//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "stdafx.h" #include "materialsystem/imaterialsystem.h" #include "istudiorender.h" #include "material.h" #include "materialsystem/imesh.h" #include "disp_common.h" #include "bsplighting.h" #include "interface.h" #include "filesystem.h" #include "hammer.h" #include "tier0/dbg.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" bool SurfHasBumpedLightmaps( int flags ) { return ( flags & SURF_BUMPLIGHT ) && ( !( flags & SURF_NOLIGHT ) ); } void InitLMSamples( Vector4D *pSamples, int nSamples, float value ) { for( int i=0; i < nSamples; i++ ) { pSamples[i][0] = pSamples[i][1] = pSamples[i][2] = value; pSamples[i][3] = 1.0f; } } void InitLMSamplesRed( Vector4D *pSamples, int nSamples ) { for( int i=0; i < nSamples; i++ ) { pSamples[i][0] = 1; pSamples[i][1] = pSamples[i][2] = 0; pSamples[i][3] = 1.0f; } } CBSPLighting::CMaterialBuf::CMaterialBuf() { m_nVerts = m_nIndices = 0; m_pMesh = NULL; } CBSPLighting::CMaterialBuf::~CMaterialBuf() { if( m_pMesh ) { CMatRenderContextPtr pRenderContext( MaterialSystemInterface() ); pRenderContext->DestroyStaticMesh( m_pMesh ); } m_DrawCommands.PurgeAndDeleteElements(); } CBSPLighting::CFaceMaterial::~CFaceMaterial() { m_MaterialBufs.PurgeAndDeleteElements(); m_Faces.PurgeAndDeleteElements(); } CBSPLighting::CBSPLighting() { m_nTotalTris = 0; m_hVRadDLL = 0; m_pVRadDLL = 0; m_pBSPLightingThread = 0; m_bLightingInProgress = false; } CBSPLighting::~CBSPLighting() { Term(); } void CBSPLighting::Release() { delete this; } bool CBSPLighting::Load( char const *pFilename ) { // Free everything. Term(); // Load VRAD's DLL (and load the BSP file). if( !LoadVRADDLL( pFilename ) ) return false; // Create the lighting thread. m_pBSPLightingThread = CreateBSPLightingThread( m_pVRadDLL ); if( !m_pBSPLightingThread ) return false; // Get the BSP file information from VRAD. CBSPInfo file; m_pVRadDLL->GetBSPInfo( &file ); // Allocate faces and verts. CUtlVector usedFaces; usedFaces.SetSize( file.numfaces ); int nFaces = 0; int nVerts = 0; for( int iCountFace=0; iCountFace < file.numfaces; iCountFace++ ) { usedFaces[iCountFace] = 0; if( file.dfaces[iCountFace].m_LightmapTextureSizeInLuxels[0] != 0 || file.dfaces[iCountFace].m_LightmapTextureSizeInLuxels[0] != 0 ) { texinfo_t *pTexInfo = &file.texinfo[ file.dfaces[iCountFace].texinfo ]; if( !(pTexInfo->flags & SURF_NODRAW) ) { ++nFaces; nVerts += file.dfaces[iCountFace].numedges; usedFaces[iCountFace] = 1; } } } CUtlVector faces; faces.SetSize( nFaces ); CUtlVector verts; verts.SetSize( nVerts ); m_StoredFaces.SetSize( nFaces ); InitMaterialLUT( file ); // Make lightmaps and translate the map faces over.. IMaterialSystem *pMatSys = MaterialSystemInterface(); // Add the BSP file as a search path so our FindMaterial calls will get // VMFs embedded in the BSP file. g_pFullFileSystem->AddSearchPath( pFilename, "GAME" ); m_nTotalTris = 0; int iOutVert = 0; int iOutFace = 0; for( int iFace=0; iFace < file.numfaces; iFace++ ) { dface_t *pIn = &file.dfaces[iFace]; if( !usedFaces[iFace] ) { continue; } CFace *pOut = &faces[iOutFace]; CStoredFace *pStoredFace = &m_StoredFaces[iOutFace]; ++iOutFace; pStoredFace->m_iMapFace = iFace; pStoredFace->m_pFace = pOut; pOut->m_pDFace = pIn; pOut->m_pStoredFace = pStoredFace; // Get its material. texinfo_t *pTexInfo = &file.texinfo[pIn->texinfo]; dtexdata_t *pTexData = &file.dtexdata[pTexInfo->texdata]; pStoredFace->m_pMaterial = FindOrAddMaterial( file, pTexData->nameStringTableID ); if( pStoredFace->m_pMaterial ) pStoredFace->m_pMaterial->m_Faces.AddToTail( pStoredFace ); // Setup its lightmap. memcpy( pOut->m_LightmapVecs, file.texinfo[pIn->texinfo].lightmapVecsLuxelsPerWorldUnits, sizeof(pOut->m_LightmapVecs) ); memcpy( pOut->m_LightmapTextureMinsInLuxels, pIn->m_LightmapTextureMinsInLuxels, sizeof(pOut->m_LightmapTextureMinsInLuxels) ); pStoredFace->m_LightmapSize[0] = pIn->m_LightmapTextureSizeInLuxels[0]+1; pStoredFace->m_LightmapSize[1] = pIn->m_LightmapTextureSizeInLuxels[1]+1; // Setup the verts. pOut->m_iVertStart = iOutVert; pOut->m_nVerts = pIn->numedges; for( int iEdge=0; iEdge < pIn->numedges; iEdge++ ) { int edgeVal = file.dsurfedges[ pIn->firstedge + iEdge ]; if( edgeVal < 0 ) verts[pOut->m_iVertStart+iEdge].m_vPos = file.dvertexes[ file.dedges[-edgeVal].v[1] ].point; else verts[pOut->m_iVertStart+iEdge].m_vPos = file.dvertexes[ file.dedges[edgeVal].v[0] ].point; } m_nTotalTris += pOut->m_nVerts - 2; iOutVert += pOut->m_nVerts; pOut->m_iDispInfo = pIn->dispinfo; } g_pFullFileSystem->RemoveSearchPath( pFilename, "GAME" ); // Allocate lightmaps.. must be grouped by material. pMatSys->ResetMaterialLightmapPageInfo(); pMatSys->BeginLightmapAllocation(); FOR_EACH_LL( m_FaceMaterials, iMat ) { CFaceMaterial *pMat = m_FaceMaterials[iMat]; bool bNeedsBumpmap = pMat->m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ); FOR_EACH_LL( pMat->m_Faces, iFace ) { CStoredFace *pStoredFace = pMat->m_Faces[iFace]; CFace *pOut = pStoredFace->m_pFace; int bumpedSize = pStoredFace->m_LightmapSize[0]; if( bNeedsBumpmap ) bumpedSize *= 4; pOut->m_LightmapSortID = pMatSys->AllocateLightmap( bumpedSize, pStoredFace->m_LightmapSize[1], pStoredFace->m_OffsetIntoLightmapPage, pMat->m_pMaterial ); } } pMatSys->EndLightmapAllocation(); // Get sort IDs from the material system. CUtlVector sortInfos; sortInfos.SetSize( pMatSys->GetNumSortIDs() ); pMatSys->GetSortInfo( sortInfos.Base() ); for( int iFace=0; iFace < faces.Count(); iFace++ ) { m_StoredFaces[iFace].m_LightmapPageID = sortInfos[faces[iFace].m_LightmapSortID].lightmapPageID; } // Setup the gamma table. BuildGammaTable( 2.2f, 2.2f, 0, 1 ); // Set lightmap texture coordinates. for( int iFace=0; iFace < faces.Count(); iFace++ ) { CFace *pFace = &faces[iFace]; CStoredFace *pStoredFace = &m_StoredFaces[iFace]; texinfo_t *pTexInfo = &file.texinfo[pFace->m_pDFace->texinfo]; int lightmapPageSize[2]; pMatSys->GetLightmapPageSize( pFace->m_pStoredFace->m_LightmapPageID, &lightmapPageSize[0], &lightmapPageSize[1] ); pStoredFace->m_BumpSTexCoordOffset = (float)pStoredFace->m_LightmapSize[0] / lightmapPageSize[0]; // Set its texture coordinates. for( int iVert=0; iVert < pFace->m_nVerts; iVert++ ) { CVert *pVert = &verts[ pFace->m_iVertStart + iVert ]; Vector &vPos = pVert->m_vPos; for( int iCoord=0; iCoord < 2; iCoord++ ) { float *lmVec = pFace->m_LightmapVecs[iCoord]; float flVal = lmVec[0]*vPos[0] + lmVec[1]*vPos[1] + lmVec[2]*vPos[2] + lmVec[3] - pFace->m_LightmapTextureMinsInLuxels[iCoord]; flVal += pFace->m_pStoredFace->m_OffsetIntoLightmapPage[iCoord]; flVal += 0.5f; // bilinear... flVal /= lightmapPageSize[iCoord]; Assert( _finite(flVal) ); pVert->m_vLightCoords[iCoord] = flVal; pVert->m_vTexCoords[iCoord] = DotProduct( vPos, *((Vector*)pTexInfo->textureVecsTexelsPerWorldUnits[iCoord]) ) + pTexInfo->textureVecsTexelsPerWorldUnits[iCoord][3]; if( pStoredFace->m_pMaterial ) { if( iCoord == 0 ) pVert->m_vTexCoords[iCoord] /= pStoredFace->m_pMaterial->m_pMaterial->GetMappingWidth(); else pVert->m_vTexCoords[iCoord] /= pStoredFace->m_pMaterial->m_pMaterial->GetMappingHeight(); } } } } // Create displacements. CUtlVector dispInfos; CreateDisplacements( file, faces, dispInfos ); BuildLMGroups( file, faces, verts, dispInfos ); BuildDrawCommands(); ReloadLightmaps(); return true; } void CBSPLighting::Term() { if( m_pBSPLightingThread ) { m_pBSPLightingThread->Release(); m_pBSPLightingThread = 0; } m_nTotalTris = 0; if( m_hVRadDLL ) { if( m_pVRadDLL ) { // Save the .r0 and .bsp files. m_pVRadDLL->Serialize(); m_pVRadDLL->Release(); m_pVRadDLL = 0; } Sys_UnloadModule( m_hVRadDLL ); m_hVRadDLL = 0; } m_StoredFaces.Purge(); } bool CBSPLighting::Serialize() { if( m_pBSPLightingThread ) { // Only serialize if we're not currently in the middle of lighting. if( m_pBSPLightingThread->GetCurrentState() == IBSPLightingThread::STATE_FINISHED ) return m_pVRadDLL->Serialize(); } return false; } void CBSPLighting::StartLighting( char const *pVMFFileWithEnts ) { if( m_pBSPLightingThread ) { m_pBSPLightingThread->StartLighting( pVMFFileWithEnts ); m_bLightingInProgress = true; } } float CBSPLighting::GetPercentComplete() { if( m_bLightingInProgress && m_pBSPLightingThread ) return m_pBSPLightingThread->GetPercentComplete(); else return -1; } void CBSPLighting::Interrupt() { if( m_pBSPLightingThread ) m_pBSPLightingThread->Interrupt(); } bool CBSPLighting::CheckForNewLightmaps() { if( !m_pBSPLightingThread ) return false; // Has it finished lighting? int curState = m_pBSPLightingThread->GetCurrentState(); if( m_bLightingInProgress ) { if( curState == IBSPLightingThread::STATE_FINISHED ) { m_bLightingInProgress = false; ReloadLightmaps(); return true; } else if( curState == IBSPLightingThread::STATE_IDLE ) { m_bLightingInProgress = false; } } return false; } #define DRAWLIGHTMAPPAGE #if defined( DRAWLIGHTMAPPAGE ) void DrawLightmapPage( IMaterialSystem *materialSystemInterface, int lightmapPageID ) { IMaterial *g_materialDebugLightmap = materialSystemInterface->FindMaterial( "debug/debuglightmap", TEXTURE_GROUP_OTHER ); // assumes that we are already in ortho mode. int lightmapPageWidth, lightmapPageHeight; CMatRenderContextPtr pRenderContext( materialSystemInterface ); IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, g_materialDebugLightmap ); materialSystemInterface->GetLightmapPageSize( lightmapPageID, &lightmapPageWidth, &lightmapPageHeight ); pRenderContext->BindLightmapPage( lightmapPageID ); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); // texcoord 1 is lightmaptexcoord for fixed function. static int yOffset = 30; meshBuilder.TexCoord2f( 1, 0.0f, 0.0f ); meshBuilder.Position3f( 0.0f, yOffset, 0.0f ); meshBuilder.AdvanceVertex(); meshBuilder.TexCoord2f( 1, 1.0f, 0.0f ); meshBuilder.Position3f( lightmapPageWidth, yOffset, 0.0f ); meshBuilder.AdvanceVertex(); meshBuilder.TexCoord2f( 1, 1.0f, 1.0f ); meshBuilder.Position3f( lightmapPageWidth, yOffset+lightmapPageHeight, 0.0f ); meshBuilder.AdvanceVertex(); meshBuilder.TexCoord2f( 1, 0.0f, 1.0f ); meshBuilder.Position3f( 0.0f, yOffset+lightmapPageHeight, 0.0f ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); } #endif void CBSPLighting::Draw() { if( m_FaceMaterials.Count() == 0 ) return; IMaterialSystem *pMatSys = MaterialSystemInterface(); if( !pMatSys ) return; CMatRenderContextPtr pRenderContext( pMatSys ); CheckForNewLightmaps(); pRenderContext->Flush(); #if defined( DRAWLIGHTMAPPAGE ) static bool bDrawIt = false; if( bDrawIt ) { pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->Ortho( 0, 0, 300, 300, -99999, 99999 ); static int iPageToDraw = 0; DrawLightmapPage( MaterialSystemInterface(), iPageToDraw ); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); } #endif // Draw everything from each material. FOR_EACH_LL( m_FaceMaterials, iMat ) { CFaceMaterial *pMat = m_FaceMaterials[iMat]; pRenderContext->Bind( pMat->m_pMaterial ); FOR_EACH_LL( pMat->m_MaterialBufs, iBuf ) { CMaterialBuf *pBuf = pMat->m_MaterialBufs[iBuf]; for( int iCmd=0; iCmd < pBuf->m_DrawCommands.Count(); iCmd++ ) { CDrawCommand *pCmd = pBuf->m_DrawCommands[iCmd]; pRenderContext->BindLightmapPage( pCmd->m_LightmapPageID ); pBuf->m_pMesh->Draw( pCmd->m_PrimLists.Base(), pCmd->m_PrimLists.Count() ); } } } pRenderContext->Flush(); } void CBSPLighting::AssignFaceMaterialCounts( CBSPInfo &file, CUtlVector &faces ) { FOR_EACH_LL( m_FaceMaterials, i ) { CFaceMaterial *pMat = m_FaceMaterials[i]; // Start off an initial CMaterialBuf to dump the faces in. CMaterialBuf *pBuf = new CMaterialBuf; pMat->m_MaterialBufs.AddToTail( pBuf ); FOR_EACH_LL( pMat->m_Faces, iFace ) { CStoredFace *pStoredFace = pMat->m_Faces[iFace]; CFace *pFace = pStoredFace->m_pFace; pStoredFace->m_iFirstIndex = pBuf->m_nIndices; if( pFace->m_iDispInfo == -1 ) { pStoredFace->m_nIndices = (pFace->m_nVerts - 2) * 3; pBuf->m_nIndices += (pFace->m_nVerts - 2) * 3; pBuf->m_nVerts += pFace->m_nVerts; } else { ddispinfo_t *pDisp = &file.g_dispinfo[pFace->m_iDispInfo]; int nTris = Square( 1 << pDisp->power ) * 2; int nVerts = Square( (1 << pDisp->power) + 1 ); pStoredFace->m_nIndices = nTris * 3; pBuf->m_nIndices += nTris * 3; pBuf->m_nVerts += nVerts; } pBuf->m_Faces.AddToTail( pStoredFace ); // Don't make the buffers too big.. if( pBuf->m_nIndices > (16*1024) || pBuf->m_nVerts > (16*1024) ) { pBuf = new CMaterialBuf; pMat->m_MaterialBufs.AddToTail( pBuf ); } } } } //----------------------------------------------------------------------------- // Determines the appropriate vertex format for LMGroup meshes //----------------------------------------------------------------------------- VertexFormat_t CBSPLighting::ComputeLMGroupVertexFormat( IMaterial * pMaterial ) { VertexFormat_t vertexFormat = pMaterial->GetVertexFormat(); // FIXME: set VERTEX_FORMAT_COMPRESSED if there are no artifacts and if it saves enough memory (use 'mem_dumpvballocs') vertexFormat &= ~VERTEX_FORMAT_COMPRESSED; // FIXME: check for and strip unused vertex elements (bone weights+indices, TANGENT_S/T?) - requires reliable material vertex formats first return vertexFormat; } void CBSPLighting::BuildLMGroups( CBSPInfo &file, CUtlVector &faces, CUtlVector &verts, CUtlVector &dispInfos ) { // Count everything in each CFaceMaterial. AssignFaceMaterialCounts( file, faces ); IMaterialSystem *pMatSys = MaterialSystemInterface(); if( !pMatSys ) return; CMatRenderContextPtr pRenderContext( pMatSys ); // Now create the static buffers. FOR_EACH_LL( m_FaceMaterials, iMat ) { CFaceMaterial *pMat = m_FaceMaterials[iMat]; FOR_EACH_LL( pMat->m_MaterialBufs, iBuf ) { CMaterialBuf *pBuf = pMat->m_MaterialBufs[iBuf]; VertexFormat_t vertexFormat = ComputeLMGroupVertexFormat( pMat->m_pMaterial ); pBuf->m_pMesh = pRenderContext->CreateStaticMesh( vertexFormat, "terd", pMat->m_pMaterial ); if( !pBuf->m_pMesh ) continue; bool bNeedsBumpmap = pMat->m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ); CMeshBuilder mb; mb.Begin( pBuf->m_pMesh, MATERIAL_TRIANGLES, pBuf->m_nVerts, pBuf->m_nIndices ); // Write all the faces in. int iCurBaseVert = 0; FOR_EACH_LL( pBuf->m_Faces, iFace ) { CStoredFace *pStoredFace = pBuf->m_Faces[iFace]; CFace *pFace = pStoredFace->m_pFace; if( pFace->m_iDispInfo == -1 ) { // It's a regular face. CVert *pVerts = &verts[pFace->m_iVertStart]; for( int iVert=0; iVert < pFace->m_nVerts; iVert++ ) { mb.Position3fv( (float*)&pVerts[iVert].m_vPos ); mb.TexCoord2fv( 0, pVerts[iVert].m_vTexCoords.Base() ); mb.TexCoord2fv( 1, pVerts[iVert].m_vLightCoords.Base() ); if( bNeedsBumpmap ) mb.TexCoord2f ( 2, pStoredFace->m_BumpSTexCoordOffset, 0 ); mb.Color3f( 1,1,1 ); mb.AdvanceVertex(); } // Write the indices. for( int iTri=0; iTri < pFace->m_nVerts-2; iTri++ ) { mb.Index( iCurBaseVert ); mb.AdvanceIndex(); mb.Index( iCurBaseVert+iTri+1 ); mb.AdvanceIndex(); mb.Index( iCurBaseVert+iTri+2 ); mb.AdvanceIndex(); } iCurBaseVert += pFace->m_nVerts; } else { // It's a displacement. CDispInfoFaces *pDisp = &dispInfos[pFace->m_iDispInfo]; // Generate the index list. unsigned short indices[ (1<m_Power ); Assert( nRequired <= sizeof(indices)/sizeof(indices[0]) ); DispCommon_GenerateTriIndices( pDisp->m_Power, indices ); for( int iIndex=0; iIndex < nRequired; iIndex++ ) { mb.Index( indices[iIndex] + iCurBaseVert ); mb.AdvanceIndex(); } // Generate the vert list. for( int iVert=0; iVert < pDisp->m_Verts.Count(); iVert++ ) { mb.Position3fv( (float*)&pDisp->m_Verts[iVert].m_vPos ); mb.TexCoord2fv( 0, (float*)&pDisp->m_Verts[iVert].m_vTexCoords ); mb.TexCoord2fv( 1, (float*)&pDisp->m_Verts[iVert].m_vLightCoords ); if( bNeedsBumpmap ) mb.TexCoord2f ( 2, pStoredFace->m_BumpSTexCoordOffset, 0 ); mb.AdvanceVertex(); } iCurBaseVert += pDisp->m_Verts.Count();; } } mb.End(); } } } bool FindDrawCommand( CUtlVector &drawCommands, int lmPageID, int &index ) { for( int i=0; i < drawCommands.Count(); i++ ) { if( drawCommands[i]->m_LightmapPageID == lmPageID ) { index = i; return true; } } return false; } void CBSPLighting::BuildDrawCommands() { FOR_EACH_LL( m_FaceMaterials, iMat ) { CFaceMaterial *pMat = m_FaceMaterials[iMat]; FOR_EACH_LL( pMat->m_MaterialBufs, iBuf ) { CMaterialBuf *pBuf = pMat->m_MaterialBufs[iBuf]; // Group by lightmap page IDs. FOR_EACH_LL( pBuf->m_Faces, iFace ) { CStoredFace *pFace = pBuf->m_Faces[iFace]; int index; if( !FindDrawCommand( pBuf->m_DrawCommands, pFace->m_LightmapPageID, index ) ) { index = pBuf->m_DrawCommands.AddToTail( new CDrawCommand ); pBuf->m_DrawCommands[index]->m_LightmapPageID = pFace->m_LightmapPageID; } CPrimList primList; primList.m_FirstIndex = pFace->m_iFirstIndex; primList.m_NumIndices = pFace->m_nIndices; pBuf->m_DrawCommands[index]->m_PrimLists.AddToTail( primList ); } } } } void CBSPLighting::ReloadLightmaps() { if( !m_pVRadDLL ) return; IMaterialSystem *pMatSys = MaterialSystemInterface(); if( !pMatSys ) return; CBSPInfo bspInfo; m_pVRadDLL->GetBSPInfo( &bspInfo ); if( !bspInfo.lightdatasize ) return; Vector4D blocklights[4][MAX_LIGHTMAP_DIM_INCLUDING_BORDER * MAX_LIGHTMAP_DIM_INCLUDING_BORDER]; for( int iFace=0; iFace < m_StoredFaces.Count(); iFace++ ) { CStoredFace *pFace = &m_StoredFaces[iFace]; // Avoid updating lightmaps in faces that weren't touched. if( bspInfo.m_pFacesTouched && !bspInfo.m_pFacesTouched[pFace->m_iMapFace] ) continue; dface_t *pIn = &bspInfo.dfaces[ pFace->m_iMapFace ]; int nLuxels = pFace->m_LightmapSize[0] * pFace->m_LightmapSize[1]; bool bNeedsBumpmap = pFace->m_pMaterial->m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ); texinfo_t *pTexInfo = &bspInfo.texinfo[ bspInfo.dfaces[pFace->m_iMapFace].texinfo ]; bool bHasBumpmap = SurfHasBumpedLightmaps( pTexInfo->flags ); int nLightmaps = 1; if( bNeedsBumpmap && bHasBumpmap ) nLightmaps = 4; ColorRGBExp32 *pLightmap = (ColorRGBExp32 *)&bspInfo.dlightdata[pIn->lightofs]; int iLightmap; for( iLightmap=0; iLightmap < nLightmaps; iLightmap++ ) { for( int iLuxel=0; iLuxel < nLuxels; iLuxel++ ) { blocklights[iLightmap][iLuxel][0] = TexLightToLinear( pLightmap->r, pLightmap->exponent ); blocklights[iLightmap][iLuxel][1] = TexLightToLinear( pLightmap->g, pLightmap->exponent ); blocklights[iLightmap][iLuxel][2] = TexLightToLinear( pLightmap->b, pLightmap->exponent ); blocklights[iLightmap][iLuxel][3] = 1; ++pLightmap; } } // If it needs bumpmaps but doesn't have them in the file, then just copy // the lightmap data into the other lightmaps like the engine does. if( bNeedsBumpmap && !bHasBumpmap ) { for( iLightmap=1; iLightmap < 4; iLightmap++ ) { memcpy( blocklights[iLightmap], blocklights[0], nLuxels * sizeof( blocklights[0][0] ) ); } } if( bNeedsBumpmap ) { pMatSys->UpdateLightmap( pFace->m_LightmapPageID, pFace->m_LightmapSize, pFace->m_OffsetIntoLightmapPage, (float*)blocklights[0], (float*)blocklights[1], (float*)blocklights[2], (float*)blocklights[3] ); } else { pMatSys->UpdateLightmap( pFace->m_LightmapPageID, pFace->m_LightmapSize, pFace->m_OffsetIntoLightmapPage, (float*)blocklights[0], NULL, NULL, NULL ); } } } bool CBSPLighting::LoadVRADDLL( char const *pFilename ) { // Load VRAD's DLL. m_hVRadDLL = Sys_LoadModule( "vrad_dll.dll" ); if( !m_hVRadDLL ) return false; CreateInterfaceFn fn = Sys_GetFactory( m_hVRadDLL ); if( !fn ) return false; int retCode = 0; m_pVRadDLL = (IVRadDLL*)fn( VRAD_INTERFACE_VERSION, &retCode ); if( !m_pVRadDLL ) return false; // Tell VRAD to load the BSP file. if( !m_pVRadDLL->Init( pFilename ) ) return false; return true; } void CBSPLighting::CreateDisplacements( CBSPInfo &file, CUtlVector &faces, CUtlVector &dispInfos ) { /* IMaterialSystem *pMatSys = MaterialSystemInterface(); dispInfos.SetSize( file.g_numdispinfo ); for( int iFace=0; iFace < faces.Size(); iFace++ ) { CFace *pFace = &faces[iFace]; CStoredFace *pStoredFace = &m_StoredFaces[iFace]; dface_t *pInFace = pFace->m_pDFace; if( pInFace->dispinfo == -1 ) continue; ddispinfo_t *pInDisp = &file.g_dispinfo[pInFace->dispinfo]; CDispInfoFaces *pOutDisp = &dispInfos[pInFace->dispinfo]; pOutDisp->m_Power = pInDisp->power; int nVertsPerSide = (1 << pInDisp->power) + 1; pOutDisp->m_Verts.SetSize( pInDisp->m_LODs[0].m_nVerts ); int lightmapPageSize[2]; pMatSys->GetLightmapPageSize( pFace->m_pStoredFace->m_LightmapPageID, &lightmapPageSize[0], &lightmapPageSize[1] ); for( int iVert=0; iVert < pInDisp->m_LODs[0].m_nVerts; iVert++ ) { ddisp_lod_vert_t *pInVert = &file.ddispverts[ pInDisp->m_LODs[0].m_iVertStart + iVert ]; CVert *pOutVert = &pOutDisp->m_Verts[iVert]; pOutVert->m_vPos = pInVert->m_vPos; for( int iCoord=0; iCoord < 2; iCoord++ ) { float flVal = pInVert->m_LightCoords[iCoord]; flVal += pFace->m_pStoredFace->m_OffsetIntoLightmapPage[iCoord]; flVal += 0.5f; flVal /= lightmapPageSize[iCoord]; Assert( _finite(flVal) ); pOutVert->m_vLightCoords[iCoord] = flVal; pOutVert->m_vTexCoords[iCoord] = pInVert->m_TexCoords[iCoord]; if( iCoord == 0 ) pOutVert->m_vTexCoords[iCoord] /= pStoredFace->m_pMaterial->m_pMaterial->GetMappingWidth(); else pOutVert->m_vTexCoords[iCoord] /= pStoredFace->m_pMaterial->m_pMaterial->GetMappingHeight(); } } } */ } void CBSPLighting::InitMaterialLUT( CBSPInfo &file ) { m_StringTableIDToMaterial.SetSize( file.nTexDataStringTable ); for( int i=0; i < m_StringTableIDToMaterial.Count(); i++ ) m_StringTableIDToMaterial[i] = 0; } CBSPLighting::CFaceMaterial* CBSPLighting::FindOrAddMaterial( CBSPInfo &file, int stringTableID ) { if( stringTableID >= m_StringTableIDToMaterial.Count() ) { Assert( false ); return 0; } if( m_StringTableIDToMaterial[stringTableID] ) { return m_StringTableIDToMaterial[stringTableID]; } else { IMaterial *pMaterial = 0; char *pMaterialName = &file.texDataStringData[ file.texDataStringTable[ stringTableID ] ]; if( pMaterialName ) pMaterial = MaterialSystemInterface()->FindMaterial( pMaterialName, TEXTURE_GROUP_OTHER ); // Don't add CFaceMaterials without a material. if( !pMaterial ) return 0; // This is lovely. We have to call this stuff to get it to precalculate the data it needs. pMaterial->GetMappingHeight(); pMaterial->RecomputeStateSnapshots(); CFaceMaterial *pMat = new CFaceMaterial; if( pMaterial->IsTranslucent() ) m_FaceMaterials.AddToTail( pMat ); else m_FaceMaterials.AddToHead( pMat ); pMat->m_pMaterial = pMaterial; m_StringTableIDToMaterial[stringTableID] = pMat; return pMat; } } IBSPLighting* CreateBSPLighting() { return new CBSPLighting; }