are created from
// a single light in vrad)
VectorFill( *pDirection, 0 ); // check to see if you can hit the sky texture
Vector end; VectorMA( mid, -COORD_EXTENT * 1.74f, pLight->normal, end ); // max_range * sqrt(3)
trace_t tr; Ray_t ray; ray.Init( mid, end ); g_pEngineTraceClient->TraceRay( ray, MASK_OPAQUE | CONTENTS_BLOCKLIGHT, pTraceFilter, &tr );
// Here, we didn't hit the sky, so we must be in shadow
if ( !(tr.surface.flags & SURF_SKY) ) return 0.0f;
// fudge delta and dist for skylights
*pDirection = -pLight->normal; return 1.0f; }
case emit_skyambient: // always ignore these
return 0.0f; }
// all other lights
// check distance
VectorSubtract( pLight->origin, mid, *pDirection ); float ratio = Engine_WorldLightDistanceFalloff( pLight, *pDirection, (fFlags & LIGHT_NO_RADIUS_CHECK) != 0 );
// Add in light style component
if( !( fFlags & LIGHT_IGNORE_LIGHTSTYLE_VALUE ) ) { ratio *= LightStyleValue( pLight->style ); }
// Early out for really low-intensity lights
// That way we don't need to ray-cast or normalize
float intensity = MAX( pLight->intensity[0], pLight->intensity[1] ); intensity = MAX(intensity, pLight->intensity[2] );
// This is about 1/256
// See the comment titled "EMIT_SURFACE LIGHTS" at the top for info about why we don't
// test emit_surface lights here.
if ( pLight->type != emit_surface ) { if (intensity * ratio < r_worldlightmin.GetFloat() ) return 0.0f; }
float dist = VectorNormalize( *pDirection );
if ( fFlags & LIGHT_NO_OCCLUSION_CHECK ) return ratio;
trace_t pm; Ray_t ray; ray.Init( mid, pLight->origin ); g_pEngineTraceClient->TraceRay( ray, MASK_OPAQUE | CONTENTS_BLOCKLIGHT, pTraceFilter, &pm );
// hack
if ( (1.f-pm.fraction) * dist > 8 ) { #ifndef DEDICATED
if (r_drawlightcache.GetInt() == 2) { CDebugOverlay::AddLineOverlay( mid, pm.endpos, 255, 0, 0, 255, true, 3 ); } #endif
return 0.f; }
return ratio; }
//-----------------------------------------------------------------------------
// This method returns the effective intensity of a light as seen from
// a particular point. PVS is used to speed up the task.
//-----------------------------------------------------------------------------
static float LightIntensityAndDirectionAtPointNew( dworldlight_t* pLight, lightzbuffer_t *pZBuf, const Vector& mid, int fFlags, IHandleEntity *pIgnoreEnt, Vector *pDirection ) { CTraceFilterWorldOnly worldTraceFilter; CTraceFilterWorldAndProps propTraceFilter( pIgnoreEnt ); ITraceFilter *pTraceFilter = &worldTraceFilter; if (fFlags & LIGHT_OCCLUDE_VS_PROPS) { pTraceFilter = &propTraceFilter; }
// Special case lights
switch (pLight->type) { case emit_skylight: { // There can be more than one skylight, but we should only
// ever be affected by one of them (multiple ones are created from
// a single light in vrad)
VectorFill( *pDirection, 0 ); // check to see if you can hit the sky texture
Vector end; VectorMA( mid, -COORD_EXTENT * 1.74f, pLight->normal, end ); // max_range * sqrt(3)
trace_t tr; Ray_t ray; ray.Init( mid, end ); g_pEngineTraceClient->TraceRay( ray, MASK_OPAQUE, pTraceFilter, &tr );
// Here, we didn't hit the sky, so we must be in shadow
if ( !(tr.surface.flags & SURF_SKY) ) return 0.0f;
// fudge delta and dist for skylights
*pDirection = -pLight->normal; return 1.0f; }
case emit_skyambient: // always ignore these
return 0.0f; }
// all other lights
// check distance
VectorSubtract( pLight->origin, mid, *pDirection ); float ratio = Engine_WorldLightDistanceFalloff( pLight, *pDirection, (fFlags & LIGHT_NO_RADIUS_CHECK) != 0 );
// Add in light style component
if( !( fFlags & LIGHT_IGNORE_LIGHTSTYLE_VALUE ) ) { ratio *= LightStyleValue( pLight->style ); }
// Early out for really low-intensity lights
// That way we don't need to ray-cast or normalize
float intensity = fpmax( pLight->intensity[0], pLight->intensity[1] ); intensity = fpmax(intensity, pLight->intensity[2] );
// This is about 1/256
// See the comment titled "EMIT_SURFACE LIGHTS" at the top for info about why we don't
// test emit_surface lights here.
if ( pLight->type != emit_surface ) { if (intensity * ratio < r_worldlightmin.GetFloat() ) return 0.0f; }
float dist = VectorNormalize( *pDirection );
if ( fFlags & LIGHT_NO_OCCLUSION_CHECK ) return ratio;
float flTraceDistance = dist; // check if we are so close to the light that we shouldn't use our coarse z buf
if ( dist - ( 1 << HASH_GRID_SIZEZ ) < 8 * SHADOW_ZBUF_RES ) pZBuf = NULL;
Vector epnt = mid;
LightShadowZBufferSample_t *pSample = NULL; if ( pZBuf ) { pSample = &( pZBuf->GetSample( *pDirection ) ); if ( ( pSample->m_flHitDistance < pSample->m_flTraceDistance ) || ( pSample->m_flTraceDistance >= dist ) ) { // hit!
if ( dist > pSample->m_flHitDistance + 8 ) // shadow hit
{ #ifndef DEDICATED
if (r_drawlightcache.GetInt() == 2 ) { CDebugOverlay::AddLineOverlay( mid, pLight->origin, 0, 0, 0, 255, true, 3 ); } #endif
return 0; } else { #ifndef DEDICATED
if (r_drawlightcache.GetInt() == 2 ) { CDebugOverlay::AddLineOverlay( mid, pLight->origin, 0, 255, 0, 255, true, 3 ); } #endif
return ratio; }
}
// cache miss
flTraceDistance = MAX( 100.0, 2.0 * dist ); // trace a little further for better caching
epnt += ( dist - flTraceDistance ) * ( *pDirection ); } trace_t pm; Ray_t ray; ray.Init( pLight->origin, epnt ); // trace from light to object
g_pEngineTraceClient->TraceRay( ray, MASK_OPAQUE, pTraceFilter, &pm ); // [msmith per Henry Goffin] This fraction should not be flipped.
// pm.fraction = 1-pm.fraction;
float flHitDistance = ( pm.startsolid ) ? FLT_EPSILON : ( pm.fraction ) * flTraceDistance; if ( pSample ) { pSample->m_flTraceDistance = flTraceDistance; pSample->m_flHitDistance = ( pm.fraction >= 1.0 ) ? 1.0e23 : flHitDistance; } if ( dist > flHitDistance + 8) { #ifndef DEDICATED
if (r_drawlightcache.GetInt() == 2 ) { CDebugOverlay::AddLineOverlay( mid, pLight->origin, 255, 0, 0, 255, true, 3 ); } #endif
return 0.f; } return ratio; }
static float LightIntensityAndDirectionAtPoint( dworldlight_t* pLight, lightzbuffer_t *pZBuf, const Vector& mid, int fFlags, IHandleEntity *pIgnoreEnt, Vector *pDirection ) { #if 1
if ( pZBuf ) return LightIntensityAndDirectionAtPointNew( pLight, pZBuf, mid, fFlags, pIgnoreEnt, pDirection ); else return LightIntensityAndDirectionAtPointOld( pLight, mid, fFlags, pIgnoreEnt, pDirection ); #else
float old = LightIntensityAndDirectionAtPointOld( pLight, mid, fFlags, pIgnoreEnt, pDirection ); float newf = LightIntensityAndDirectionAtPointNew( pLight, pZBuf, mid, fFlags, pIgnoreEnt, pDirection ); if ( old != newf ) { float old2 = LightIntensityAndDirectionAtPointOld( pLight, mid, fFlags, pIgnoreEnt, pDirection ); float newf2 = LightIntensityAndDirectionAtPointNew( pLight, pZBuf, mid, fFlags, pIgnoreEnt, pDirection ); } return newf; #endif
}
//-----------------------------------------------------------------------------
// This method returns the effective intensity of a light as seen within
// a particular box...
// a particular point. PVS is used to speed up the task.
//-----------------------------------------------------------------------------
static float LightIntensityAndDirectionInBox( dworldlight_t* pLight, lightzbuffer_t *pZBuf, const Vector &mid, const Vector &mins, const Vector &maxs, int fFlags, Vector *pDirection ) { // Choose the point closest on the box to the light to get max intensity
// within the box....
const float LightRadiusFactor = r_lightcache_radiusfactor.GetFloat(); // TERROR: try harder to get contributions from lights at the edges of their radii
if ( !r_oldlightselection.GetBool() ) { switch (pLight->type) { case emit_spotlight: // directional & positional
{ float sphereRadius = (maxs-mid).Length(); // first do a sphere/sphere check
float dist = (pLight->origin - mid).Length(); if ( dist > (sphereRadius + pLight->radius * LightRadiusFactor) ) return 0; // PERFORMANCE: precalc this and store in the light?
float angle = acos(pLight->stopdot2); float sinAngle = sin(angle); if ( !IsSphereIntersectingCone( mid, sphereRadius, pLight->origin, pLight->normal, sinAngle, pLight->stopdot2 ) ) return 0; } // NOTE: fall through to radius check in point case
case emit_point: { float distSqr = CalcSqrDistanceToAABB( mins, maxs, pLight->origin ); if ( distSqr > pLight->radius * pLight->radius * LightRadiusFactor ) return 0; }
break; case emit_surface: // directional & positional, fixed cone size
{ float sphereRadius = (maxs-mid).Length(); // first do a sphere/sphere check
float dist = (pLight->origin - mid).Length(); if ( dist > (sphereRadius + pLight->radius) ) return 0; // PERFORMANCE: precalc this and store in the light?
if ( !IsSphereIntersectingCone( mid, sphereRadius, pLight->origin, pLight->normal, 1.0f, 0.0f ) ) return 0; } break; case emit_skylight: { // test for skylight contribution at voxel corners in addition to voxel center.
Vector vecCorners[8];
// bottom corners
vecCorners[0] = mins; vecCorners[1] = Vector( maxs.x, mins.y, mins.z ); vecCorners[2] = Vector( mins.x, mins.y, maxs.z ); vecCorners[3] = Vector( mins.x, maxs.y, mins.z );
//top corners
vecCorners[4] = Vector( mins.x, maxs.y, maxs.z ); vecCorners[5] = Vector( maxs.x, maxs.y, mins.z ); vecCorners[6] = Vector( maxs.x, mins.y, maxs.z ); vecCorners[7] = maxs; // init intensity with value from center
float flMaxIntensity = LightIntensityAndDirectionAtPoint( pLight, pZBuf, mid, fFlags | LIGHT_NO_RADIUS_CHECK, NULL, pDirection );
// if any corner intensity is greater, use that value
for (int i=0; i<8; i++) flMaxIntensity = MAX( flMaxIntensity, LightIntensityAndDirectionAtPoint( pLight, pZBuf, vecCorners[i], fFlags | LIGHT_NO_RADIUS_CHECK, NULL, pDirection ) );
return flMaxIntensity;
} break; } } else {
// NOTE: Here, we do radius check to check to see if we should even care about the light
// because we want to check the closest point in the box
switch (pLight->type) { case emit_point: case emit_spotlight: // directional & positional
{ Vector vecClosestPoint; vecClosestPoint.Init(); for ( int i = 0; i < 3; ++i ) { vecClosestPoint[i] = clamp( pLight->origin[i], mins[i], maxs[i] ); }
vecClosestPoint -= pLight->origin; if ( vecClosestPoint.LengthSqr() > pLight->radius * pLight->radius ) return 0; } break; } }
return LightIntensityAndDirectionAtPoint( pLight, pZBuf, mid, fFlags | LIGHT_NO_RADIUS_CHECK, NULL, pDirection ); }
//-----------------------------------------------------------------------------
// Computes the static vertex lighting term from a large number of spherical samples
//-----------------------------------------------------------------------------
bool ComputeVertexLightingFromSphericalSamples( const Vector& vecVertex, const Vector &vecNormal, IHandleEntity *pIgnoreEnt, Vector *pLinearColor ) { if ( IsX360() ) return false;
// Check to see if this vertex is in solid
trace_t tr; CTraceFilterWorldAndProps filter( pIgnoreEnt ); Ray_t ray; ray.Init( vecVertex, vecVertex ); g_pEngineTraceClient->TraceRay( ray, MASK_OPAQUE | CONTENTS_BLOCKLIGHT, &filter, &tr ); if ( tr.startsolid || tr.allsolid ) return false;
pLinearColor->Init( 0, 0, 0 );
// find any ambient lights
dworldlight_t *pSkylight = FindAmbientLight();
// sample world by casting N rays distributed across a sphere
float t = 0.0f; Vector upend, color; int i; for ( i = 0; i < cached_r_lightcache_numambientsamples; i++) { float flDot = DotProduct( vecNormal, s_raddir[i] ); if ( flDot < 0.0f ) continue;
// FIXME: a good optimization would be to scale this per leaf
VectorMA( vecVertex, COORD_EXTENT * 1.74, s_raddir[i], upend );
// Now that we've got a ray, see what surface we've hit
SurfaceHandle_t surfID = R_LightVec( vecVertex, upend, false, color ); if ( !IS_SURF_VALID(surfID) ) continue;
// FIXME: Maybe make sure we aren't obstructed by static props?
// To do this, R_LightVec would need to return distance of hit...
// Or, we need another arg to R_LightVec to return black when hitting a static prop
ComputeAmbientFromSurface( surfID, pSkylight, color );
t += flDot; VectorMA( *pLinearColor, flDot, color, *pLinearColor ); }
if (t != 0.0f) { *pLinearColor /= t; }
// Figure out the PVS info for this location
int leaf = CM_PointLeafnum( vecVertex ); const byte* pVis = CM_ClusterPVS( CM_LeafCluster( leaf ) );
// Now add in the direct lighting
Vector vecDirection; for (i = 0; i < host_state.worldbrush->numworldlights; ++i) { dworldlight_t *wl = &host_state.worldbrush->worldlights[i];
// only do it if the entity can see into the lights leaf
if ((wl->cluster < 0) || (!BIT_SET( pVis, wl->cluster )) ) continue;
float flRatio = LightIntensityAndDirectionAtPoint( wl, NULL, vecVertex, LIGHT_OCCLUDE_VS_PROPS, pIgnoreEnt, &vecDirection );
// No light contribution? Get outta here!
if ( flRatio <= 0.0f ) continue;
// Figure out spotlight attenuation
float flAngularRatio = Engine_WorldLightAngle( wl, wl->normal, vecNormal, vecDirection );
// Add in the direct lighting
VectorMAInline( *pLinearColor, flAngularRatio * flRatio, wl->intensity, *pLinearColor ); }
return true; }
//-----------------------------------------------------------------------------
// Finds the minimum light
//-----------------------------------------------------------------------------
static int FindDarkestWorldLight( int numLights, float* pLightIllum, float newIllum ) { // FIXME: make the list sorted?
int minLightIndex = -1; float minillum = newIllum; for (int j = 0; j < numLights; ++j) { // only check ones dimmer than have already been checked
if (pLightIllum[j] < minillum) { minillum = pLightIllum[j]; minLightIndex = j; } }
return minLightIndex; }
//-----------------------------------------------------------------------------
// Adds a world light to the ambient cube
//-----------------------------------------------------------------------------
static void AddWorldLightToLightCube( dworldlight_t* pWorldLight, Vector* pBoxColor, const Vector& direction, float ratio ) { if (ratio == 0.0f) return;
// add whatever didn't stay in the list to lightBoxColor
// FIXME: This method is a guess, I don't know how it should be done
const Vector* pBoxDir = g_pStudioRender->GetAmbientLightDirections();
for (int j = g_pStudioRender->GetNumAmbientLightSamples(); --j >= 0; ) { float t = DotProduct( pBoxDir[j], direction ); if (t > 0) { VectorMAInline( pBoxColor[j], ratio * t, pWorldLight->intensity, pBoxColor[j] ); } } }
//-----------------------------------------------------------------------------
// Adds a world light to the ambient cube
//-----------------------------------------------------------------------------
void AddWorldLightToAmbientCube( dworldlight_t* pWorldLight, const Vector &vecLightingOrigin, AmbientCube_t &ambientCube, bool bNoLightCull ) { int nFlags = bNoLightCull ? ( LIGHT_NO_RADIUS_CHECK | LIGHT_NO_OCCLUSION_CHECK ) : 0; Vector vecDirection; float ratio = LightIntensityAndDirectionAtPoint( pWorldLight, NULL, vecLightingOrigin, nFlags, NULL, &vecDirection ); float angularRatio = Engine_WorldLightAngle( pWorldLight, pWorldLight->normal, vecDirection, vecDirection ); AddWorldLightToLightCube( pWorldLight, ambientCube, vecDirection, ratio * angularRatio ); }
static inline const byte* FastRejectLightSource( bool bIgnoreVis, const byte *pVis, const Vector &bucketOrigin, int lightType, int lightCluster, bool &bReject ) { bReject = false; if( !bIgnoreVis ) { // This is an optimization to avoid decompressing Vis twice
if (!pVis) { // Figure out the PVS info for this location
int bucketOriginLeaf = CM_PointLeafnum( bucketOrigin ); pVis = CM_ClusterPVS( CM_LeafCluster( bucketOriginLeaf ) ); } if ( lightType == emit_skylight ) { int bucketOriginLeaf = CM_PointLeafnum( bucketOrigin ); mleaf_t *pLeaf = &host_state.worldbrush->leafs[bucketOriginLeaf]; if ( pLeaf && !( pLeaf->flags & ( LEAF_FLAGS_SKY | LEAF_FLAGS_SKY2D ) ) ) { bReject = true; } } else { if ((lightCluster < 0) || (!BIT_SET( pVis, lightCluster )) ) bReject = true; } } return pVis; }
//-----------------------------------------------------------------------------
// Adds a world light to the list of lights
//-----------------------------------------------------------------------------
static const byte *AddWorldLightToLightingState( dworldlight_t* pWorldLight, lightzbuffer_t* pZBuf, LightingState_t& lightingState, LightingStateInfo_t& info, const Vector& bucketOrigin, const byte* pVis, bool dynamic = false, bool bIgnoreVis = false, bool bIgnoreVisTest = false ) { Assert( lightingState.numlights >= 0 && lightingState.numlights <= MAXLOCALLIGHTS );
// only do it if the entity can see into the lights leaf
if ( !bIgnoreVisTest ) { bool bReject; pVis = FastRejectLightSource( bIgnoreVis, pVis, bucketOrigin, pWorldLight->type, pWorldLight->cluster, bReject ); if ( bReject ) return pVis; }
// Get the lighting ratio
Vector direction;
float ratio;
if (!dynamic && r_oldlightselection.GetBool()) { ratio = LightIntensityAndDirectionAtPoint( pWorldLight, pZBuf, bucketOrigin, 0, NULL, &direction ); } else { Vector mins, maxs; ComputeLightcacheBounds( bucketOrigin, &mins, &maxs ); ratio = LightIntensityAndDirectionInBox( pWorldLight, pZBuf, bucketOrigin, mins, maxs, dynamic ? LIGHT_NO_OCCLUSION_CHECK : 0, &direction ); }
// No light contribution? Get outta here!
if ( ratio <= 0.0f ) return pVis;
// Figure out spotlight attenuation
float angularRatio = Engine_WorldLightAngle( pWorldLight, pWorldLight->normal, direction, direction );
// Use standard RGB to gray conversion
float illum = ratio * DotProduct( pWorldLight->intensity, s_Grayscale ); // Don't multiply by cone angle?
// It can't be a local light if it's too dark
// See the comment titled "EMIT_SURFACE LIGHTS" at the top for info.
if (pWorldLight->type == emit_surface || illum >= r_worldlightmin.GetFloat()) // FIXME: tune this value
{ int nWorldLights = MIN( g_pMaterialSystemHardwareConfig->MaxNumLights(), r_worldlights.GetInt() );
// if remaining slots, add to list
if ( lightingState.numlights < nWorldLights ) { // save pointer to world light
lightingState.locallight[lightingState.numlights] = pWorldLight; info.m_pIllum[lightingState.numlights] = illum; ++lightingState.numlights; return pVis; }
// no remaining slots
// find the dimmest existing light and replace
// If dynamic, make sure that it stays as a local light if possible.
int minLightIndex = FindDarkestWorldLight( lightingState.numlights, info.m_pIllum, dynamic ? 100000 : illum ); if (minLightIndex != -1) { // FIXME: We're sorting by ratio here instead of illum cause we either
// have to store more memory or do more computations; I'm not
// convinced it's any better of a metric though, so ratios for now...
// found a light was was dimmer, swap it with the current light
V_swap( pWorldLight, lightingState.locallight[minLightIndex] ); V_swap( illum, info.m_pIllum[minLightIndex] );
// FIXME: Avoid these recomputations
// But I don't know how to do it without storing a ton of data
// per cache entry... yuck!
// NOTE: We know the dot product can't be zero or illum would have been 0 to start with!
ratio = illum / DotProduct( pWorldLight->intensity, s_Grayscale );
if (pWorldLight->type == emit_skylight) { VectorFill( direction, 0 ); angularRatio = 1.0f; } else { VectorSubtract( pWorldLight->origin, bucketOrigin, direction ); VectorNormalize( direction );
// Recompute the ratios
angularRatio = Engine_WorldLightAngle( pWorldLight, pWorldLight->normal, direction, direction ); } } }
// Add the low light to the ambient box color
AddWorldLightToLightCube( pWorldLight, lightingState.r_boxcolor, direction, ratio * angularRatio ); return pVis; }
//-----------------------------------------------------------------------------
// Construct a world light from a dynamic light
//-----------------------------------------------------------------------------
static void WorldLightFromDynamicLight( dlight_t const& dynamicLight, dworldlight_t& worldLight ) { VectorCopy( dynamicLight.origin, worldLight.origin ); worldLight.type = emit_point;
worldLight.intensity[0] = TexLightToLinear( dynamicLight.color.r, dynamicLight.color.exponent ); worldLight.intensity[1] = TexLightToLinear( dynamicLight.color.g, dynamicLight.color.exponent ); worldLight.intensity[2] = TexLightToLinear( dynamicLight.color.b, dynamicLight.color.exponent ); worldLight.style = dynamicLight.style;
// Compute cluster associated with the dynamic light
worldLight.cluster = CM_LeafCluster( CM_PointLeafnum(worldLight.origin) );
// Assume a quadratic attenuation factor; atten so we hit minlight
// at radius away...
float minlight = fpmax( dynamicLight.minlight, g_flMinLightingValue ); // NOTE: Previous implementation turned off attenuation at radius zero.
// clamping is more continuous
float radius = dynamicLight.GetRadius(); if ( radius < 0.1f ) radius = 0.1f;
worldLight.constant_attn = 0; worldLight.linear_attn = 0; worldLight.quadratic_attn = 1.0f / (minlight * radius * radius);
// Set the max radius
worldLight.radius = radius;
// Spotlights...
if (dynamicLight.m_OuterAngle > 0.0f) { worldLight.type = emit_spotlight; VectorCopy( dynamicLight.m_Direction, worldLight.normal ); worldLight.stopdot = cos( dynamicLight.m_InnerAngle * M_PI / 180.0f ); worldLight.stopdot2 = cos( dynamicLight.m_OuterAngle * M_PI / 180.0f ); } }
//-----------------------------------------------------------------------------
// Add in dynamic worldlights (lightstyles)
//-----------------------------------------------------------------------------
static const byte *ComputeLightStyles( lightcache_t* pCache, LightingState_t& lightingState, const Vector& origin, int leaf, const byte* pVis ) { VPROF_INCREMENT_COUNTER( "ComputeLightStyles", 1 ); LightingStateInfo_t info;
lightingState.ZeroLightingState(); // Next, add each world light with a lightstyle into the lighting state,
// ejecting less relevant local lights + folding them into the ambient cube
for ( int i = 0; i < host_state.worldbrush->numworldlights; ++i) { dworldlight_t *wl = &host_state.worldbrush->worldlights[i]; if (wl->style == 0) continue;
int byte = wl->style >> 3; int bit = wl->style & 0x7; if( !( pCache->m_pLightstyles[byte] & ( 1 << bit ) ) ) { continue; }
// This is an optimization to avoid decompressing Vis twice
if (!pVis) { // Figure out the PVS info for this location
pVis = CM_ClusterPVS( CM_LeafCluster( leaf ) ); }
// Now add that world light into our list of worldlights
AddWorldLightToLightingState( wl, NULL, lightingState, info, origin, pVis ); } pCache->m_LastFrameUpdated_LightStyles = r_framecount; return pVis; }
//-----------------------------------------------------------------------------
// Add in dynamic worldlights (lightstyles)
//-----------------------------------------------------------------------------
static void AddLightStylesForStaticProp( PropLightcache_t *pcache, LightingState_t& lightingState ) { // Next, add each world light with a lightstyle into the lighting state,
// ejecting less relevant local lights + folding them into the ambient cube
for( int i = 0; i < pcache->m_LightStyleWorldLights.Count(); ++i ) { Assert( pcache->m_LightStyleWorldLights[i] >= 0 ); Assert( pcache->m_LightStyleWorldLights[i] < host_state.worldbrush->numworldlights ); dworldlight_t *wl = &host_state.worldbrush->worldlights[pcache->m_LightStyleWorldLights[i]]; Assert( wl->style != 0 );
// Now add that world light into our list of worldlights
AddWorldLightToLightingState( wl, NULL, lightingState, *pcache, pcache->m_LightingOrigin, NULL, false /*dynamic*/, true /*ignorevis*/ ); } }
//-----------------------------------------------------------------------------
// Add DLights + ELights to the dynamic lighting
//-----------------------------------------------------------------------------
static dworldlight_t s_pDynamicLight[MAX_DLIGHTS + MAX_ELIGHTS];
static const byte* AddDLights( LightingStateInfo_t& info, LightingState_t& lightingState, const Vector& origin, int leaf, const byte* pVis, const IClientRenderable* pRenderable ) { // NOTE: g_bActiveDLights, g_nNumActiveDLights, et al. are updated in CL_UpdateDAndELights() which is expected to have
// been called this frame before we get here.
if ( !g_bActiveDlights ) return pVis;
const bool bIgnoreVis = false; const bool bIgnoreVisTest = true;
// Next, add each world light with a lightstyle into the lighting state,
// ejecting less relevant local lights + folding them into the ambient cube
dlight_t* RESTRICT dl; for ( int i=0; i<g_nNumActiveDLights; ++i, ++dl ) { dl = &(cl_dlights[ g_ActiveDLightIndex[i] ]);
if ( dl->m_pExclusiveLightReceiver != pRenderable ) continue;
// If the light's not active, then continue
if ( (r_dlightactive & (1 << i)) == 0 ) continue;
// If the light doesn't affect models, then continue
if (dl->flags & (DLIGHT_NO_MODEL_ILLUMINATION | DLIGHT_DISPLACEMENT_MASK)) continue;
// Fast reject. If we can reject it here, then we don't have to call WorldLightFromDynamicLight..
bool bReject; int lightCluster = CM_LeafCluster( g_DLightLeafAccessors[i].GetLeaf( dl->origin ) ); pVis = FastRejectLightSource( bIgnoreVis, pVis, origin, emit_point, lightCluster, bReject ); if ( bReject ) continue;
// Construct a world light representing the dynamic light
// we're making a static list here because the lighting state
// contains a set of pointers to dynamic lights
WorldLightFromDynamicLight( *dl, s_pDynamicLight[i] );
// Now add that world light into our list of worldlights
pVis = AddWorldLightToLightingState( &s_pDynamicLight[i], NULL, lightingState, info, origin, pVis, true, bIgnoreVis, bIgnoreVisTest ); } return pVis; }
static const byte* AddELights( LightingStateInfo_t& info, LightingState_t& lightingState, const Vector& origin, int leaf, const byte* pVis, const IClientRenderable* pRenderable ) { // NOTE: g_bActiveELights, g_nNumActiveELights, et al. are updated in CL_UpdateDAndELights() which is expected to have
// been called this frame before we get here.
if ( !g_bActiveElights ) return pVis; const bool bIgnoreVisTest = true; // Next, add each world light with a lightstyle into the lighting state,
// ejecting less relevant local lights + folding them into the ambient cube
dlight_t* RESTRICT dl; for ( int i=0; i<g_nNumActiveELights; ++i ) { dl = &(cl_elights[ g_ActiveELightIndex[i] ]);
if ( dl->m_pExclusiveLightReceiver != pRenderable ) continue;
// If the light doesn't affect models, then continue
if (dl->flags & (DLIGHT_NO_MODEL_ILLUMINATION | DLIGHT_DISPLACEMENT_MASK)) continue;
bool bExclusiveLight = ( dl->m_pExclusiveLightReceiver != NULL ); bool bIgnoreVis = false;
if ( !bExclusiveLight ) { // 2.25 multiplier scales cull radius for lights by 1.5. The elight radius doesn't actually specify the distance where the light
// falls off to 0, so culling at that radius limits the light influence too much. Scaling by 1.5 seems reasonable based on visual
// inspection.
if ( dl->GetRadiusSquared() * 2.25f < origin.DistToSqr( dl->origin ) ) continue;
// Fast reject. If we can reject it here, then we don't have to call WorldLightFromDynamicLight..
bool bReject; int lightCluster = CM_LeafCluster( g_ELightLeafAccessors[i].GetLeaf( dl->origin ) ); pVis = FastRejectLightSource( bIgnoreVis, pVis, origin, emit_point, lightCluster, bReject ); if ( bReject ) continue; } else { // Exclusive lights always get applied
bIgnoreVis = true; }
// Construct a world light representing the dynamic light
// we're making a static list here because the lighting state
// contains a set of pointers to dynamic lights
WorldLightFromDynamicLight( *dl, s_pDynamicLight[i+MAX_DLIGHTS] );
// Now add that world light into our list of worldlights
pVis = AddWorldLightToLightingState( &s_pDynamicLight[i+MAX_DLIGHTS], NULL, lightingState, info, origin, pVis, true, bIgnoreVis, bIgnoreVisTest ); } return pVis; }
//-----------------------------------------------------------------------------
// Given static + dynamic lighting, figure out the total light
//-----------------------------------------------------------------------------
static const byte *ComputeDynamicLighting( lightcache_t* pCache, LightingState_t& lightingState, const Vector& origin, int leaf, const byte* pVis = 0 ) { if (pCache->m_LastFrameUpdated_DynamicLighting != r_framecount) { VPROF_INCREMENT_COUNTER( "ComputeDynamicLighting", 1 );
// First factor in the cache into the current lighting state..
LightingStateInfo_t info;
pCache->m_DynamicLightingState.ZeroLightingState();
// Next, add each dlight one at a time
pVis = AddDLights( info, pCache->m_DynamicLightingState, origin, leaf, pVis, NULL );
// Finally, add in elights
pVis = AddELights( info, pCache->m_DynamicLightingState, origin, leaf, pVis, NULL );
pCache->m_LastFrameUpdated_DynamicLighting = r_framecount; }
Assert( pCache->m_DynamicLightingState.numlights >= 0 && pCache->m_DynamicLightingState.numlights <= MAXLOCALLIGHTS ); memcpy( &lightingState, &pCache->m_DynamicLightingState, sizeof(LightingState_t) ); return pVis; }
//----------------------------------------------------------------------------------
// Add all dynamic lights exclusive to a particular renderable into a lighting state
//--------------------------------------------------=====---------------------------
static const byte *ComputeExclusiveDynamicLighting( LightingState_t& lightingState, const Vector& origin, int leaf, const IClientRenderable* pRenderable, const byte* pVis = 0 ) { LightingStateInfo_t info;
lightingState.ZeroLightingState(); pVis = AddDLights( info, lightingState, origin, leaf, pVis, pRenderable ); pVis = AddELights( info, lightingState, origin, leaf, pVis, pRenderable ); Assert( lightingState.numlights >= 0 && lightingState.numlights <= MAXLOCALLIGHTS ); return pVis; }
//-----------------------------------------------------------------------------
// Adds a world light to the list of lights
//-----------------------------------------------------------------------------
static void AddWorldLightToLightingStateForStaticProps( dworldlight_t* pWorldLight, LightingState_t& lightingState, LightingStateInfo_t& info, PropLightcache_t *pCache, bool dynamic = false ) { // Get the lighting ratio
float ratio; Vector direction;
if (!dynamic) { ratio = LightIntensityAndDirectionAtPoint( pWorldLight, NULL, pCache->m_LightingOrigin, 0, NULL, &direction ); } else { Vector mins, maxs; ComputeLightcacheBounds( pCache->m_LightingOrigin, &mins, &maxs ); ratio = LightIntensityAndDirectionInBox( pWorldLight, NULL, pCache->m_LightingOrigin, pCache->mins, pCache->maxs, LIGHT_NO_OCCLUSION_CHECK, &direction ); }
// No light contribution? Get outta here!
if ( ratio <= 0.0f ) return;
// Figure out spotlight attenuation
float angularRatio = Engine_WorldLightAngle( pWorldLight, pWorldLight->normal, direction, direction );
// Use standard RGB to gray conversion
float illum = ratio * DotProduct( pWorldLight->intensity, s_Grayscale ); // Don't multiply by cone angle?
// It can't be a local light if it's too dark
// See the comment titled "EMIT_SURFACE LIGHTS" at the top for info.
if (pWorldLight->type == emit_surface || illum >= r_worldlightmin.GetFloat()) // FIXME: tune this value
{ int nWorldLights = MIN( g_pMaterialSystemHardwareConfig->MaxNumLights(), r_worldlights.GetInt() );
// if remaining slots, add to list
if ( lightingState.numlights < nWorldLights ) { // save pointer to world light
lightingState.locallight[lightingState.numlights] = pWorldLight; info.m_pIllum[lightingState.numlights] = illum; ++lightingState.numlights; return; }
// no remaining slots
// find the dimmest existing light and replace
int minLightIndex = FindDarkestWorldLight( lightingState.numlights, info.m_pIllum, dynamic ? 100000 : illum ); if (minLightIndex != -1) { // FIXME: We're sorting by ratio here instead of illum cause we either
// have to store more memory or do more computations; I'm not
// convinced it's any better of a metric though, so ratios for now...
// found a light was was dimmer, swap it with the current light
V_swap( pWorldLight, lightingState.locallight[minLightIndex] ); V_swap( illum, info.m_pIllum[minLightIndex] );
// FIXME: Avoid these recomputations
// But I don't know how to do it without storing a ton of data
// per cache entry... yuck!
// NOTE: We know the dot product can't be zero or illum would have been 0 to start with!
ratio = illum / DotProduct( pWorldLight->intensity, s_Grayscale );
if (pWorldLight->type == emit_skylight) { VectorFill( direction, 0 ); angularRatio = 1.0f; } else { VectorSubtract( pWorldLight->origin, pCache->m_LightingOrigin, direction ); VectorNormalize( direction );
// Recompute the ratios
angularRatio = Engine_WorldLightAngle( pWorldLight, pWorldLight->normal, direction, direction ); } } }
// Add the low light to the ambient box color
AddWorldLightToLightCube( pWorldLight, lightingState.r_boxcolor, direction, ratio * angularRatio ); }
static void AddDLightsForStaticProps( LightingStateInfo_t& info, LightingState_t& lightingState, PropLightcache_t *pCache ) { // mask off any dlights that have gone inactive
pCache->m_DLightActive &= r_dlightactive; if ( pCache->m_DLightMarkFrame != r_framecount ) { pCache->m_DLightActive = 0; }
if ( !pCache->m_DLightActive ) return;
// Iterate the relevant dlights and add them to the lighting state
dlight_t *dl = cl_dlights; for ( int i=0; i<MAX_DLIGHTS; ++i, ++dl ) { // If the light doesn't affect this model, then continue.
if( !( pCache->m_DLightActive & ( 1 << i ) ) ) continue;
// Construct a world light representing the dynamic light
// we're making a static list here because the lighting state
// contains a set of pointers to dynamic lights
WorldLightFromDynamicLight( *dl, s_pDynamicLight[i] );
// Now add that world light into our list of worldlights
AddWorldLightToLightingStateForStaticProps( &s_pDynamicLight[i], lightingState, info, pCache, true ); } }
//-----------------------------------------------------------------------------
// Add static lighting to the lighting state
//-----------------------------------------------------------------------------
ConVar r_lightcache_zbuffercache( "r_lightcache_zbuffercache", "0" );
static void AddStaticLighting( CBaseLightCache* pCache, const Vector& origin, const byte* pVis, bool bStaticProp, bool bAddedLeafAmbientCube ) { VPROF( "AddStaticLighting" ); // First, blat out the lighting state
int i; pCache->m_StaticLightingState.numlights = 0;
// NOTE: for static props, we mark lightstyles elsewhere (BuildStaticLightingCacheLightStyleInfo)
if( !bStaticProp ) { pCache->m_LightingFlags &= ~( HACKLIGHTCACHEFLAGS_HASSWITCHABLELIGHTSTYLE | HACKLIGHTCACHEFLAGS_HASNONSWITCHABLELIGHTSTYLE ); memset( pCache->m_pLightstyles, 0, sizeof( pCache->m_pLightstyles ) ); } // Next, add each static light one at a time into the lighting state,
// ejecting less relevant local lights + folding them into the ambient cube
// Also, we need to add *all* new lights into the total box color
for (i = 0; i < host_state.worldbrush->numworldlights; ++i) { dworldlight_t *wl = &host_state.worldbrush->worldlights[i]; lightzbuffer_t *pZBuf; if ( r_lightcache_zbuffercache.GetInt() ) pZBuf = &host_state.worldbrush->shadowzbuffers[i]; else pZBuf = NULL;
// See the comment titled "EMIT_SURFACE LIGHTS" at the top for info.
if ( bAddedLeafAmbientCube && (wl->flags & DWL_FLAGS_INAMBIENTCUBE) ) { Assert( wl->type == emit_surface ); continue; }
// Don't add lights without lightstyles... we cache static lighting + lightstyles separately from static lighting
if (wl->style == 0) { // Now add that world light into our list of worldlights
AddWorldLightToLightingState( wl, pZBuf, pCache->m_StaticLightingState, *pCache, origin, pVis, false, false ); } else { // This is a lighstyle (flickering or switchable light)
// NOTE: for static props, we mark lightstyles elsewhere. (BuildStaticLightingCacheLightStyleInfo)
if( !bStaticProp ) { int byte = wl->style >> 3; int bit = GetBitForBitnum(wl->style & 0x7); if( !( pCache->m_pLightstyles[byte] & bit ) ) { Vector mins, maxs; Vector dummyDirection; ComputeLightcacheBounds( origin, &mins, &maxs ); float ratio = LightIntensityAndDirectionInBox( wl, NULL, origin, mins, maxs, LIGHT_NO_OCCLUSION_CHECK | LIGHT_IGNORE_LIGHTSTYLE_VALUE, &dummyDirection ); // See if this light has any contribution on this cache entry.
if( ratio > 0.0f ) { if( d_lightstylenumframes[wl->style] <= 1 ) { pCache->m_LightingFlags |= HACKLIGHTCACHEFLAGS_HASSWITCHABLELIGHTSTYLE; } else { pCache->m_LightingFlags |= HACKLIGHTCACHEFLAGS_HASNONSWITCHABLELIGHTSTYLE; } pCache->m_pLightstyles[byte] |= bit; } } } } } }
//-----------------------------------------------------------------------------
// Checks to see if the lightstyles are valid for this cache entry
//-----------------------------------------------------------------------------
static bool IsCachedLightStylesValid( CBaseLightCache* pCache ) { if (!pCache->HasLightStyle()) return true;
for (int b = 0; b < (MAX_LIGHTSTYLES>>3); ++b) { byte test = pCache->m_pLightstyles[b]; if ( !test ) continue; int offset = b << 3; for (int i = 0; i < 8; ++i) { int bit = GetBitForBitnum(i & 0x7); if (test & bit) { if (d_lightstyleframe[offset+i] > pCache->m_LastFrameUpdated_LightStyles) return false; } } } return true; }
//-----------------------------------------------------------------------------
// Find a lightcache entry within the requested radius from a point
//-----------------------------------------------------------------------------
#if 0
static int FindRecentCacheEntryWithinRadius( int count, CacheInfo_t* pCache, const Vector& origin, float radius ) { radius *= radius;
// Try to find something within the radius of an existing new sample
int minIndex = -1; for (int i = 0; i < count; ++i) { Vector delta; ComputeLightcacheOrigin( pCache[i].x, pCache[i].y, pCache[i].z, delta ); delta -= origin; float distSq = delta.LengthSqr(); if (distSq < radius ) { minIndex = i; radius = distSq; } }
return minIndex; } #endif
//-----------------------------------------------------------------------------
// Draw the lightcache box for debugging
//-----------------------------------------------------------------------------
static void DebugRenderLightcache( Vector &sampleOrigin, LightingState_t& lightingState, bool bDebugModel ) { #ifndef DEDICATED
// draw the cache entry defined by the sampling origin
Vector cacheOrigin, cacheMins, cacheMaxs, lightMins, lightMaxs; ComputeLightcacheBounds( sampleOrigin, &cacheMins, &cacheMaxs ); cacheOrigin = ( cacheMins + cacheMaxs ) * 0.5f; cacheMins -= cacheOrigin; cacheMaxs -= cacheOrigin;
// For drawing irradiance light probes as shown in [Greger98]
if( r_drawlightcache.GetInt() == 5 ) { if ( bDebugModel ) { CDebugOverlay::AddSphereOverlay( sampleOrigin, 2.5f, 32, 32, 255, 255, 255, 255, 0.1f ); // 8 inch solid white sphere
CDebugOverlay::AddTextOverlay( sampleOrigin, 0.1f, "0" );
for ( int j = 0; j < lightingState.numlights; ++j ) { Vector vLightPosition; int r, g, b;
if ( lightingState.locallight[j]->type == emit_skylight ) { vLightPosition = sampleOrigin - lightingState.locallight[j]->normal * 10000.0f; r = 255; g = 50; b = 50; } else { vLightPosition = lightingState.locallight[j]->origin; r = 255; g = 255; b = 255; }
CDebugOverlay::AddLineOverlay( sampleOrigin, vLightPosition, r, g, b, 255, true, 0.0f ); } } } else { // draw cache entry
CDebugOverlay::AddBoxOverlay( cacheOrigin, cacheMins, cacheMaxs, vec3_angle, 255, 255, 255, 0, 0.0f );
// draw boxes at light ray terminals to visualize endpoints
if ( lightingState.numlights > 0 ) { lightMins.Init( -2, -2, -2 ); lightMaxs.Init( 2, 2, 2);
CDebugOverlay::AddBoxOverlay( sampleOrigin, lightMins, lightMaxs, vec3_angle, 100, 255, 100, 0, 0.0f ); }
int nLineColor[4] = {255, 170, 85, 0};
for (int j = 0; j < lightingState.numlights; ++j) { Vector vLightPosition; int r, g, b;
if ( lightingState.locallight[j]->type == emit_skylight ) { vLightPosition = sampleOrigin - lightingState.locallight[j]->normal * 10000.0f; r = 255; g = 50; b = 50; } else { vLightPosition = lightingState.locallight[j]->origin; r = g = b = nLineColor[j]; }
// draw lines from sampling point to light
CDebugOverlay::AddLineOverlay( sampleOrigin, vLightPosition, r, g, b, 255, true, 0.0f ); CDebugOverlay::AddBoxOverlay( lightingState.locallight[j]->origin, lightMins, lightMaxs, vec3_angle, 255, 255, 100, 0, 0.0f ); } } #endif
}
//-----------------------------------------------------------------------------
// Identify lighting errors
//-----------------------------------------------------------------------------
bool IdentifyLightingErrors( int leaf, LightingState_t& lightingState ) { if (r_drawlightcache.GetInt() == 3) { if (CM_LeafContents(leaf) == CONTENTS_SOLID) { // Try another choice...
lightingState.r_boxcolor[0].Init( 1, 0, 0 ); lightingState.r_boxcolor[1].Init( 1, 0, 0 ); lightingState.r_boxcolor[2].Init( 1, 0, 0 ); lightingState.r_boxcolor[3].Init( 1, 0, 0 ); lightingState.r_boxcolor[4].Init( 1, 0, 0 ); lightingState.r_boxcolor[5].Init( 1, 0, 0 ); lightingState.numlights = 0; return true; } }
return false; }
//-----------------------------------------------------------------------------
// Compute the cache...
//-----------------------------------------------------------------------------
static const byte* ComputeStaticLightingForCacheEntry( CBaseLightCache *pcache, const Vector& origin, int leaf, bool bStaticProp = false ) { VPROF_INCREMENT_COUNTER( "ComputeStaticLightingForCacheEntry", 1 ); VPROF( "ComputeStaticLightingForCacheEntry" ); // Figure out the PVS info for this location
const byte* pVis = CM_ClusterPVS( CM_LeafCluster( leaf ) );
bool bAddedLeafAmbientCube;
R_StudioGetAmbientLightForPoint( leaf, origin, pcache->m_StaticLightingState.r_boxcolor, bStaticProp, &bAddedLeafAmbientCube );
// get direct lighting from world light sources (point lights, etc.)
if ( !r_ambientlightingonly.GetInt() ) { AddStaticLighting( pcache, origin, pVis, bStaticProp, bAddedLeafAmbientCube ); }
return pVis; }
static void BuildStaticLightingCacheLightStyleInfo( PropLightcache_t* pcache, const Vector& mins, const Vector& maxs ) { const byte *pVis = NULL; Assert( pcache->m_LightStyleWorldLights.Count() == 0 ); pcache->m_LightingFlags &= ~( HACKLIGHTCACHEFLAGS_HASSWITCHABLELIGHTSTYLE | HACKLIGHTCACHEFLAGS_HASSWITCHABLELIGHTSTYLE ); // clear lightstyles
memset( pcache->m_pLightstyles, 0, MAX_LIGHTSTYLE_BYTES ); for ( short i = 0; i < host_state.worldbrush->numworldlights; ++i) { dworldlight_t *wl = &host_state.worldbrush->worldlights[i]; if (wl->style == 0) continue;
// This is an optimization to avoid decompressing Vis twice
if (!pVis) { // Figure out the PVS info for this static prop
pVis = CM_ClusterPVS( CM_LeafCluster( pcache->leaf ) ); } // FIXME: Could do better here if we had access to the list of leaves that this
// static prop is in. For now, we use the lighting origin.
if( pVis[ wl->cluster >> 3 ] & ( 1 << ( wl->cluster & 7 ) ) ) { // Use the maximum illumination to cull out lights that are far away.
dworldlight_t tmpLight = *wl; tmpLight.style = 0; Vector dummyDirection; float ratio = LightIntensityAndDirectionInBox( &tmpLight, NULL, pcache->m_LightingOrigin, mins, maxs, LIGHT_NO_OCCLUSION_CHECK | LIGHT_IGNORE_LIGHTSTYLE_VALUE, &dummyDirection ); // See if this light has any contribution on this cache entry.
if( ratio <= 0.0f ) { continue; }
{ MEM_ALLOC_CREDIT(); pcache->m_LightStyleWorldLights.AddToTail( i ); }
int byte = wl->style >> 3; int bit = wl->style & 0x7; pcache->m_pLightstyles[byte] |= ( 1 << bit ); if( d_lightstylenumframes[wl->style] <= 1 ) { pcache->m_LightingFlags |= HACKLIGHTCACHEFLAGS_HASSWITCHABLELIGHTSTYLE; } else { pcache->m_LightingFlags |= HACKLIGHTCACHEFLAGS_HASNONSWITCHABLELIGHTSTYLE; } } } }
static ITexture *FindEnvCubemapForPoint( const Vector& origin ) { worldbrushdata_t *pBrushData = host_state.worldbrush; if( pBrushData && pBrushData->m_nCubemapSamples > 0 ) { int smallestIndex = 0; Vector blah = origin - pBrushData->m_pCubemapSamples[0].origin; float smallestDist = DotProduct( blah, blah ); int i; for( i = 1; i < pBrushData->m_nCubemapSamples; i++ ) { Vector blah = origin - pBrushData->m_pCubemapSamples[i].origin; float dist = DotProduct( blah, blah ); if( dist < smallestDist ) { smallestDist = dist; smallestIndex = i; } } return pBrushData->m_pCubemapSamples[smallestIndex].pTexture; } else { return NULL; } }
//-----------------------------------------------------------------------------
// Create static light cache entry
//-----------------------------------------------------------------------------
LightCacheHandle_t CreateStaticLightingCache( const Vector& origin, const Vector& mins, const Vector& maxs ) { PropLightcache_t* pcache = s_PropCache.Alloc();
pcache->m_LightingOrigin = origin; pcache->m_Flags = 0;
pcache->mins = mins; pcache->maxs = maxs;
// initialize this to point to our current origin
pcache->leaf = CM_PointLeafnum(origin);
// Add the prop to the list of props
pcache->m_pNextPropLightcache = s_pAllStaticProps; s_pAllStaticProps = pcache; pcache->m_Flags = 0; // must set this to zero so that this cache entry will be invalid.
pcache->m_pEnvCubemapTexture = FindEnvCubemapForPoint( origin ); BuildStaticLightingCacheLightStyleInfo( pcache, mins, maxs ); return (LightCacheHandle_t)pcache; }
bool StaticLightCacheAffectedByDynamicLight( LightCacheHandle_t handle ) { PropLightcache_t *pcache = ( PropLightcache_t *)handle; return pcache->HasDlights(); }
bool StaticLightCacheAffectedByAnimatedLightStyle( LightCacheHandle_t handle ) { PropLightcache_t *pcache = ( PropLightcache_t *)handle; if( !pcache->HasLightStyle() ) { return false; } else { for( int i = 0; i < pcache->m_LightStyleWorldLights.Count(); ++i ) { Assert( pcache->m_LightStyleWorldLights[i] >= 0 ); Assert( pcache->m_LightStyleWorldLights[i] < host_state.worldbrush->numworldlights ); dworldlight_t *wl = &host_state.worldbrush->worldlights[pcache->m_LightStyleWorldLights[i]]; Assert( wl->style != 0 ); if( d_lightstylenumframes[wl->style] > 1 ) { return true; } } return false; } }
bool StaticLightCacheNeedsSwitchableLightUpdate( LightCacheHandle_t handle ) { PropLightcache_t *pcache = ( PropLightcache_t *)handle; if( !pcache->HasSwitchableLightStyle() ) { return false; } else { for( int i = 0; i < pcache->m_LightStyleWorldLights.Count(); ++i ) { Assert( pcache->m_LightStyleWorldLights[i] >= 0 ); Assert( pcache->m_LightStyleWorldLights[i] < host_state.worldbrush->numworldlights ); dworldlight_t *wl = &host_state.worldbrush->worldlights[pcache->m_LightStyleWorldLights[i]]; Assert( wl->style != 0 ); // Is it a switchable light?
if( d_lightstylenumframes[wl->style] <= 1 ) { // Has it changed since the last time we updated our cached static VB version?
if( pcache->m_SwitchableLightFrame < d_lightstyleframe[wl->style] ) { pcache->m_SwitchableLightFrame = r_framecount; // return true since our static vb is dirty
return true; } } } return false; } }
//-----------------------------------------------------------------------------
// Clears the prop lighting cache
//-----------------------------------------------------------------------------
void ClearStaticLightingCache() { s_PropCache.Clear(); s_pAllStaticProps = NULL; }
//-----------------------------------------------------------------------------
// Recomputes all static prop lighting
//-----------------------------------------------------------------------------
void InvalidateStaticLightingCache(void) { for ( PropLightcache_t *pCur=s_pAllStaticProps; pCur; pCur=pCur->m_pNextPropLightcache ) { // Compute the static lighting
pCur->m_Flags = 0; pCur->m_LightingFlags &=~HACKLIGHTCACHEFLAGS_HASDONESTATICLIGHTING; LightcacheGetStatic( ( LightCacheHandle_t )pCur, NULL, LIGHTCACHEFLAGS_STATIC ); } }
//-----------------------------------------------------------------------------
// Gets the lightcache entry for a static prop
//-----------------------------------------------------------------------------
LightingState_t *LightcacheGetStatic( LightCacheHandle_t cache, ITexture **pEnvCubemapTexture, unsigned int flags ) { PropLightcache_t *pcache = ( PropLightcache_t * )cache; Assert( pcache );
// get the cubemap texture
if ( pEnvCubemapTexture ) { *pEnvCubemapTexture = pcache->m_pEnvCubemapTexture; }
bool bRecalcStaticLighting = false; bool bRecalcLightStyles = (pcache->HasLightStyle() && pcache->m_LastFrameUpdated_LightStyles != r_framecount) && !IsCachedLightStylesValid(pcache); bool bRecalcDLights = pcache->HasDlights() && pcache->m_LastFrameUpdated_DynamicLighting != r_framecount;
if ( flags != pcache->m_Flags ) { // This should not happen often, but if the flags change, blow away all of the lighting state.
// This cache entry's state must be regenerated.
bRecalcStaticLighting = true; bRecalcLightStyles = true; bRecalcDLights = true;
pcache->m_Flags = flags; } else if ( !bRecalcDLights && !bRecalcLightStyles ) { // already have expected lighting state
// get out of here since we already did this this frame.
// But first add experimental global ambient term
pcache->m_DynamicAmbientLightingState = pcache->m_DynamicLightingState;
float fAmbientR, fAmbientG, fAmbientB; fAmbientR = mat_ambient_light_r.GetFloat(); fAmbientG = mat_ambient_light_g.GetFloat(); fAmbientB = mat_ambient_light_b.GetFloat();
for ( int i = 0; i < 6; i++ ) { pcache->m_DynamicAmbientLightingState.r_boxcolor[i].x += fAmbientR; pcache->m_DynamicAmbientLightingState.r_boxcolor[i].y += fAmbientG; pcache->m_DynamicAmbientLightingState.r_boxcolor[i].z += fAmbientB; }
return &pcache->m_DynamicAmbientLightingState; } else { // the dlight cache includes lightstyles
// we have to recalc the dlight cache if lightstyles change.
if ( bRecalcLightStyles ) { bRecalcDLights = true; } }
// must need to recalc, do so
LightingState_t accumulatedState;
// static lighting state gets preserved because its expensive to generate
// it gets re-requested for static props that rebake
if ( flags & LIGHTCACHEFLAGS_STATIC ) { // want static lighting data
if ( bRecalcStaticLighting && !(pcache->m_LightingFlags & HACKLIGHTCACHEFLAGS_HASDONESTATICLIGHTING) ) { ComputeStaticLightingForCacheEntry( pcache, pcache->m_LightingOrigin, pcache->leaf, true ); pcache->m_LightingFlags |= HACKLIGHTCACHEFLAGS_HASDONESTATICLIGHTING; }
// set as start values for accumulation
accumulatedState = pcache->m_StaticLightingState; } else { // set as zero for accumulation
accumulatedState.ZeroLightingState(); }
// lightstyle lighting state gets preserved when there is no lightstyle change
if ( flags & LIGHTCACHEFLAGS_LIGHTSTYLE ) { if ( bRecalcLightStyles ) { // accumulate lightstyles
AddLightStylesForStaticProp( pcache, accumulatedState ); pcache->m_LightStyleLightingState = accumulatedState; pcache->m_LastFrameUpdated_LightStyles = r_framecount; } else { accumulatedState = pcache->m_LightStyleLightingState; } }
if ( flags & LIGHTCACHEFLAGS_DYNAMIC ) { if ( bRecalcDLights ) { // accumulate dynamic lights
AddDLightsForStaticProps( *( LightingStateInfo_t *)pcache, accumulatedState, pcache ); pcache->m_DynamicLightingState = accumulatedState; pcache->m_LastFrameUpdated_DynamicLighting = r_framecount; } else { accumulatedState = pcache->m_DynamicLightingState; } } else { // hold the current state
pcache->m_DynamicLightingState = accumulatedState; }
// Add global ambient term to ambient cube
pcache->m_DynamicAmbientLightingState = pcache->m_DynamicLightingState;
float fAmbientR, fAmbientG, fAmbientB; fAmbientR = mat_ambient_light_r.GetFloat(); fAmbientG = mat_ambient_light_g.GetFloat(); fAmbientB = mat_ambient_light_b.GetFloat();
for ( int i = 0; i < 6; i++ ) { pcache->m_DynamicAmbientLightingState.r_boxcolor[i].x += fAmbientR; pcache->m_DynamicAmbientLightingState.r_boxcolor[i].y += fAmbientG; pcache->m_DynamicAmbientLightingState.r_boxcolor[i].z += fAmbientB; }
// caller gets requested data
return &pcache->m_DynamicAmbientLightingState; }
inline const byte *AddLightingState( LightingState_t &dst, const LightingState_t &src, LightingStateInfo_t &info, const Vector& bucketOrigin, const byte *pVis, bool bDynamic, bool bIgnoreVis ) { int i; for( i = 0; i < src.numlights; i++ ) { pVis = AddWorldLightToLightingState( src.locallight[i], NULL, dst, info, bucketOrigin, pVis, bDynamic, bIgnoreVis ); } for( i = 0; i < 6; i++ ) { dst.r_boxcolor[i] += src.r_boxcolor[i]; } return pVis; }
//-----------------------------------------------------------------------------
// Get or create the lighting information for this point
// This is the version for dynamic objects.
//-----------------------------------------------------------------------------
const byte* PrecalcLightingState( lightcache_t *pCache, const byte *pVis ) { LightingState_t lightingState; lightingState.ZeroLightingState(); pCache->m_StaticPrecalc_LightingStateInfo.Clear();
int i; for( i = 0; i < pCache->m_StaticLightingState.numlights; i++ ) { pVis = AddWorldLightToLightingState( pCache->m_StaticLightingState.locallight[i], NULL, lightingState, pCache->m_StaticPrecalc_LightingStateInfo, pCache->m_LightingOrigin, pVis, true, // bDynamic
false // bIgnoreVis
); }
for ( i=0; i < 6; i++ ) pCache->m_StaticLightingState.r_boxcolor[i] += lightingState.r_boxcolor[i]; pCache->m_StaticPrecalc_NumLocalLights = lightingState.numlights; for ( i=0; i < pCache->m_StaticPrecalc_NumLocalLights; i++ ) pCache->m_StaticPrecalc_LocalLight[i] = lightingState.locallight[i]; return pVis; }
void CopyPrecalcedLightingState( lightcache_t *pCache, LightingState_t &lightingState, LightingStateInfo_t &info ) { info = pCache->m_StaticPrecalc_LightingStateInfo; int i; for ( i=0; i < 6; i++ ) lightingState.r_boxcolor[i] = pCache->m_StaticLightingState.r_boxcolor[i]; lightingState.numlights = pCache->m_StaticPrecalc_NumLocalLights; for ( i=0; i < lightingState.numlights; i++ ) lightingState.locallight[i] = pCache->m_StaticPrecalc_LocalLight[i]; }
void AdjustLightCacheOrigin( lightcache_t *pCache, const Vector &origin, int originLeaf ) { Vector cacheMins; Vector cacheMaxs; Vector center; trace_t tr; Ray_t ray; CTraceFilterWorldOnly worldTraceFilter; ITraceFilter *pTraceFilter = &worldTraceFilter;
// quiet compiler
tr.startsolid = false; tr.fraction = 0;
// prefer to use the center of the light cache for all sampling
// which helps consistent stable cache entries
ComputeLightcacheBounds( origin, &cacheMins, &cacheMaxs ); center = cacheMins + cacheMaxs; center *= 0.5f;
bool bTraceToCenter = true; int centerLeaf = CM_PointLeafnum(center); if (centerLeaf != originLeaf) { // preferred center resides in a different leaf
if (CM_LeafContents(centerLeaf) & MASK_OPAQUE) { // preferred center is invalid
bTraceToCenter = false; } else { // ensure the desired center resides in the leaf that the provided origin is in
CM_SnapPointToReferenceLeaf(origin, LIGHTCACHE_SNAP_EPSILON, ¢er); } }
if (bTraceToCenter) { // if the center is unavailable, fallback to provided origin
ray.Init( origin, center ); g_pEngineTraceClient->TraceRay( ray, MASK_OPAQUE, pTraceFilter, &tr ); }
if (bTraceToCenter && tr.startsolid) { // origin is in solid, can't trace anywhere, use bad origin as provided
VectorCopy(origin, pCache->m_LightingOrigin); } else if (!bTraceToCenter || tr.fraction < 1) { // center is occluded
// trace again, recompute alternate x-y center, substitute z
// ensure the desired center resides in the leaf that the provided origin is in
center.x = (cacheMins.x + cacheMaxs.x) * 0.5f; center.y = (cacheMins.y + cacheMaxs.y) * 0.5f; center.z = origin.z; CM_SnapPointToReferenceLeaf(origin, LIGHTCACHE_SNAP_EPSILON, ¢er);
ray.Init( origin, center ); g_pEngineTraceClient->TraceRay( ray, MASK_OPAQUE, pTraceFilter, &tr ); if (tr.fraction < 1) { // no further fallback, use origin as provided
VectorCopy(origin, pCache->m_LightingOrigin); } else { // trace succeeded
VectorCopy(center, pCache->m_LightingOrigin); } } else { // trace succeeded
VectorCopy(center, pCache->m_LightingOrigin); } }
bool AllowFullCacheMiss(int flags) { if ( r_framecount < 60 || r_framecount != g_FrameIndex ) { g_FrameMissCount = 0; g_FrameIndex = r_framecount; } if ( g_FrameMissCount < lightcache_maxmiss.GetInt() ) { g_FrameMissCount++; return true; } if ( flags & LIGHTCACHEFLAGS_ALLOWFAST ) return false;
return true; }
lightcache_t *FindNearestCache( int x, int y, int z, int leafIndex ) { int bestDist = INT_MAX; lightcache_t *pBest = NULL; short current = GetLightLRUTail().lru_prev; int dx, dy, dz; while ( current != LIGHT_LRU_HEAD_INDEX ) { lightcache_t *pCache = &lightcache[current]; int dist = 0; dx = pCache->x - x; dx = abs(dx); dy = pCache->y - y; dy = abs(dy); dz = pCache->z - z; dz = abs(dz); if ( leafIndex != pCache->leaf ) { dist += 2; } dist = MAX(dist, dx); dist = MAX(dist, dy); dist = MAX(dist, dz); if ( dist < bestDist ) { pBest = pCache; bestDist = dist; if ( dist <= 1 ) break; } current = pCache->lru_prev; } return pBest; }
ITexture *LightcacheGetDynamic( const Vector& origin, LightingState_t& lightingState, LightcacheGetDynamic_Stats &stats, const IClientRenderable* pRenderable, unsigned int flags, bool bDebugModel ) { VPROF_BUDGET( "LightcacheGet", VPROF_BUDGETGROUP_LIGHTCACHE );
LightingStateInfo_t info;
// generate the hashing vars
int originLeaf = CM_PointLeafnum(origin);
/*
if (IdentifyLightingErrors(leaf, lightingState)) return false; */ int x, y, z; OriginToCacheOrigin( origin, x, y, z );
// convert vars to hash key / bucket id
int bucket = LightcacheHashKey( x, y, z, originLeaf ); const byte* pVis = NULL; bool bComputeLightStyles = ( flags & LIGHTCACHEFLAGS_LIGHTSTYLE ) != 0;
// See if we've already computed the light in this location
lightcache_t *pCache = FindInCache(bucket, x, y, z, originLeaf);
if ( pCache ) { // cache hit, move to tail of LRU
LightcacheMark( pCache ); if ( bComputeLightStyles && IsCachedLightStylesValid( pCache ) ) { bComputeLightStyles = false; } } else if ( !AllowFullCacheMiss(flags) ) { pCache = FindNearestCache( x, y, z, originLeaf ); originLeaf = pCache->leaf;
x = pCache->x; y = pCache->y; z = pCache->z; } if ( !pCache ) { VPROF_INCREMENT_COUNTER( "lightcache miss", 1 );
// cache miss, nothing appropriate from the frame cache, make a new entry
pCache = NewLightcacheEntry(bucket); // initialize the cache entry based on provided origin
pCache->x = x; pCache->y = y; pCache->z = z; pCache->leaf = originLeaf; pCache->m_LastFrameUpdated_DynamicLighting = -1; pCache->m_LastFrameUpdated_LightStyles = -1;
if ( r_lightcachecenter.GetBool() ) { AdjustLightCacheOrigin( pCache, origin, originLeaf ); } else { // old behavior, use provided origin
VectorCopy(origin, pCache->m_LightingOrigin); }
// Figure out which env_cubemap is used for this cache entry.
pCache->m_pEnvCubemapTexture = FindEnvCubemapForPoint( pCache->m_LightingOrigin ); // Compute the static portion of the cache
pVis = ComputeStaticLightingForCacheEntry( pCache, pCache->m_LightingOrigin, originLeaf ); pVis = PrecalcLightingState( pCache, pVis ); }
// NOTE: On a cache miss, this has to be after ComputeStaticLightingForCacheEntry since these flags are computed there.
stats.m_bHasNonSwitchableLightStyles = pCache->HasNonSwitchableLightStyle(); stats.m_bHasSwitchableLightStyles = pCache->HasSwitchableLightStyle(); if ( bComputeLightStyles ) { pVis = ComputeLightStyles( pCache, pCache->m_LightStyleLightingState, pCache->m_LightingOrigin, originLeaf, pVis ); stats.m_bNeedsSwitchableLightStyleUpdate = true; } else { stats.m_bNeedsSwitchableLightStyleUpdate = false; } stats.m_bHasDLights = false; if ( flags & LIGHTCACHEFLAGS_DYNAMIC ) { pVis = ComputeDynamicLighting( pCache, pCache->m_DynamicLightingState, pCache->m_LightingOrigin, originLeaf, pVis ); if( pCache->m_DynamicLightingState.numlights > 0 ) { stats.m_bHasDLights = true; } }
if ( flags & LIGHTCACHEFLAGS_STATIC ) { CopyPrecalcedLightingState( pCache, lightingState, info ); } else { lightingState.ZeroLightingState(); } if ( flags & LIGHTCACHEFLAGS_LIGHTSTYLE ) { pVis = AddLightingState( lightingState, pCache->m_LightStyleLightingState, info, pCache->m_LightingOrigin, pVis, true /*bDynamic*/, false /*bIgnoreVis*/ ); } if ( flags & LIGHTCACHEFLAGS_DYNAMIC ) { // Compute all dynamic lights that only affect a specific renderable. These can't be in the cache because the cache is
// shared between different intities.
LightingState_t exclDynamicLightingState; pVis = ComputeExclusiveDynamicLighting( exclDynamicLightingState, pCache->m_LightingOrigin, originLeaf, pRenderable, pVis );
// Add shared dynamic lights
pVis = AddLightingState( lightingState, pCache->m_DynamicLightingState, info, pCache->m_LightingOrigin, pVis, true /*bDynamic*/, false /*bIgnoreVis*/ ); // Add exclusive dynamic lights
pVis = AddLightingState( lightingState, exclDynamicLightingState, info, pCache->m_LightingOrigin, pVis, true /*bDynamic*/, true /*bIgnoreVis*/ ); }
// Add global ambient light to ambient cube here.
float fAmbientR, fAmbientG, fAmbientB; fAmbientR = mat_ambient_light_r.GetFloat(); fAmbientG = mat_ambient_light_g.GetFloat(); fAmbientB = mat_ambient_light_b.GetFloat();
for ( int i = 0; i < 6; i++ ) { lightingState.r_boxcolor[i].x += fAmbientR; lightingState.r_boxcolor[i].y += fAmbientG; lightingState.r_boxcolor[i].z += fAmbientB; }
if ( r_drawlightcache.GetBool() ) { DebugRenderLightcache( pCache->m_LightingOrigin, lightingState, bDebugModel ); }
return pCache->m_pEnvCubemapTexture; }
//-----------------------------------------------------------------------------
// Compute the contribution of D- and E- lights at a point + normal
//-----------------------------------------------------------------------------
void ComputeDynamicLighting( const Vector& pt, const Vector* pNormal, Vector& color ) { if ( !g_bActiveDlights && !g_bActiveElights ) { VectorFill( color, 0 ); return; }
// Next, add each world light with a lightstyle into the lighting state,
// ejecting less relevant local lights + folding them into the ambient cube
static Vector ambientTerm[6] = { Vector(0,0,0), Vector(0,0,0), Vector(0,0,0), Vector(0,0,0), Vector(0,0,0), Vector(0,0,0) };
int lightCount = 0; LightDesc_t pLightDesc[MAX_DLIGHTS + MAX_ELIGHTS];
int i; dlight_t* dl = cl_dlights; if ( g_bActiveDlights ) { for ( i=0; i<MAX_DLIGHTS; ++i, ++dl ) { // If the light's not active, then continue
if ( (r_dlightactive & (1 << i)) == 0 ) continue;
// If the light doesn't affect models, then continue
if (dl->flags & (DLIGHT_NO_MODEL_ILLUMINATION | DLIGHT_DISPLACEMENT_MASK)) continue;
// Construct a world light representing the dynamic light
// we're making a static list here because the lighting state
// contains a set of pointers to dynamic lights
dworldlight_t worldLight; WorldLightFromDynamicLight( *dl, worldLight ); WorldLightToMaterialLight( &worldLight, pLightDesc[lightCount] ); ++lightCount; } }
if ( g_bActiveElights ) { // Next, add each world light with a lightstyle into the lighting state,
// ejecting less relevant local lights + folding them into the ambient cube
dl = cl_elights; for ( i=0; i<MAX_ELIGHTS; ++i, ++dl ) { // If the light's not active, then continue
if ( !dl->IsRadiusGreaterThanZero() ) continue;
// If the light doesn't affect models, then continue
if (dl->flags & (DLIGHT_NO_MODEL_ILLUMINATION | DLIGHT_DISPLACEMENT_MASK)) continue;
// Construct a world light representing the dynamic light
// we're making a static list here because the lighting state
// contains a set of pointers to dynamic lights
dworldlight_t worldLight; WorldLightFromDynamicLight( *dl, worldLight ); WorldLightToMaterialLight( &worldLight, pLightDesc[lightCount] ); ++lightCount; } }
if ( lightCount ) { g_pStudioRender->ComputeLighting( ambientTerm, lightCount, pLightDesc, pt, *pNormal, color ); } else { VectorFill( color, 0 ); } }
//-----------------------------------------------------------------------------
// Is Dynamic Light?
//-----------------------------------------------------------------------------
static bool IsDynamicLight( dworldlight_t *pWorldLight ) { // NOTE: This only works because we're using some implementation details
// that the dynamic lights are stored in a little static array
return ( pWorldLight >= s_pDynamicLight && pWorldLight < &s_pDynamicLight[ARRAYSIZE(s_pDynamicLight)] ); }
//-----------------------------------------------------------------------------
// Computes an average color (of sorts) at a particular point + optional normal
//-----------------------------------------------------------------------------
void ComputeLighting( const Vector& pt, const Vector* pNormal, bool bClamp, bool bAddDynamicLightsToBox, Vector& color, Vector *pBoxColors ) { LightingState_t lightingState; LightcacheGetDynamic_Stats stats; LightcacheGetDynamic( pt, lightingState, stats, NULL, LIGHTCACHEFLAGS_STATIC|LIGHTCACHEFLAGS_DYNAMIC|LIGHTCACHEFLAGS_LIGHTSTYLE|LIGHTCACHEFLAGS_ALLOWFAST ); int i; if ( pNormal ) { LightDesc_t* pLightDesc = (LightDesc_t*)stackalloc( lightingState.numlights * sizeof(LightDesc_t) ); for ( i=0; i < lightingState.numlights; ++i ) { // Construct a world light representing the dynamic light
// we're making a static list here because the lighting state
// contains a set of pointers to dynamic lights
WorldLightToMaterialLight( lightingState.locallight[i], pLightDesc[i] ); }
g_pStudioRender->ComputeLighting( lightingState.r_boxcolor, lightingState.numlights, pLightDesc, pt, *pNormal, color ); } else { Vector direction;
for ( i = 0; i < lightingState.numlights; ++i ) { if ( !bAddDynamicLightsToBox && IsDynamicLight( lightingState.locallight[i] ) ) continue;
float ratio = LightIntensityAndDirectionAtPoint( lightingState.locallight[i], NULL, pt, LIGHT_NO_OCCLUSION_CHECK, NULL, &direction ); float angularRatio = Engine_WorldLightAngle( lightingState.locallight[i], lightingState.locallight[i]->normal, direction, direction ); AddWorldLightToLightCube( lightingState.locallight[i], lightingState.r_boxcolor, direction, ratio * angularRatio ); }
color.Init( 0, 0, 0 ); for ( i = 0; i < 6; ++i ) { color += lightingState.r_boxcolor[i]; } color /= 6.0f; }
// If they want the colors for each box side, give it to them.
if ( pBoxColors ) { memcpy( pBoxColors, lightingState.r_boxcolor, sizeof( lightingState.r_boxcolor ) ); }
if (bClamp) { #if 1
color.x = fpmin( color.x, 1.0f ); // if (color.x > 1.0f) color.x = 1.0f;
color.y = fpmin( color.y, 1.0f ); // if (color.y > 1.0f) color.y = 1.0f;
color.z = fpmin( color.z, 1.0f ); // if (color.z > 1.0f) color.z = 1.0f;
#else
if (color.x > 1.0f) color.x = 1.0f; if (color.y > 1.0f) color.y = 1.0f; if (color.z > 1.0f) color.z = 1.0f; #endif
} }
static const byte *s_pDLightVis = NULL;
// All dlights that affect a static prop must mark that static prop every frame.
class MarkStaticPropLightsEmumerator : public IPartitionEnumerator { public: void SetLightID( int nLightID ) { m_nLightID = nLightID; }
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ) { Assert( StaticPropMgr()->IsStaticProp( pHandleEntity ) );
PropLightcache_t *pCache = ( PropLightcache_t * )StaticPropMgr()->GetLightCacheHandleForStaticProp( pHandleEntity );
if ( !pCache ) { return ITERATION_CONTINUE; }
if( !s_pDLightVis ) { s_pDLightVis = CM_ClusterPVS( CM_LeafCluster( CM_PointLeafnum( cl_dlights[m_nLightID].origin ) ) ); }
if( !StaticPropMgr()->IsPropInPVS( pHandleEntity, s_pDLightVis ) ) { return ITERATION_CONTINUE; }
if ( !pCache ) { return ITERATION_CONTINUE; }
#ifdef _DEBUG
if( r_drawlightcache.GetInt() == 4 ) { Vector mins( -5, -5, -5 ); Vector maxs( 5, 5, 5 ); CDebugOverlay::AddLineOverlay( cl_dlights[m_nLightID].origin, pCache->m_LightingOrigin, 0, 0, 255, 255, true, 0.001f ); CDebugOverlay::AddBoxOverlay( pCache->m_LightingOrigin, mins, maxs, vec3_angle, 255, 0, 0, 0, 0.001f ); } #endif
pCache->m_DLightActive |= ( 1 << m_nLightID ); pCache->m_DLightMarkFrame = r_framecount; return ITERATION_CONTINUE; }
private: int m_nLightID; };
static MarkStaticPropLightsEmumerator s_MarkStaticPropLightsEnumerator;
void MarkDLightsOnStaticProps( void ) { if ( !g_bActiveDlights ) return;
dlight_t *l = cl_dlights; for (int i=0 ; i<MAX_DLIGHTS ; i++, l++) { if (l->flags & (DLIGHT_NO_MODEL_ILLUMINATION | DLIGHT_DISPLACEMENT_MASK)) continue; if (l->die < GetBaseLocalClient().GetTime() || !l->IsRadiusGreaterThanZero() ) continue; // If the light's not active, then continue
if ( (r_dlightactive & (1 << i)) == 0 ) continue; #ifdef _DEBUG
if( r_drawlightcache.GetInt() == 4 ) { Vector mins( -5, -5, -5 ); Vector maxs( 5, 5, 5 ); CDebugOverlay::AddBoxOverlay( l->origin, mins, maxs, vec3_angle, 255, 255, 255, 0, 0.001f ); } #endif
s_pDLightVis = NULL; s_MarkStaticPropLightsEnumerator.SetLightID( i ); SpatialPartition()->EnumerateElementsInSphere( PARTITION_ENGINE_STATIC_PROPS, l->origin, l->GetRadius(), true, &s_MarkStaticPropLightsEnumerator ); } }
float g_flMinLightingValue = 1.0f;
void InitDLightGlobals( int nMapVersion ) { if( nMapVersion >= 20 ) { // The light level at which we are close enough to black to treat as black for
// culling purposes.
g_flMinLightingValue = 1.0f / 256.0f; } else { // This is the broken value from HL2. It is supposed to be
// the light level at which we are close enough to black to treat as black for
// culling purposes. We leave it at the broken value here for old bsp files
// Since HL2 maps were compiled with this bsp version.
g_flMinLightingValue = 20.0f / 256.0f; } }
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