//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // //===========================================================================// #include #include #include "mathlib.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" void LightDesc_t::RecalculateOneOverThetaDotMinusPhiDot() { float flSpread = m_ThetaDot - m_PhiDot; if ( flSpread > 1.0e-10f ) { // note - this quantity is very sensitive to round off error. the sse // reciprocal approximation won't cut it here. m_OneOverThetaDotMinusPhiDot = 1.0f / flSpread; } else { // hard falloff instead of divide by zero m_OneOverThetaDotMinusPhiDot = 1.0f; } } void LightDesc_t::RecalculateDerivedValues(void) { m_Flags = LIGHTTYPE_OPTIMIZATIONFLAGS_DERIVED_VALUES_CALCED; if ( m_Attenuation0 ) { m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0; } if ( m_Attenuation1 ) { m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1; } if ( m_Attenuation2 ) { m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2; } if ( m_Type == MATERIAL_LIGHT_SPOT ) { m_ThetaDot = cos( m_Theta ); m_PhiDot = cos( m_Phi ); RecalculateOneOverThetaDotMinusPhiDot(); } if ( m_Type == MATERIAL_LIGHT_DIRECTIONAL ) { // set position to be real far away in the right direction m_Position = m_Direction; m_Position *= 2.0e6; } m_RangeSquared = m_Range*m_Range; } void LightDesc_t::ComputeLightAtPointsForDirectional( const FourVectors &pos, const FourVectors &normal, FourVectors &color, bool DoHalfLambert ) const { FourVectors delta; delta.DuplicateVector(m_Direction); // delta.VectorNormalizeFast(); fltx4 strength=delta*normal; if (DoHalfLambert) { strength=AddSIMD(MulSIMD(strength,Four_PointFives),Four_PointFives); } else strength=MaxSIMD(Four_Zeros,delta*normal); color.x=AddSIMD(color.x,MulSIMD(strength,ReplicateX4(m_Color.x))); color.y=AddSIMD(color.y,MulSIMD(strength,ReplicateX4(m_Color.y))); color.z=AddSIMD(color.z,MulSIMD(strength,ReplicateX4(m_Color.z))); } float LightDesc_t::DistanceAtWhichBrightnessIsLessThan( float flAmount ) const { float bright = m_Color.Length(); if ( bright > 0.0 ) { flAmount /= m_Color.Length(); // calculate terms for quadratic equation float a = flAmount * m_Attenuation2; float b = flAmount * m_Attenuation1; float c = flAmount * m_Attenuation0 - 1; float r0, r1; if ( SolveQuadratic( a, b, c, r0, r1 ) ) { float rslt = MAX( 0, MAX( r0, r1 ) ); #ifdef _DEBUG if ( rslt > 0.0 ) { float fltest = 1.0 / ( m_Attenuation0 + rslt * m_Attenuation1 + rslt * rslt * m_Attenuation2 ); Assert( fabs( fltest - flAmount ) < 0.1 ); } #endif return rslt; } } return 0; } void LightDesc_t::ComputeLightAtPoints( const FourVectors &pos, const FourVectors &normal, FourVectors &color, bool DoHalfLambert ) const { FourVectors delta; Assert((m_Type==MATERIAL_LIGHT_POINT) || (m_Type==MATERIAL_LIGHT_SPOT) || (m_Type==MATERIAL_LIGHT_DIRECTIONAL)); switch (m_Type) { case MATERIAL_LIGHT_POINT: case MATERIAL_LIGHT_SPOT: delta.DuplicateVector(m_Position); delta-=pos; break; case MATERIAL_LIGHT_DIRECTIONAL: ComputeLightAtPointsForDirectional( pos, normal, color, DoHalfLambert ); return; } fltx4 dist2 = delta*delta; dist2=MaxSIMD( Four_Ones, dist2 ); fltx4 falloff; if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0 ) { falloff = ReplicateX4(m_Attenuation0); } else falloff= Four_Epsilons; if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1 ) { falloff=AddSIMD(falloff,MulSIMD(ReplicateX4(m_Attenuation1),SqrtEstSIMD(dist2))); } if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2 ) { falloff=AddSIMD(falloff,MulSIMD(ReplicateX4(m_Attenuation2),dist2)); } falloff=ReciprocalEstSIMD(falloff); // Cull out light beyond this radius // now, zero out elements for which dist2 was > range^2. !!speed!! lights should store dist^2 in sse format if (m_Range != 0.f) { fltx4 RangeSquared=ReplicateX4(m_RangeSquared); // !!speed!! falloff=AndSIMD(falloff,CmpLtSIMD(dist2,RangeSquared)); } delta.VectorNormalizeFast(); fltx4 strength=delta*normal; if (DoHalfLambert) { strength=AddSIMD(MulSIMD(strength,Four_PointFives),Four_PointFives); } else strength=MaxSIMD(Four_Zeros,delta*normal); switch(m_Type) { case MATERIAL_LIGHT_POINT: // half-lambert break; case MATERIAL_LIGHT_SPOT: { fltx4 dot2=SubSIMD(Four_Zeros,delta*m_Direction); // dot position with spot light dir for cone falloff fltx4 cone_falloff_scale=MulSIMD(ReplicateX4(m_OneOverThetaDotMinusPhiDot), SubSIMD(dot2,ReplicateX4(m_PhiDot))); cone_falloff_scale=MinSIMD(cone_falloff_scale,Four_Ones); if ((m_Falloff!=0.0) && (m_Falloff!=1.0)) { // !!speed!! could compute integer exponent needed by powsimd and store in light cone_falloff_scale=PowSIMD(cone_falloff_scale,m_Falloff); } strength=MulSIMD(cone_falloff_scale,strength); // now, zero out lighting where dot2 range^2. !!speed!! lights should store dist^2 in sse format if (m_Range != 0.f) { fltx4 RangeSquared=ReplicateX4(m_RangeSquared); // !!speed!! falloff=AndSIMD(falloff,CmpLtSIMD(dist2,RangeSquared)); } delta.VectorNormalizeFast(); fltx4 strength = Four_Ones; //fltx4 strength=delta; //fltx4 strength = MaxSIMD(Four_Zeros,delta); switch(m_Type) { case MATERIAL_LIGHT_POINT: // half-lambert break; case MATERIAL_LIGHT_SPOT: { fltx4 dot2=SubSIMD(Four_Zeros,delta*m_Direction); // dot position with spot light dir for cone falloff fltx4 cone_falloff_scale=MulSIMD(ReplicateX4(m_OneOverThetaDotMinusPhiDot), SubSIMD(dot2,ReplicateX4(m_PhiDot))); cone_falloff_scale=MinSIMD(cone_falloff_scale,Four_Ones); if ((m_Falloff!=0.0) && (m_Falloff!=1.0)) { // !!speed!! could compute integer exponent needed by powsimd and store in light cone_falloff_scale=PowSIMD(cone_falloff_scale,m_Falloff); } strength=MulSIMD(cone_falloff_scale,strength); // now, zero out lighting where dot2 0 ) m_Color *= fScaleFactor; } void LightDesc_t::SetupNewStyleAttenuation( float fFiftyPercentDistance, float fZeroPercentDistance ) { // new style storing 50% and 0% distances float d50=fFiftyPercentDistance; float d0=fZeroPercentDistance; if (d0