//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "vrad.h" #include "lightmap.h" #include "radial.h" #include "mathlib/bumpvects.h" #include "tier1/utlvector.h" #include "vmpi.h" #include "mathlib/anorms.h" #include "map_utils.h" #include "mathlib/halton.h" #include "imagepacker.h" #include "tier1/utlrbtree.h" #include "tier1/utlbuffer.h" #include "bitmap/tgawriter.h" #include "mathlib/quantize.h" #include "bitmap/imageformat.h" #include "coordsize.h" enum { AMBIENT_ONLY = 0x1, NON_AMBIENT_ONLY = 0x2, }; #define SMOOTHING_GROUP_HARD_EDGE 0xff000000 //==========================================================================// // Ambient occlusion //==========================================================================// bool g_bNoSoften = false; bool g_bNoAO = false; float CalculateAmbientOcclusion( Vector *pPosition, Vector *pNormal ) { // Just call through to the simd version of this function FourVectors position4; position4.DuplicateVector( *pPosition ); FourVectors normal4; position4.DuplicateVector( *pNormal ); fltx4 ao = CalculateAmbientOcclusion4( position4, normal4, -1 ); return SubFloat( ao, 0 ); } fltx4 CalculateAmbientOcclusion4( const FourVectors &position4, const FourVectors &normal4, int static_prop_index_to_ignore ) { if ( g_bNoAO ) { return Four_Ones; } DirectionalSampler_t sampler; int nSamples = 32; if ( do_fast ) { nSamples /= 2; } fltx4 totalVisible = Four_Zeros; fltx4 totalPossibleVisible = Four_Zeros; for ( int i = 0; i < nSamples; i++ ) { FourVectors rayStart = position4; rayStart += normal4; // Ray direction on the sphere FourVectors rayDirection; rayDirection.DuplicateVector( sampler.NextValue() ); // Mirror ray along normal so all rays are on the hemisphere defined by the normal fltx4 rayDotN = rayDirection * normal4; // dot product fltx4 absRayDotN = AbsSIMD( rayDotN ); rayDirection = rayDirection - Mul( normal4, rayDotN ) + Mul( normal4, absRayDotN ); // Set length of ray FourVectors rayEnd = rayDirection; rayEnd *= 36.0f; rayEnd += rayStart; // Raytrace for visibility function fltx4 fractionVisible = Four_Ones; TestLine_IgnoreSky( rayStart, rayEnd, &fractionVisible, static_prop_index_to_ignore ); totalVisible = AddSIMD( totalVisible, MulSIMD( fractionVisible, absRayDotN ) ); totalPossibleVisible = AddSIMD( totalPossibleVisible, absRayDotN ); } fltx4 ao = DivSIMD( totalVisible, totalPossibleVisible ); ao = MulSIMD( ao, ao ); // Square ao term - This is an artistic choice by the CS:GO team return ao; } //==========================================================================// // Give surfaces a softer look instead of the harsher linear N.L look //==========================================================================// float SoftenCosineTerm( float flDot ) { if ( g_bNoSoften ) return flDot; flDot = MAX( flDot, 0.0f ); return ( flDot + ( flDot * flDot ) ) * 0.5f; // This is cheaper than an exponent in shader code } fltx4 SoftenCosineTerm( fltx4 dots ) { if ( g_bNoSoften ) return dots; dots = MaxSIMD( dots, Four_Zeros ); fltx4 dotsSquared = MulSIMD( dots, dots ); return MulSIMD( AddSIMD( dots, dotsSquared ), Four_PointFives ); } //==========================================================================// // CNormalList. //==========================================================================// // This class keeps a list of unique normals and provides a fast class CNormalList { public: CNormalList(); // Adds the normal if unique. Otherwise, returns the normal's index into m_Normals. int FindOrAddNormal( Vector const &vNormal ); public: CUtlVector m_Normals; private: // This represents a grid from (-1,-1,-1) to (1,1,1). enum {NUM_SUBDIVS = 8}; CUtlVector m_NormalGrid[NUM_SUBDIVS][NUM_SUBDIVS][NUM_SUBDIVS]; }; int g_iCurFace; edgeshare_t edgeshare[MAX_MAP_EDGES]; Vector face_centroids[MAX_MAP_EDGES]; int vertexref[MAX_MAP_VERTS]; int *vertexface[MAX_MAP_VERTS]; faceneighbor_t faceneighbor[MAX_MAP_FACES]; static directlight_t *gSkyLight = NULL; static directlight_t *gAmbient = NULL; //==========================================================================// // CNormalList implementation. //==========================================================================// CNormalList::CNormalList() : m_Normals( 128 ) { for( int i=0; i < sizeof(m_NormalGrid)/sizeof(m_NormalGrid[0][0][0]); i++ ) { (&m_NormalGrid[0][0][0] + i)->SetGrowSize( 16 ); } } int CNormalList::FindOrAddNormal( Vector const &vNormal ) { int gi[3]; // See which grid element it's in. for( int iDim=0; iDim < 3; iDim++ ) { gi[iDim] = (int)( ((vNormal[iDim] + 1.0f) * 0.5f) * NUM_SUBDIVS - 0.000001f ); gi[iDim] = min( gi[iDim], NUM_SUBDIVS ); gi[iDim] = max( gi[iDim], 0 ); } // Look for a matching vector in there. CUtlVector *pGridElement = &m_NormalGrid[gi[0]][gi[1]][gi[2]]; for( int i=0; i < pGridElement->Count(); i++ ) { int iNormal = pGridElement->Element(i); Vector *pVec = &m_Normals[iNormal]; //if( pVec->DistToSqr(vNormal) < 0.00001f ) if( *pVec == vNormal ) return iNormal; } // Ok, add a new one. pGridElement->AddToTail( m_Normals.Count() ); return m_Normals.AddToTail( vNormal ); } // FIXME: HACK until the plane normals are made more happy void GetBumpNormals( const float* sVect, const float* tVect, const Vector& flatNormal, const Vector& phongNormal, Vector bumpNormals[NUM_BUMP_VECTS] ) { Vector stmp( sVect[0], sVect[1], sVect[2] ); Vector ttmp( tVect[0], tVect[1], tVect[2] ); GetBumpNormals( stmp, ttmp, flatNormal, phongNormal, bumpNormals ); } int EdgeVertex( dface_t *f, int edge ) { int k; if (edge < 0) edge += f->numedges; else if (edge >= f->numedges) edge = edge % f->numedges; k = dsurfedges[f->firstedge + edge]; if (k < 0) { // Msg("(%d %d) ", dedges[-k].v[1], dedges[-k].v[0] ); return dedges[-k].v[1]; } else { // Msg("(%d %d) ", dedges[k].v[0], dedges[k].v[1] ); return dedges[k].v[0]; } } /* ============ PairEdges ============ */ void PairEdges (void) { int i, j, k, n, m; dface_t *f; int numneighbors; int tmpneighbor[64]; faceneighbor_t *fn; // count number of faces that reference each vertex for (i=0, f = g_pFaces; inumedges ; j++) { // Store the count in vertexref vertexref[EdgeVertex(f,j)]++; } } // allocate room for (i = 0; i < numvertexes; i++) { // use the count from above to allocate a big enough array vertexface[i] = ( int* )calloc( vertexref[i], sizeof( vertexface[0] ) ); // clear the temporary data vertexref[i] = 0; } // store a list of every face that uses a particular vertex for (i=0, f = g_pFaces ; inumedges ; j++) { n = EdgeVertex(f,j); for (k = 0; k < vertexref[n]; k++) { if (vertexface[n][k] == i) break; } if (k >= vertexref[n]) { // add the face to the list vertexface[n][k] = i; vertexref[n]++; } } } // calc normals and set displacement surface flag for (i=0, f = g_pFaces; iplanenum].normal, fn->facenormal ); // set displacement surface flag fn->bHasDisp = false; if( ValidDispFace( f ) ) { fn->bHasDisp = true; } } // find neighbors for (i=0, f = g_pFaces ; inormal = ( Vector* )calloc( f->numedges, sizeof( fn->normal[0] ) ); // look up all faces sharing vertices and add them to the list for (j=0 ; jnumedges ; j++) { n = EdgeVertex(f,j); for (k = 0; k < vertexref[n]; k++) { double cos_normals_angle; Vector *pNeighbornormal; // skip self if (vertexface[n][k] == i) continue; // if this face doens't have a displacement -- don't consider displacement neighbors if( ( !fn->bHasDisp ) && ( faceneighbor[vertexface[n][k]].bHasDisp ) ) continue; pNeighbornormal = &faceneighbor[vertexface[n][k]].facenormal; cos_normals_angle = DotProduct( *pNeighbornormal, fn->facenormal ); // add normal if >= threshold or its a displacement surface (this is only if the original // face is a displacement) if ( fn->bHasDisp ) { // Always smooth with and against a displacement surface. VectorAdd( fn->normal[j], *pNeighbornormal, fn->normal[j] ); } else { // No smoothing - use of method (backwards compatibility). if ( ( f->smoothingGroups == 0 ) && ( g_pFaces[vertexface[n][k]].smoothingGroups == 0 ) ) { if ( cos_normals_angle >= smoothing_threshold ) { VectorAdd( fn->normal[j], *pNeighbornormal, fn->normal[j] ); } else { // not considered a neighbor continue; } } else { unsigned int smoothingGroup = ( f->smoothingGroups & g_pFaces[vertexface[n][k]].smoothingGroups ); // Hard edge. if ( ( smoothingGroup & SMOOTHING_GROUP_HARD_EDGE ) != 0 ) continue; if ( smoothingGroup != 0 ) { VectorAdd( fn->normal[j], *pNeighbornormal, fn->normal[j] ); } else { // not considered a neighbor continue; } } } // look to see if we've already added this one for (m = 0; m < numneighbors; m++) { if (tmpneighbor[m] == vertexface[n][k]) break; } if (m >= numneighbors) { // add to neighbor list tmpneighbor[m] = vertexface[n][k]; numneighbors++; if ( numneighbors > ARRAYSIZE(tmpneighbor) ) { Error("Stack overflow in neighbors\n"); } } } } if (numneighbors) { // copy over neighbor list fn->numneighbors = numneighbors; fn->neighbor = ( int* )calloc( numneighbors, sizeof( fn->neighbor[0] ) ); for (m = 0; m < numneighbors; m++) { fn->neighbor[m] = tmpneighbor[m]; } } // fixup normals for (j = 0; j < f->numedges; j++) { VectorAdd( fn->normal[j], fn->facenormal, fn->normal[j] ); VectorNormalize( fn->normal[j] ); } } } void SaveVertexNormals( void ) { faceneighbor_t *fn; int i, j; dface_t *f; CNormalList normalList; g_numvertnormalindices = 0; for( i = 0 ;inumedges; j++ ) { Vector vNormal; if( fn->normal ) { vNormal = fn->normal[j]; } else { // original faces don't have normals vNormal.Init( 0, 0, 0 ); } if( g_numvertnormalindices == MAX_MAP_VERTNORMALINDICES ) { Error( "g_numvertnormalindices == MAX_MAP_VERTNORMALINDICES" ); } g_vertnormalindices[g_numvertnormalindices] = (unsigned short)normalList.FindOrAddNormal( vNormal ); g_numvertnormalindices++; } } if( normalList.m_Normals.Count() > MAX_MAP_VERTNORMALS ) { Error( "g_numvertnormals > MAX_MAP_VERTNORMALS" ); } // Copy the list of unique vert normals into g_vertnormals. g_numvertnormals = normalList.m_Normals.Count(); memcpy( g_vertnormals, normalList.m_Normals.Base(), sizeof(g_vertnormals[0]) * normalList.m_Normals.Count() ); } /* ================================================================= LIGHTMAP SAMPLE GENERATION ================================================================= */ //----------------------------------------------------------------------------- // Purpose: Spits out an error message with information about a lightinfo_t. // Input : s - Error message string. // l - lightmap info struct. //----------------------------------------------------------------------------- void ErrorLightInfo(const char *s, lightinfo_t *l) { texinfo_t *tex = &texinfo[l->face->texinfo]; winding_t *w = WindingFromFace(&g_pFaces[l->facenum], l->modelorg); // // Show the face center and material name if possible. // if (w != NULL) { // Don't exit, we'll try to recover... Vector vecCenter; WindingCenter(w, vecCenter); // FreeWinding(w); Warning("%s at (%g, %g, %g)\n\tmaterial=%s\n", s, (double)vecCenter.x, (double)vecCenter.y, (double)vecCenter.z, TexDataStringTable_GetString( dtexdata[tex->texdata].nameStringTableID ) ); } // // If not, just show the material name. // else { Warning("%s at (degenerate face)\n\tmaterial=%s\n", TexDataStringTable_GetString( dtexdata[tex->texdata].nameStringTableID )); } } void CalcFaceVectors(lightinfo_t *l) { texinfo_t *tex; int i, j; tex = &texinfo[l->face->texinfo]; // move into lightinfo_t for (i=0 ; i<2 ; i++) { for (j=0 ; j<3 ; j++) { l->worldToLuxelSpace[i][j] = tex->lightmapVecsLuxelsPerWorldUnits[i][j]; } } //Solve[ { x * w00 + y * w01 + z * w02 - s == 0, x * w10 + y * w11 + z * w12 - t == 0, A * x + B * y + C * z + D == 0 }, { x, y, z } ] //Rule(x,( C*s*w11 - B*s*w12 + B*t*w02 - C*t*w01 + D*w02*w11 - D*w01*w12) / (+ A*w01*w12 - A*w02*w11 + B*w02*w10 - B*w00*w12 + C*w00*w11 - C*w01*w10 )), //Rule(y,( A*s*w12 - C*s*w10 + C*t*w00 - A*t*w02 + D*w00*w12 - D*w02*w10) / (+ A*w01*w12 - A*w02*w11 + B*w02*w10 - B*w00*w12 + C*w00*w11 - C*w01*w10 )), //Rule(z,( B*s*w10 - A*s*w11 + A*t*w01 - B*t*w00 + D*w01*w10 - D*w00*w11) / (+ A*w01*w12 - A*w02*w11 + B*w02*w10 - B*w00*w12 + C*w00*w11 - C*w01*w10 )))) Vector luxelSpaceCross; luxelSpaceCross[0] = tex->lightmapVecsLuxelsPerWorldUnits[1][1] * tex->lightmapVecsLuxelsPerWorldUnits[0][2] - tex->lightmapVecsLuxelsPerWorldUnits[1][2] * tex->lightmapVecsLuxelsPerWorldUnits[0][1]; luxelSpaceCross[1] = tex->lightmapVecsLuxelsPerWorldUnits[1][2] * tex->lightmapVecsLuxelsPerWorldUnits[0][0] - tex->lightmapVecsLuxelsPerWorldUnits[1][0] * tex->lightmapVecsLuxelsPerWorldUnits[0][2]; luxelSpaceCross[2] = tex->lightmapVecsLuxelsPerWorldUnits[1][0] * tex->lightmapVecsLuxelsPerWorldUnits[0][1] - tex->lightmapVecsLuxelsPerWorldUnits[1][1] * tex->lightmapVecsLuxelsPerWorldUnits[0][0]; float det = -DotProduct( l->facenormal, luxelSpaceCross ); if ( fabs( det ) < 1.0e-20 ) { Warning(" warning - face vectors parallel to face normal. bad lighting will be produced\n" ); l->luxelOrigin = vec3_origin; } else { // invert the matrix l->luxelToWorldSpace[0][0] = (l->facenormal[2] * l->worldToLuxelSpace[1][1] - l->facenormal[1] * l->worldToLuxelSpace[1][2]) / det; l->luxelToWorldSpace[1][0] = (l->facenormal[1] * l->worldToLuxelSpace[0][2] - l->facenormal[2] * l->worldToLuxelSpace[0][1]) / det; l->luxelOrigin[0] = -(l->facedist * luxelSpaceCross[0]) / det; l->luxelToWorldSpace[0][1] = (l->facenormal[0] * l->worldToLuxelSpace[1][2] - l->facenormal[2] * l->worldToLuxelSpace[1][0]) / det; l->luxelToWorldSpace[1][1] = (l->facenormal[2] * l->worldToLuxelSpace[0][0] - l->facenormal[0] * l->worldToLuxelSpace[0][2]) / det; l->luxelOrigin[1] = -(l->facedist * luxelSpaceCross[1]) / det; l->luxelToWorldSpace[0][2] = (l->facenormal[1] * l->worldToLuxelSpace[1][0] - l->facenormal[0] * l->worldToLuxelSpace[1][1]) / det; l->luxelToWorldSpace[1][2] = (l->facenormal[0] * l->worldToLuxelSpace[0][1] - l->facenormal[1] * l->worldToLuxelSpace[0][0]) / det; l->luxelOrigin[2] = -(l->facedist * luxelSpaceCross[2]) / det; // adjust for luxel offset VectorMA( l->luxelOrigin, -tex->lightmapVecsLuxelsPerWorldUnits[0][3], l->luxelToWorldSpace[0], l->luxelOrigin ); VectorMA( l->luxelOrigin, -tex->lightmapVecsLuxelsPerWorldUnits[1][3], l->luxelToWorldSpace[1], l->luxelOrigin ); } // compensate for org'd bmodels VectorAdd (l->luxelOrigin, l->modelorg, l->luxelOrigin); } winding_t *LightmapCoordWindingForFace( lightinfo_t *l ) { int i; winding_t *w; w = WindingFromFace( l->face, l->modelorg ); for (i = 0; i < w->numpoints; i++) { Vector2D coord; WorldToLuxelSpace( l, w->p[i], coord ); w->p[i].x = coord.x; w->p[i].y = coord.y; w->p[i].z = 0; } return w; } void WriteCoordWinding (FILE *out, lightinfo_t *l, winding_t *w, Vector& color ) { int i; Vector pos; fprintf (out, "%i\n", w->numpoints); for (i=0 ; inumpoints ; i++) { LuxelSpaceToWorld( l, w->p[i][0], w->p[i][1], pos ); fprintf (out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n", pos[0], pos[1], pos[2], color[ 0 ] / 256, color[ 1 ] / 256, color[ 2 ] / 256 ); } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void DumpFaces( lightinfo_t *pLightInfo, int ndxFace ) { static FileHandle_t out; // get face data faceneighbor_t *fn = &faceneighbor[ndxFace]; Vector ¢roid = face_centroids[ndxFace]; // disable threading (not a multi-threadable function!) ThreadLock(); if( !out ) { // open the file out = g_pFileSystem->Open( "face.txt", "w" ); if( !out ) return; } // // write out face // for( int ndxEdge = 0; ndxEdge < pLightInfo->face->numedges; ndxEdge++ ) { // int edge = dsurfedges[pLightInfo->face->firstedge+ndxEdge]; Vector p1, p2; VectorAdd( dvertexes[EdgeVertex( pLightInfo->face, ndxEdge )].point, pLightInfo->modelorg, p1 ); VectorAdd( dvertexes[EdgeVertex( pLightInfo->face, ndxEdge+1 )].point, pLightInfo->modelorg, p2 ); Vector &n1 = fn->normal[ndxEdge]; Vector &n2 = fn->normal[(ndxEdge+1)%pLightInfo->face->numedges]; CmdLib_FPrintf( out, "3\n"); CmdLib_FPrintf(out, "%f %f %f %f %f %f\n", p1[0], p1[1], p1[2], n1[0] * 0.5 + 0.5, n1[1] * 0.5 + 0.5, n1[2] * 0.5 + 0.5 ); CmdLib_FPrintf(out, "%f %f %f %f %f %f\n", p2[0], p2[1], p2[2], n2[0] * 0.5 + 0.5, n2[1] * 0.5 + 0.5, n2[2] * 0.5 + 0.5 ); CmdLib_FPrintf(out, "%f %f %f %f %f %f\n", centroid[0] + pLightInfo->modelorg[0], centroid[1] + pLightInfo->modelorg[1], centroid[2] + pLightInfo->modelorg[2], fn->facenormal[0] * 0.5 + 0.5, fn->facenormal[1] * 0.5 + 0.5, fn->facenormal[2] * 0.5 + 0.5 ); } // enable threading ThreadUnlock(); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool BuildFacesamplesAndLuxels_DoFast( lightinfo_t *pLightInfo, facelight_t *pFaceLight ) { // lightmap size int width = pLightInfo->face->m_LightmapTextureSizeInLuxels[0]+1; int height = pLightInfo->face->m_LightmapTextureSizeInLuxels[1]+1; // ratio of world area / lightmap area texinfo_t *pTex = &texinfo[pLightInfo->face->texinfo]; pFaceLight->worldAreaPerLuxel = 1.0 / ( sqrt( DotProduct( pTex->lightmapVecsLuxelsPerWorldUnits[0], pTex->lightmapVecsLuxelsPerWorldUnits[0] ) ) * sqrt( DotProduct( pTex->lightmapVecsLuxelsPerWorldUnits[1], pTex->lightmapVecsLuxelsPerWorldUnits[1] ) ) ); // // quickly create samples and luxels (copy over samples) // pFaceLight->numsamples = width * height; pFaceLight->sample = ( sample_t* )calloc( pFaceLight->numsamples, sizeof( *pFaceLight->sample ) ); if( !pFaceLight->sample ) return false; pFaceLight->numluxels = width * height; pFaceLight->luxel = ( Vector* )calloc( pFaceLight->numluxels, sizeof( *pFaceLight->luxel ) ); if( !pFaceLight->luxel ) return false; sample_t *pSamples = pFaceLight->sample; Vector *pLuxels = pFaceLight->luxel; for( int t = 0; t < height; t++ ) { for( int s = 0; s < width; s++ ) { pSamples->s = s; pSamples->t = t; pSamples->coord[0] = s; pSamples->coord[1] = t; // unused but initialized anyway pSamples->mins[0] = s - 0.5; pSamples->mins[1] = t - 0.5; pSamples->maxs[0] = s + 0.5; pSamples->maxs[1] = t + 0.5; pSamples->area = pFaceLight->worldAreaPerLuxel; LuxelSpaceToWorld( pLightInfo, pSamples->coord[0], pSamples->coord[1], pSamples->pos ); VectorCopy( pSamples->pos, *pLuxels ); pSamples++; pLuxels++; } } return true; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool BuildSamplesAndLuxels_DoFast( lightinfo_t *pLightInfo, facelight_t *pFaceLight, int ndxFace ) { // build samples for a "face" if( pLightInfo->face->dispinfo == -1 ) { return BuildFacesamplesAndLuxels_DoFast( pLightInfo, pFaceLight ); } // build samples for a "displacement" else { return StaticDispMgr()->BuildDispSamplesAndLuxels_DoFast( pLightInfo, pFaceLight, ndxFace ); } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool BuildFacesamples( lightinfo_t *pLightInfo, facelight_t *pFaceLight ) { // lightmap size int width = pLightInfo->face->m_LightmapTextureSizeInLuxels[0]+1; int height = pLightInfo->face->m_LightmapTextureSizeInLuxels[1]+1; // ratio of world area / lightmap area texinfo_t *pTex = &texinfo[pLightInfo->face->texinfo]; pFaceLight->worldAreaPerLuxel = 1.0 / ( sqrt( DotProduct( pTex->lightmapVecsLuxelsPerWorldUnits[0], pTex->lightmapVecsLuxelsPerWorldUnits[0] ) ) * sqrt( DotProduct( pTex->lightmapVecsLuxelsPerWorldUnits[1], pTex->lightmapVecsLuxelsPerWorldUnits[1] ) ) ); // allocate a large number of samples for creation -- get copied later! CUtlVector sampleData; sampleData.SetCount( SINGLE_BRUSH_MAP * 2 ); sample_t *samples = sampleData.Base(); sample_t *pSamples = samples; // lightmap space winding winding_t *pLightmapWinding = LightmapCoordWindingForFace( pLightInfo ); // // build vector pointing along the lightmap cutting planes // Vector sNorm( 1.0f, 0.0f, 0.0f ); Vector tNorm( 0.0f, 1.0f, 0.0f ); // sample center offset float sampleOffset = ( do_centersamples ) ? 0.5 : 1.0; // // clip the lightmap "spaced" winding by the lightmap cutting planes // winding_t *pWindingT1, *pWindingT2; winding_t *pWindingS1, *pWindingS2; float dist; for( int t = 0; t < height && pLightmapWinding; t++ ) { dist = t + sampleOffset; // lop off a sample in the t dimension // hack - need a separate epsilon for lightmap space since ON_EPSILON is for texture space ClipWindingEpsilon( pLightmapWinding, tNorm, dist, ON_EPSILON / 16.0f, &pWindingT1, &pWindingT2 ); for( int s = 0; s < width && pWindingT2; s++ ) { dist = s + sampleOffset; // lop off a sample in the s dimension, and put it in ws2 // hack - need a separate epsilon for lightmap space since ON_EPSILON is for texture space ClipWindingEpsilon( pWindingT2, sNorm, dist, ON_EPSILON / 16.0f, &pWindingS1, &pWindingS2 ); // // s2 winding is a single sample worth of winding // if( pWindingS2 ) { // save the s, t positions pSamples->s = s; pSamples->t = t; // get the lightmap space area of ws2 and convert to world area // and find the center (then convert it to 2D) Vector center; pSamples->area = WindingAreaAndBalancePoint( pWindingS2, center ) * pFaceLight->worldAreaPerLuxel; pSamples->coord[0] = center.x; pSamples->coord[1] = center.y; // find winding bounds (then convert it to 2D) Vector minbounds, maxbounds; WindingBounds( pWindingS2, minbounds, maxbounds ); pSamples->mins[0] = minbounds.x; pSamples->mins[1] = minbounds.y; pSamples->maxs[0] = maxbounds.x; pSamples->maxs[1] = maxbounds.y; // convert from lightmap space to world space LuxelSpaceToWorld( pLightInfo, pSamples->coord[0], pSamples->coord[1], pSamples->pos ); if (g_bDumpPatches || (do_extra && pSamples->area < pFaceLight->worldAreaPerLuxel - EQUAL_EPSILON)) { // // convert the winding from lightmaps space to world for debug rendering and sub-sampling // Vector worldPos; for( int ndxPt = 0; ndxPt < pWindingS2->numpoints; ndxPt++ ) { LuxelSpaceToWorld( pLightInfo, pWindingS2->p[ndxPt].x, pWindingS2->p[ndxPt].y, worldPos ); VectorCopy( worldPos, pWindingS2->p[ndxPt] ); } pSamples->w = pWindingS2; } else { // winding isn't needed, free it. pSamples->w = NULL; FreeWinding( pWindingS2 ); } pSamples++; } // // if winding T2 still exists free it and set it equal S1 (the rest of the row minus the sample just created) // if( pWindingT2 ) { FreeWinding( pWindingT2 ); } // clip the rest of "s" pWindingT2 = pWindingS1; } // // if the original lightmap winding exists free it and set it equal to T1 (the rest of the winding not cut into samples) // if( pLightmapWinding ) { FreeWinding( pLightmapWinding ); } if( pWindingT2 ) { FreeWinding( pWindingT2 ); } pLightmapWinding = pWindingT1; } // // copy over samples // pFaceLight->numsamples = pSamples - samples; pFaceLight->sample = ( sample_t* )calloc( pFaceLight->numsamples, sizeof( *pFaceLight->sample ) ); if( !pFaceLight->sample ) return false; memcpy( pFaceLight->sample, samples, pFaceLight->numsamples * sizeof( *pFaceLight->sample ) ); // supply a default sample normal (face normal - assumed flat) for( int ndxSample = 0; ndxSample < pFaceLight->numsamples; ndxSample++ ) { Assert ( VectorLength ( pLightInfo->facenormal ) > 1.0e-20); pFaceLight->sample[ndxSample].normal = pLightInfo->facenormal; } // statistics - warning?! if( pFaceLight->numsamples == 0 ) { Msg( "no samples %d\n", pLightInfo->face - g_pFaces ); } return true; } //----------------------------------------------------------------------------- // Purpose: Free any windings used by this facelight. It's currently assumed they're not needed again //----------------------------------------------------------------------------- void FreeSampleWindings( facelight_t *fl ) { int i; for (i = 0; i < fl->numsamples; i++) { if (fl->sample[i].w) { FreeWinding( fl->sample[i].w ); fl->sample[i].w = NULL; } } } //----------------------------------------------------------------------------- // Purpose: build the sample data for each lightmapped primitive type //----------------------------------------------------------------------------- bool BuildSamples( lightinfo_t *pLightInfo, facelight_t *pFaceLight, int ndxFace ) { // build samples for a "face" if( pLightInfo->face->dispinfo == -1 ) { return BuildFacesamples( pLightInfo, pFaceLight ); } // build samples for a "displacement" else { return StaticDispMgr()->BuildDispSamples( pLightInfo, pFaceLight, ndxFace ); } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool BuildFaceLuxels( lightinfo_t *pLightInfo, facelight_t *pFaceLight ) { // lightmap size int width = pLightInfo->face->m_LightmapTextureSizeInLuxels[0]+1; int height = pLightInfo->face->m_LightmapTextureSizeInLuxels[1]+1; // calcuate actual luxel points pFaceLight->numluxels = width * height; pFaceLight->luxel = ( Vector* )calloc( pFaceLight->numluxels, sizeof( *pFaceLight->luxel ) ); if( !pFaceLight->luxel ) return false; for( int t = 0; t < height; t++ ) { for( int s = 0; s < width; s++ ) { LuxelSpaceToWorld( pLightInfo, s, t, pFaceLight->luxel[s+t*width] ); } } return true; } //----------------------------------------------------------------------------- // Purpose: build the luxels (find the luxel centers) for each lightmapped // primitive type //----------------------------------------------------------------------------- bool BuildLuxels( lightinfo_t *pLightInfo, facelight_t *pFaceLight, int ndxFace ) { // build luxels for a "face" if( pLightInfo->face->dispinfo == -1 ) { return BuildFaceLuxels( pLightInfo, pFaceLight ); } // build luxels for a "displacement" else { return StaticDispMgr()->BuildDispLuxels( pLightInfo, pFaceLight, ndxFace ); } } //----------------------------------------------------------------------------- // Purpose: for each face, find the center of each luxel; for each texture // aligned grid point, back project onto the plane and get the world // xyz value of the sample point // NOTE: ndxFace = facenum //----------------------------------------------------------------------------- void CalcPoints( lightinfo_t *pLightInfo, facelight_t *pFaceLight, int ndxFace ) { // debugging! if( g_bDumpPatches ) { DumpFaces( pLightInfo, ndxFace ); } // quick and dirty! if( do_fast ) { if( !BuildSamplesAndLuxels_DoFast( pLightInfo, pFaceLight, ndxFace ) ) { Msg( "Face %d: (Fast)Error Building Samples and Luxels\n", ndxFace ); } return; } // build the samples if( !BuildSamples( pLightInfo, pFaceLight, ndxFace ) ) { Msg( "Face %d: Error Building Samples\n", ndxFace ); } // build the luxels if( !BuildLuxels( pLightInfo, pFaceLight, ndxFace ) ) { Msg( "Face %d: Error Building Luxels\n", ndxFace ); } } //============================================================== directlight_t *activelights; directlight_t *freelights; facelight_t facelight[MAX_MAP_FACES]; int numdlights; /* ================== FindTargetEntity ================== */ entity_t *FindTargetEntity (char *target) { int i; char *n; for (i=0 ; iindex = numdlights++; VectorCopy( origin, dl->light.origin ); dl->light.cluster = ClusterFromPoint(dl->light.origin); SetDLightVis( dl, dl->light.cluster ); dl->facenum = -1; if ( bAddToList ) { dl->next = activelights; activelights = dl; } return dl; } void AddDLightToActiveList( directlight_t *dl ) { dl->next = activelights; activelights = dl; } void FreeDLights() { gSkyLight = NULL; gAmbient = NULL; directlight_t *pNext; for( directlight_t *pCur=activelights; pCur; pCur=pNext ) { pNext = pCur->next; free( pCur ); } activelights = 0; } void SetDLightVis( directlight_t *dl, int cluster ) { if (dl->pvs == NULL) { dl->pvs = (byte *)calloc( 1, (dvis->numclusters / 8) + 1 ); } GetVisCache( -1, cluster, dl->pvs ); } void MergeDLightVis( directlight_t *dl, int cluster ) { if (dl->pvs == NULL) { SetDLightVis( dl, cluster ); } else { byte pvs[MAX_MAP_CLUSTERS/8]; GetVisCache( -1, cluster, pvs ); // merge both vis graphs for (int i = 0; i < (dvis->numclusters / 8) + 1; i++) { dl->pvs[i] |= pvs[i]; } } } /* ============= LightForKey ============= */ int LightForKey (entity_t *ent, char *key, Vector& intensity ) { char *pLight; pLight = ValueForKey( ent, key ); return LightForString( pLight, intensity ); } int LightForString( char *pLight, Vector& intensity ) { double r, g, b, scaler; int argCnt; VectorFill( intensity, 0 ); // scanf into doubles, then assign, so it is vec_t size independent r = g = b = scaler = 0; double r_hdr,g_hdr,b_hdr,scaler_hdr; argCnt = sscanf ( pLight, "%lf %lf %lf %lf %lf %lf %lf %lf", &r, &g, &b, &scaler, &r_hdr,&g_hdr,&b_hdr,&scaler_hdr ); if (argCnt==8) // 2 4-tuples { if (g_bHDR) { r=r_hdr; g=g_hdr; b=b_hdr; scaler=scaler_hdr; } argCnt=4; } // make sure light is legal if( r < 0.0f || g < 0.0f || b < 0.0f || scaler < 0.0f ) { intensity.Init( 0.0f, 0.0f, 0.0f ); return false; } intensity[0] = pow( r / 255.0, 2.2 ) * 255; // convert to linear switch( argCnt) { case 1: // The R,G,B values are all equal. intensity[1] = intensity[2] = intensity[0]; break; case 3: case 4: // Save the other two G,B values. intensity[1] = pow( g / 255.0, 2.2 ) * 255; intensity[2] = pow( b / 255.0, 2.2 ) * 255; // Did we also get an "intensity" scaler value too? if ( argCnt == 4 ) { // Scale the normalized 0-255 R,G,B values by the intensity scaler VectorScale( intensity, scaler / 255.0, intensity ); } break; default: printf("unknown light specifier type - %s\n",pLight); return false; } // scale up source lights by scaling factor VectorScale( intensity, lightscale, intensity ); return true; } //----------------------------------------------------------------------------- // Various parsing methods //----------------------------------------------------------------------------- static void ParseLightGeneric( entity_t *e, directlight_t *dl ) { entity_t *e2; char *target; Vector dest; dl->light.style = (int)FloatForKey (e, "style"); dl->m_bSkyLightIsDirectionalLight = false; if( (int)FloatForKeyWithDefault(e, "_castentityshadow", 1.0f ) != 0 ) { dl->light.flags |= DWL_FLAGS_CASTENTITYSHADOWS; } else { dl->light.flags &= ~DWL_FLAGS_CASTENTITYSHADOWS; } Vector shadowOffset( 0.0f, 0.0f, 0.0f ); GetVectorForKey (e, "_shadoworiginoffset", shadowOffset ); dl->light.shadow_cast_offset = shadowOffset; // get intensity if( g_bHDR && LightForKey( e, "_lightHDR", dl->light.intensity ) ) { } else { LightForKey( e, "_light", dl->light.intensity ); } // check angle, targets target = ValueForKey (e, "target"); if (target[0]) { // point towards target e2 = FindTargetEntity (target); if (!e2) Warning("WARNING: light at (%i %i %i) has missing target\n", (int)dl->light.origin[0], (int)dl->light.origin[1], (int)dl->light.origin[2]); else { GetVectorForKey (e2, "origin", dest); VectorSubtract (dest, dl->light.origin, dl->light.normal); VectorNormalize (dl->light.normal); } } else { // point down angle Vector angles; GetVectorForKey( e, "angles", angles ); float pitch = FloatForKey (e, "pitch"); float angle = FloatForKey (e, "angle"); SetupLightNormalFromProps( QAngle( angles.x, angles.y, angles.z ), angle, pitch, dl->light.normal ); } if ( g_bHDR ) VectorScale( dl->light.intensity, FloatForKeyWithDefault( e, "_lightscaleHDR", 1.0 ), dl->light.intensity ); } static void SetLightFalloffParams( entity_t * e, directlight_t * dl ) { dl->m_flStartFadeDistance = 0; dl->m_flEndFadeDistance = - 1; dl->m_flCapDist = 1.0e22; if ( g_bFiniteFalloffModel ) { float d0 = FloatForKey( e, "_zero_percent_distance" ); dl->light.constant_attn = 1.0; dl->light.linear_attn = 0; //-2.0 * ( 1.0 / d0 ); dl->light.quadratic_attn = -1.0 / ( d0 * d0 ); // for(float d=0;d<200;d+=20) // printf("at %f, %f\n",d,1.0+d*d*dl->light.quadratic_attn ); } else { float d50=FloatForKey( e, "_fifty_percent_distance" ); if ( d50 ) { float d0 = FloatForKey( e, "_zero_percent_distance" ); if ( d0 < d50 ) { Warning( "light has _fifty_percent_distance of %f but _zero_percent_distance of %f\n", d50, d0); d0 = 2.0 * d50; } float a = 0, b = 1, c = 0; if ( ! SolveInverseQuadraticMonotonic( 0, 1.0, d50, 2.0, d0, 256.0, a, b, c )) { Warning( "can't solve quadratic for light %f %f\n", d50, d0 ); } // it it possible that the parameters couldn't be used because of enforing monoticity. If so, rescale so at // least the 50 percent value is right // printf("50 percent=%f 0 percent=%f\n",d50,d0); // printf("a=%f b=%f c=%f\n",a,b,c); float v50 = c + d50 * ( b + d50 * a ); float scale = 2.0 / v50; a *= scale; b *= scale; c *= scale; // printf("scaled=%f a=%f b=%f c=%f\n",scale,a,b,c); // for(float d=0;d<200;d+=20) // printf("at %f, %f\n",d,1.0/(c+d*(b+d*a))); dl->light.quadratic_attn = a; dl->light.linear_attn = b; dl->light.constant_attn = c; if ( IntForKey(e, "_hardfalloff" ) ) { dl->m_flEndFadeDistance = d0; dl->m_flStartFadeDistance = 0.75 * d0 + 0.25 * d50; // start fading 3/4 way between 50 and 0. could allow adjust } else { // now, we will find the point at which the 1/x term reaches its maximum value, and // prevent the light from going past there. If a user specifes an extreme falloff, the // quadratic will start making the light brighter at some distance. We handle this by // fading it from the minimum brightess point down to zero at 10x the minimum distance if ( fabs( a ) > 0. ) { float flMax = b / ( - 2.0 * a ); // where f' = 0 if ( flMax > 0.0 ) { dl->m_flCapDist = flMax; dl->m_flStartFadeDistance = flMax; dl->m_flEndFadeDistance = 10.0 * flMax; } } } } else { dl->light.constant_attn = FloatForKey (e, "_constant_attn" ); dl->light.linear_attn = FloatForKey (e, "_linear_attn" ); dl->light.quadratic_attn = FloatForKey (e, "_quadratic_attn" ); dl->light.radius = FloatForKey (e, "_distance"); // clamp values to >= 0 if ( dl->light.constant_attn < EQUAL_EPSILON ) dl->light.constant_attn = 0; if ( dl->light.linear_attn < EQUAL_EPSILON ) dl->light.linear_attn = 0; if ( dl->light.quadratic_attn < EQUAL_EPSILON ) dl->light.quadratic_attn = 0; if ( dl->light.constant_attn < EQUAL_EPSILON && dl->light.linear_attn < EQUAL_EPSILON && dl->light.quadratic_attn < EQUAL_EPSILON ) dl->light.constant_attn = 1; // scale intensity for unit 100 distance float ratio = ( dl->light.constant_attn + 100 * dl->light.linear_attn + 100 * 100 * dl->light.quadratic_attn ); if ( ratio > 0 ) { VectorScale( dl->light.intensity, ratio, dl->light.intensity ); } } } } static void ParseLightSpot( entity_t* e, directlight_t* dl ) { Vector dest; GetVectorForKey (e, "origin", dest ); dl = AllocDLight( dest, true ); ParseLightGeneric( e, dl ); dl->light.type = emit_spotlight; dl->light.stopdot = FloatForKey (e, "_inner_cone"); if (!dl->light.stopdot) dl->light.stopdot = 10; dl->light.stopdot2 = FloatForKey (e, "_cone"); if (!dl->light.stopdot2) dl->light.stopdot2 = dl->light.stopdot; if (dl->light.stopdot2 < dl->light.stopdot) dl->light.stopdot2 = dl->light.stopdot; // This is a point light if stop dots are 180... if ((dl->light.stopdot == 180) && (dl->light.stopdot2 == 180)) { dl->light.stopdot = dl->light.stopdot2 = 0; dl->light.type = emit_point; dl->light.exponent = 0; } else { // Clamp to 90, that's all DX8 can handle! if (dl->light.stopdot > 90) { Warning("WARNING: light_spot at (%i %i %i) has inner angle larger than 90 degrees! Clamping to 90...\n", (int)dl->light.origin[0], (int)dl->light.origin[1], (int)dl->light.origin[2]); dl->light.stopdot = 90; } if (dl->light.stopdot2 > 90) { Warning("WARNING: light_spot at (%i %i %i) has outer angle larger than 90 degrees! Clamping to 90...\n", (int)dl->light.origin[0], (int)dl->light.origin[1], (int)dl->light.origin[2]); dl->light.stopdot2 = 90; } dl->light.stopdot2 = (float)cos(dl->light.stopdot2/180*M_PI); dl->light.stopdot = (float)cos(dl->light.stopdot/180*M_PI); dl->light.exponent = FloatForKey (e, "_exponent"); } SetLightFalloffParams(e,dl); } // NOTE: This is just a heuristic. It traces a finite number of rays to find sky // NOTE: Full vis is necessary to make this 100% correct. bool CanLeafTraceToSky( int iLeaf ) { // UNDONE: Really want a point inside the leaf here. Center is a guess, may not be in the leaf // UNDONE: Clip this to each plane bounding the leaf to guarantee Vector center = vec3_origin; for ( int i = 0; i < 3; i++ ) { center[i] = ( (float)(dleafs[iLeaf].mins[i] + dleafs[iLeaf].maxs[i]) ) * 0.5f; } FourVectors center4, delta; fltx4 fractionVisible; for ( int j = 0; j < NUMVERTEXNORMALS; j+=4 ) { // search back to see if we can hit a sky brush delta.LoadAndSwizzle( g_anorms[j], g_anorms[min( j+1, NUMVERTEXNORMALS-1 )], g_anorms[min( j+2, NUMVERTEXNORMALS-1 )], g_anorms[min( j+3, NUMVERTEXNORMALS-1 )] ); delta *= -MAX_TRACE_LENGTH; delta += center4; // return true if any hits sky TestLine_DoesHitSky ( center4, delta, &fractionVisible ); if ( TestSignSIMD ( CmpGtSIMD ( fractionVisible, Four_Zeros ) ) ) return true; } return false; } void BuildVisForLightEnvironment( int nNumLights, directlight_t** pLights ) { // FIXME: The work in this function is executed redundantly for multiple emit_skylight lights. // Create the vis. for ( int iLeaf = 0; iLeaf < numleafs; ++iLeaf ) { dleafs[iLeaf].flags &= ~( LEAF_FLAGS_SKY | LEAF_FLAGS_SKY2D ); unsigned int iFirstFace = dleafs[iLeaf].firstleafface; for ( int iLeafFace = 0; iLeafFace < dleafs[iLeaf].numleaffaces; ++iLeafFace ) { unsigned int iFace = dleaffaces[iFirstFace+iLeafFace]; texinfo_t &tex = texinfo[g_pFaces[iFace].texinfo]; if ( tex.flags & SURF_SKY ) { if ( tex.flags & SURF_SKY2D ) { dleafs[iLeaf].flags |= LEAF_FLAGS_SKY2D; } else { dleafs[iLeaf].flags |= LEAF_FLAGS_SKY; } for ( int iLight = 0; iLight < nNumLights; ++iLight ) { MergeDLightVis( pLights[iLight], dleafs[iLeaf].cluster ); } break; } } } // Second pass to set flags on leaves that don't contain sky, but touch leaves that // contain sky. byte pvs[MAX_MAP_CLUSTERS / 8]; int nLeafBytes = (numleafs >> 3) + 1; unsigned char *pLeafBits = (unsigned char *)stackalloc( nLeafBytes * sizeof(unsigned char) ); unsigned char *pLeaf2DBits = (unsigned char *)stackalloc( nLeafBytes * sizeof(unsigned char) ); memset( pLeafBits, 0, nLeafBytes ); memset( pLeaf2DBits, 0, nLeafBytes ); for ( int iLeaf = 0; iLeaf < numleafs; ++iLeaf ) { // If this leaf has light (3d skybox) in it, then don't bother if ( dleafs[iLeaf].flags & LEAF_FLAGS_SKY ) continue; // Don't bother with this leaf if it's solid if ( dleafs[iLeaf].contents & CONTENTS_SOLID ) continue; // See what other leaves are visible from this leaf GetVisCache( -1, dleafs[iLeaf].cluster, pvs ); // Now check out all other leaves int nByte = iLeaf >> 3; int nBit = 1 << ( iLeaf & 0x7 ); for ( int iLeaf2 = 0; iLeaf2 < numleafs; ++iLeaf2 ) { if ( iLeaf2 == iLeaf ) continue; if ( !(dleafs[iLeaf2].flags & ( LEAF_FLAGS_SKY | LEAF_FLAGS_SKY2D ) ) ) continue; // Can this leaf see into the leaf with the sky in it? if ( !PVSCheck( pvs, dleafs[iLeaf2].cluster ) ) continue; if ( dleafs[iLeaf2].flags & LEAF_FLAGS_SKY2D ) { pLeaf2DBits[ nByte ] |= nBit; } if ( dleafs[iLeaf2].flags & LEAF_FLAGS_SKY ) { pLeafBits[ nByte ] |= nBit; // As soon as we know this leaf needs to draw the 3d skybox, we're done break; } } } // Must set the bits in a separate pass so as to not flood-fill LEAF_FLAGS_SKY everywhere // pLeafbits is a bit array of all leaves that need to be marked as seeing sky for ( int iLeaf = 0; iLeaf < numleafs; ++iLeaf ) { // If this leaf has light (3d skybox) in it, then don't bother if ( dleafs[iLeaf].flags & LEAF_FLAGS_SKY ) continue; // Don't bother with this leaf if it's solid if ( dleafs[iLeaf].contents & CONTENTS_SOLID ) continue; // Check to see if this is a 2D skybox leaf if ( pLeaf2DBits[ iLeaf >> 3 ] & (1 << ( iLeaf & 0x7 )) ) { dleafs[iLeaf].flags |= LEAF_FLAGS_SKY2D; } // If this is a 3D skybox leaf, then we don't care if it was previously a 2D skybox leaf if ( pLeafBits[ iLeaf >> 3 ] & (1 << ( iLeaf & 0x7 )) ) { dleafs[iLeaf].flags |= LEAF_FLAGS_SKY; dleafs[iLeaf].flags &= ~LEAF_FLAGS_SKY2D; } else { // if radial vis was used on this leaf some of the portals leading // to sky may have been culled. Try tracing to find sky. if ( dleafs[iLeaf].flags & LEAF_FLAGS_RADIAL ) { if ( CanLeafTraceToSky(iLeaf) ) { // FIXME: Should make a version that checks if we hit 2D skyboxes.. oh well. dleafs[iLeaf].flags |= LEAF_FLAGS_SKY; } } } } } static char *ValueForKeyWithDefault (entity_t *ent, char *key, char *default_value = NULL) { epair_t *ep; for (ep=ent->epairs ; ep ; ep=ep->next) if (!strcmp (ep->key, key) ) return ep->value; return default_value; } static void ParseLightEnvironment( entity_t* e, directlight_t* dl ) { Vector dest; GetVectorForKey (e, "origin", dest ); dl = AllocDLight( dest, false ); ParseLightGeneric( e, dl ); if ( !gSkyLight ) { char *angle_str=ValueForKeyWithDefault( e, "SunSpreadAngle" ); if (angle_str) { g_SunAngularExtent=atof(angle_str); g_SunAngularExtent=sin((M_PI/180.0)*g_SunAngularExtent); dl->m_flSkyLightSunAngularExtent = g_SunAngularExtent; printf("sun extent from map=%f\n",g_SunAngularExtent); } // Sky light. gSkyLight = dl; dl->light.type = emit_skylight; // Sky ambient light. gAmbient = AllocDLight( dl->light.origin, false ); gAmbient->light.type = emit_skyambient; if( g_bHDR && LightForKey( e, "_ambientHDR", gAmbient->light.intensity ) ) { // we have a valid HDR ambient light value } else if ( !LightForKey( e, "_ambient", gAmbient->light.intensity ) ) { VectorScale( dl->light.intensity, 0.5, gAmbient->light.intensity ); } if ( g_bHDR ) { VectorScale( gAmbient->light.intensity, FloatForKeyWithDefault( e, "_AmbientScaleHDR", 1.0 ), gAmbient->light.intensity ); } // skylight and ambient light never cast entity shadows gSkyLight->light.flags &= ~DWL_FLAGS_CASTENTITYSHADOWS; gAmbient->light.flags &= ~DWL_FLAGS_CASTENTITYSHADOWS; directlight_t* lights[] = { gSkyLight, gAmbient }; BuildVisForLightEnvironment( 2, lights ); // Add sky and sky ambient lights to the list. AddDLightToActiveList( gSkyLight ); AddDLightToActiveList( gAmbient ); } } static void ParseLightDirectional( entity_t* e, directlight_t* dl ) { Vector dest; GetVectorForKey (e, "origin", dest ); dl = AllocDLight( dest, true ); ParseLightGeneric( e, dl ); char *angle_str=ValueForKeyWithDefault( e, "SunSpreadAngle" ); if (angle_str) { dl->m_flSkyLightSunAngularExtent = atof(angle_str); dl->m_flSkyLightSunAngularExtent = sin((M_PI/180.0)*dl->m_flSkyLightSunAngularExtent); } dl->light.type = emit_skylight; // For the engine, emit_skylight is the type we want. // Set an additional flag identifying this as "not the global skylight" for vrad. This will cause it to use the angular extent associated with this light // instead of the global one. dl->m_bSkyLightIsDirectionalLight = true; // directional lights never cast entity shadows dl->light.flags &= ~DWL_FLAGS_CASTENTITYSHADOWS; BuildVisForLightEnvironment( 1, &dl ); } static void ParseLightPoint( entity_t* e, directlight_t* dl ) { Vector dest; GetVectorForKey (e, "origin", dest ); dl = AllocDLight( dest, true ); ParseLightGeneric( e, dl ); dl->light.type = emit_point; SetLightFalloffParams(e,dl); } /* ============= CreateDirectLights ============= */ #define DIRECT_SCALE (100.0*100.0) void CreateDirectLights (void) { unsigned i; CPatch *p = NULL; directlight_t *dl = NULL; entity_t *e = NULL; char *name; Vector dest; numdlights = 0; FreeDLights(); // // surfaces // unsigned int uiPatchCount = g_Patches.Count(); for (i=0; i< uiPatchCount; i++) { p = &g_Patches.Element( i ); // skip parent patches if (p->child1 != g_Patches.InvalidIndex() ) continue; if (p->basearea < 1e-6) continue; if( VectorAvg( p->baselight ) >= dlight_threshold ) { dl = AllocDLight( p->origin, true ); dl->light.type = emit_surface; dl->light.flags &= ~DWL_FLAGS_CASTENTITYSHADOWS; VectorCopy (p->normal, dl->light.normal); Assert( VectorLength( p->normal ) > 1.0e-20 ); // scale intensity by number of texture instances VectorScale( p->baselight, lightscale * p->area * p->scale[0] * p->scale[1] / p->basearea, dl->light.intensity ); // scale to a range that results in actual light VectorScale( dl->light.intensity, DIRECT_SCALE, dl->light.intensity ); } } // // entities // for (i=0 ; i<(unsigned)num_entities ; i++) { e = &entities[i]; name = ValueForKey (e, "classname"); if (strncmp (name, "light", 5)) continue; // Light_dynamic is actually a real entity; not to be included here... if (!strcmp (name, "light_dynamic")) continue; if (!strcmp (name, "light_spot")) { ParseLightSpot( e, dl ); } else if (!strcmp(name, "light_environment")) { ParseLightEnvironment( e, dl ); } else if (!strcmp(name, "light_directional")) { ParseLightDirectional( e, dl ); } else if (!strcmp(name, "light")) { ParseLightPoint( e, dl ); } else { qprintf( "unsupported light entity: \"%s\"\n", name ); } } qprintf ("%i direct lights\n", numdlights); // exit(1); } /* ============= ExportDirectLightsToWorldLights ============= */ void ExportDirectLightsToWorldLights() { directlight_t *dl; // In case the level has already been VRADed. *pNumworldlights = 0; for (dl = activelights; dl != NULL; dl = dl->next ) { dworldlight_t *wl = &dworldlights[(*pNumworldlights)++]; if (*pNumworldlights > MAX_MAP_WORLDLIGHTS) { Error("too many lights %d / %d\n", *pNumworldlights, MAX_MAP_WORLDLIGHTS ); } wl->cluster = dl->light.cluster; wl->type = dl->light.type; wl->style = dl->light.style; VectorCopy( dl->light.origin, wl->origin ); // FIXME: why does vrad want 0 to 255 and not 0 to 1?? VectorScale( dl->light.intensity, (1.0 / 255.0), wl->intensity ); VectorCopy( dl->light.normal, wl->normal ); VectorCopy( dl->light.shadow_cast_offset, wl->shadow_cast_offset ); wl->stopdot = dl->light.stopdot; wl->stopdot2 = dl->light.stopdot2; wl->exponent = dl->light.exponent; wl->radius = dl->light.radius; wl->constant_attn = dl->light.constant_attn; wl->linear_attn = dl->light.linear_attn; wl->quadratic_attn = dl->light.quadratic_attn; wl->flags = dl->light.flags; } } /* ============= GatherSampleLight ============= */ #define NORMALFORMFACTOR 40.156979 // accumuated dot products for hemisphere #define CONSTANT_DOT (.7/2) #define NSAMPLES_SUN_AREA_LIGHT 300 // number of samples to take for an // non-point sun light // Helper function - gathers light from sun (emit_skylight) void GatherSampleSkyLightSSE( SSE_sampleLightOutput_t &out, directlight_t *dl, int facenum, FourVectors const& pos, FourVectors *pNormals, int normalCount, int iThread, int nLFlags, int static_prop_index_to_ignore, float flEpsilon ) { bool bIgnoreNormals = ( nLFlags & GATHERLFLAGS_IGNORE_NORMALS ) != 0; bool force_fast = ( nLFlags & GATHERLFLAGS_FORCE_FAST ) != 0; fltx4 dot; float fSunAngularExtent = g_SunAngularExtent; if ( dl->m_bSkyLightIsDirectionalLight ) { fSunAngularExtent = dl->m_flSkyLightSunAngularExtent; } if ( bIgnoreNormals ) dot = ReplicateX4( CONSTANT_DOT ); else dot = NegSIMD( pNormals[0] * dl->light.normal ); dot = MaxSIMD( dot, Four_Zeros ); dot = SoftenCosineTerm( dot ); int zeroMask = TestSignSIMD ( CmpEqSIMD( dot, Four_Zeros ) ); if (zeroMask == 0xF) return; int nsamples = 1; if ( fSunAngularExtent > 0.0f ) { nsamples = NSAMPLES_SUN_AREA_LIGHT; if ( do_fast || force_fast ) nsamples /= 4; } fltx4 totalFractionVisible = Four_Zeros; fltx4 fractionVisible = Four_Zeros; DirectionalSampler_t sampler; for ( int d = 0; d < nsamples; d++ ) { // determine visibility of skylight // serach back to see if we can hit a sky brush Vector delta; VectorScale( dl->light.normal, -MAX_TRACE_LENGTH, delta ); if ( d ) { // jitter light source location Vector ofs = sampler.NextValue(); ofs *= MAX_TRACE_LENGTH * fSunAngularExtent; delta += ofs; } FourVectors delta4; delta4.DuplicateVector ( delta ); delta4 += pos; TestLine_DoesHitSky ( pos, delta4, &fractionVisible, true, static_prop_index_to_ignore ); totalFractionVisible = AddSIMD ( totalFractionVisible, fractionVisible ); } fltx4 seeAmount = MulSIMD ( totalFractionVisible, ReplicateX4 ( 1.0f / nsamples ) ); out.m_flDot[0] = MulSIMD ( dot, seeAmount ); out.m_flFalloff = Four_Ones; out.m_flSunAmount[0] = MulSIMD( out.m_flDot[0], out.m_flFalloff ); for ( int i = 1; i < normalCount; i++ ) { if ( bIgnoreNormals ) { out.m_flDot[i] = ReplicateX4( CONSTANT_DOT ); out.m_flSunAmount[i] = Four_Zeros; } else { out.m_flDot[i] = NegSIMD( pNormals[i] * dl->light.normal ); out.m_flDot[i] = MaxSIMD( out.m_flDot[i], Four_Zeros ); out.m_flDot[i] = SoftenCosineTerm( out.m_flDot[i] ); out.m_flDot[i] = MulSIMD( out.m_flDot[i], seeAmount ); out.m_flSunAmount[i] = MulSIMD( out.m_flDot[i], out.m_flFalloff ); } } } // Helper function - gathers light from ambient sky light void GatherSampleAmbientSkySSE( SSE_sampleLightOutput_t &out, directlight_t *dl, int facenum, FourVectors const& pos, FourVectors *pNormals, int normalCount, int iThread, int nLFlags, int static_prop_index_to_ignore, float flEpsilon ) { bool bIgnoreNormals = ( nLFlags & GATHERLFLAGS_IGNORE_NORMALS ) != 0; bool force_fast = ( nLFlags & GATHERLFLAGS_FORCE_FAST ) != 0; fltx4 sumdot = Four_Zeros; fltx4 ambient_intensity[NUM_BUMP_VECTS+1]; fltx4 possibleHitCount[NUM_BUMP_VECTS+1]; fltx4 dots[NUM_BUMP_VECTS+1]; for ( int i = 0; i < normalCount; i++ ) { ambient_intensity[i] = Four_Zeros; possibleHitCount[i] = Four_Zeros; } DirectionalSampler_t sampler; int nsky_samples = NUMVERTEXNORMALS; if (do_fast || force_fast ) nsky_samples /= 4; else nsky_samples *= g_flSkySampleScale; for (int j = 0; j < nsky_samples; j++) { FourVectors anorm; anorm.DuplicateVector( sampler.NextValue() ); if ( bIgnoreNormals ) dots[0] = ReplicateX4( CONSTANT_DOT ); else dots[0] = NegSIMD( pNormals[0] * anorm ); dots[0] = SoftenCosineTerm( dots[0] ); fltx4 validity = CmpGtSIMD( dots[0], ReplicateX4( EQUAL_EPSILON ) ); // No possibility of anybody getting lit if ( !TestSignSIMD( validity ) ) continue; dots[0] = AndSIMD( validity, dots[0] ); sumdot = AddSIMD( dots[0], sumdot ); possibleHitCount[0] = AddSIMD( AndSIMD( validity, Four_Ones ), possibleHitCount[0] ); for ( int i = 1; i < normalCount; i++ ) { if ( bIgnoreNormals ) dots[i] = ReplicateX4( CONSTANT_DOT ); else dots[i] = NegSIMD( pNormals[i] * anorm ); dots[i] = SoftenCosineTerm( dots[i] ); fltx4 validity2 = CmpGtSIMD( dots[i], ReplicateX4 ( EQUAL_EPSILON ) ); dots[i] = AndSIMD( validity2, dots[i] ); possibleHitCount[i] = AddSIMD( AndSIMD( AndSIMD( validity, validity2 ), Four_Ones ), possibleHitCount[i] ); } // search back to see if we can hit a sky brush FourVectors delta = anorm; delta *= -MAX_TRACE_LENGTH; delta += pos; FourVectors surfacePos = pos; FourVectors offset = anorm; offset *= -flEpsilon; surfacePos -= offset; fltx4 fractionVisible = Four_Ones; TestLine_DoesHitSky( surfacePos, delta, &fractionVisible, true, static_prop_index_to_ignore ); for ( int i = 0; i < normalCount; i++ ) { fltx4 addedAmount = MulSIMD( fractionVisible, dots[i] ); ambient_intensity[i] = AddSIMD( ambient_intensity[i], addedAmount ); } } out.m_flFalloff = Four_Ones; for ( int i = 0; i < normalCount; i++ ) { // now scale out the missing parts of the hemisphere of this bump basis vector fltx4 factor = ReciprocalSIMD( possibleHitCount[0] ); factor = MulSIMD( factor, possibleHitCount[i] ); out.m_flDot[i] = MulSIMD( factor, sumdot ); out.m_flDot[i] = ReciprocalSIMD( out.m_flDot[i] ); out.m_flDot[i] = MulSIMD( ambient_intensity[i], out.m_flDot[i] ); out.m_flSunAmount[i] = Four_Zeros; } } // Helper function - gathers light from area lights, spot lights, and point lights void GatherSampleStandardLightSSE( SSE_sampleLightOutput_t &out, directlight_t *dl, int facenum, FourVectors const& pos, FourVectors *pNormals, int normalCount, int iThread, int nLFlags, int static_prop_index_to_ignore, float flEpsilon ) { bool bIgnoreNormals = ( nLFlags & GATHERLFLAGS_IGNORE_NORMALS ) != 0; FourVectors src; src.DuplicateVector( vec3_origin ); if (dl->facenum == -1) { src.DuplicateVector( dl->light.origin ); } // Find light vector FourVectors delta; delta = src; delta -= pos; fltx4 dist2 = delta.length2(); fltx4 rpcDist = ReciprocalSqrtSIMD( dist2 ); delta *= rpcDist; fltx4 dist = SqrtEstSIMD( dist2 );//delta.VectorNormalize(); // Compute dot fltx4 dot = ReplicateX4( (float) CONSTANT_DOT ); if ( !bIgnoreNormals ) dot = delta * pNormals[0]; dot = MaxSIMD( Four_Zeros, dot ); dot = SoftenCosineTerm( dot ); // Affix dot to zero if past fade distz bool bHasHardFalloff = ( dl->m_flEndFadeDistance > dl->m_flStartFadeDistance ); if ( bHasHardFalloff ) { fltx4 notPastFadeDist = CmpLeSIMD ( dist, ReplicateX4 ( dl->m_flEndFadeDistance ) ); dot = AndSIMD( dot, notPastFadeDist ); // dot = 0 if past fade distance if ( !TestSignSIMD ( notPastFadeDist ) ) return; } dist = MaxSIMD( dist, Four_Ones ); fltx4 falloffEvalDist = MinSIMD( dist, ReplicateX4( dl->m_flCapDist ) ); fltx4 constant, linear, quadratic; fltx4 dot2, inCone, inFringe, mult; FourVectors offset; switch (dl->light.type) { case emit_point: constant = ReplicateX4( dl->light.constant_attn ); linear = ReplicateX4( dl->light.linear_attn ); quadratic = ReplicateX4( dl->light.quadratic_attn ); out.m_flFalloff = MulSIMD( falloffEvalDist, falloffEvalDist ); out.m_flFalloff = MulSIMD( out.m_flFalloff, quadratic ); out.m_flFalloff = AddSIMD( out.m_flFalloff, MulSIMD( linear, falloffEvalDist ) ); out.m_flFalloff = AddSIMD( out.m_flFalloff, constant ); if ( g_bFiniteFalloffModel ) { out.m_flFalloff = MaxSIMD( Four_Zeros, out.m_flFalloff ); } else { out.m_flFalloff = ReciprocalSIMD( out.m_flFalloff ); } break; case emit_surface: dot2 = delta * dl->light.normal; dot2 = NegSIMD( dot2 ); // Light behind surface yields zero dot dot2 = MaxSIMD( Four_Zeros, dot2 ); if ( TestSignSIMD( CmpEqSIMD( Four_Zeros, dot ) ) == 0xF ) return; out.m_flFalloff = ReciprocalSIMD ( dist2 ); out.m_flFalloff = MulSIMD( out.m_flFalloff, dot2 ); // move the endpoint away from the surface by epsilon to prevent hitting the surface with the trace offset.DuplicateVector ( dl->light.normal ); offset *= DIST_EPSILON; src += offset; break; case emit_spotlight: dot2 = delta * dl->light.normal; dot2 = NegSIMD( dot2 ); // Affix dot2 to zero if outside light cone inCone = CmpGtSIMD( dot2, ReplicateX4( dl->light.stopdot2 ) ); if ( !TestSignSIMD ( inCone ) ) return; dot = AndSIMD( inCone, dot ); constant = ReplicateX4( dl->light.constant_attn ); linear = ReplicateX4( dl->light.linear_attn ); quadratic = ReplicateX4( dl->light.quadratic_attn ); out.m_flFalloff = MulSIMD( falloffEvalDist, falloffEvalDist ); out.m_flFalloff = MulSIMD( out.m_flFalloff, quadratic ); out.m_flFalloff = AddSIMD( out.m_flFalloff, MulSIMD( linear, falloffEvalDist ) ); out.m_flFalloff = AddSIMD( out.m_flFalloff, constant ); if ( g_bFiniteFalloffModel ) { out.m_flFalloff = MaxSIMD( Four_Zeros, out.m_flFalloff ); } else { out.m_flFalloff = ReciprocalSIMD( out.m_flFalloff ); } out.m_flFalloff = MulSIMD( out.m_flFalloff, dot2 ); // outside the inner cone inFringe = CmpLeSIMD( dot2, ReplicateX4( dl->light.stopdot ) ); mult = ReplicateX4( dl->light.stopdot - dl->light.stopdot2 ); mult = ReciprocalSIMD( mult ); mult = MulSIMD( mult, SubSIMD( dot2, ReplicateX4( dl->light.stopdot2 ) ) ); mult = MinSIMD( mult, Four_Ones ); mult = MaxSIMD( mult, Four_Zeros ); // pow is fixed point, so this isn't the most accurate, but it doesn't need to be if ( (dl->light.exponent != 0.0f ) && ( dl->light.exponent != 1.0f ) ) mult = PowSIMD( mult, dl->light.exponent ); // if not in between inner and outer cones, mult by 1 mult = AndSIMD( inFringe, mult ); mult = AddSIMD( mult, AndNotSIMD( inFringe, Four_Ones ) ); out.m_flFalloff = MulSIMD( mult, out.m_flFalloff ); break; } // we may be in the fade region - modulate lighting by the fade curve //float t = ( dist - dl->m_flStartFadeDistance ) / // ( dl->m_flEndFadeDistance - dl->m_flStartFadeDistance ); if ( bHasHardFalloff ) { fltx4 t = ReplicateX4( dl->m_flEndFadeDistance - dl->m_flStartFadeDistance ); t = ReciprocalSIMD( t ); t = MulSIMD( t, SubSIMD( dist, ReplicateX4( dl->m_flStartFadeDistance ) ) ); // clamp t to [0...1] t = MinSIMD( t, Four_Ones ); t = MaxSIMD( t, Four_Zeros ); t = SubSIMD( Four_Ones, t ); // Using QuinticInterpolatingPolynomial, SSE-ified // t * t * t *( t * ( t* 6.0 - 15.0 ) + 10.0 ) mult = SubSIMD( MulSIMD( ReplicateX4( 6.0f ), t ), ReplicateX4( 15.0f ) ); mult = AddSIMD( MulSIMD( mult, t ), ReplicateX4( 10.0f ) ); mult = MulSIMD( MulSIMD( t, t), mult ); mult = MulSIMD( t, mult ); out.m_flFalloff = MulSIMD( mult, out.m_flFalloff ); } if ( !( nLFlags & GATHERLFLAGS_NO_OCCLUSION ) ) { // Raytrace for visibility function fltx4 fractionVisible = Four_Ones; TestLine( pos, src, &fractionVisible, static_prop_index_to_ignore); dot = MulSIMD( fractionVisible, dot ); } out.m_flDot[0] = dot; for ( int i = 1; i < normalCount; i++ ) { if ( bIgnoreNormals ) { out.m_flDot[i] = ReplicateX4( (float)CONSTANT_DOT ); out.m_flSunAmount[i] = Four_Zeros; } else { out.m_flDot[i] = pNormals[i] * delta; out.m_flDot[i] = MaxSIMD( Four_Zeros, out.m_flDot[i] ); out.m_flSunAmount[i] = Four_Zeros; } } } // returns dot product with normal and delta // dl - light // pos - position of sample // normal - surface normal of sample // out.m_flDot[] - returned dot products with light vector and each normal // out.m_flFalloff - amount of light falloff void GatherSampleLightSSE( SSE_sampleLightOutput_t &out, directlight_t *dl, int facenum, FourVectors const& pos, FourVectors *pNormals, int normalCount, int iThread, int nLFlags, int static_prop_index_to_ignore, float flEpsilon ) { for ( int b = 0; b < normalCount; b++ ) { out.m_flDot[b] = Four_Zeros; out.m_flSunAmount[b] = Four_Zeros; } out.m_flFalloff = Four_Zeros; Assert( normalCount <= (NUM_BUMP_VECTS+1) ); // skylights work fundamentally differently than normal lights switch( dl->light.type ) { case emit_skylight: GatherSampleSkyLightSSE( out, dl, facenum, pos, pNormals, normalCount, iThread, nLFlags, static_prop_index_to_ignore, flEpsilon ); break; case emit_skyambient: GatherSampleAmbientSkySSE( out, dl, facenum, pos, pNormals, normalCount, iThread, nLFlags, static_prop_index_to_ignore, flEpsilon ); break; case emit_point: case emit_surface: case emit_spotlight: GatherSampleStandardLightSSE( out, dl, facenum, pos, pNormals, normalCount, iThread, nLFlags, static_prop_index_to_ignore, flEpsilon ); break; default: Error ("Bad dl->light.type"); return; } // Ambient occlusion for the 4 sample positions & normals fltx4 ao = Four_Ones; bool bIgnoreNormals = (nLFlags & GATHERLFLAGS_IGNORE_NORMALS) != 0; if ( !bIgnoreNormals ) // Don't calculate ambient occlusion for objects that ignore normals for gathering light { if ( nLFlags & GATHERLFLAGS_STATICPROP ) { // for static props we want the sun amount for the basis normals to be mutliplied by the ao of the main vertex normal only. // lightmaps using this path do not send basis normals here, we do so for static props to take advantage of the SIMD optimisation this path provides. ao = CalculateAmbientOcclusion4( pos, *pNormals, static_prop_index_to_ignore ); fltx4 ao0 = SplatXSIMD( ao ); ao = ao0; } else { ao = CalculateAmbientOcclusion4( pos, *pNormals, static_prop_index_to_ignore ); } } // NOTE: Notice here that if the light is on the back side of the face // (tested by checking the dot product of the face normal and the light position) // we don't want it to contribute to *any* of the bumped lightmaps. It glows // in disturbing ways if we don't do this. out.m_flDot[0] = MaxSIMD ( out.m_flDot[0], Four_Zeros ); fltx4 notZero = CmpGtSIMD( out.m_flDot[0], Four_Zeros ); out.m_flDot[0] = MulSIMD( out.m_flDot[0], ao ); out.m_flSunAmount[0] = MulSIMD( out.m_flSunAmount[0], ao ); for ( int n = 1; n < normalCount; n++ ) { out.m_flDot[n] = MaxSIMD( out.m_flDot[n], Four_Zeros ); out.m_flDot[n] = AndSIMD( out.m_flDot[n], notZero ); out.m_flDot[n] = MulSIMD( out.m_flDot[n], ao ); out.m_flSunAmount[n] = MulSIMD( out.m_flSunAmount[n], ao ); } } /* ============= AddSampleToPatch Take the sample's collected light and add it back into the apropriate patch for the radiosity pass. ============= */ void AddSampleToPatch (sample_t *s, LightingValue_t& light, int facenum) { CPatch *patch; Vector mins, maxs; int i; if (numbounce == 0) return; if( VectorAvg( light.m_vecLighting ) < 1) return; // // fixed the sample position and normal -- need to find the equiv pos, etc to set up // patches // if( g_FacePatches.Element( facenum ) == g_FacePatches.InvalidIndex() ) return; float radius = sqrt( s->area ) / 2.0; CPatch *pNextPatch = NULL; for( patch = &g_Patches.Element( g_FacePatches.Element( facenum ) ); patch; patch = pNextPatch ) { // next patch pNextPatch = NULL; if( patch->ndxNext != g_Patches.InvalidIndex() ) { pNextPatch = &g_Patches.Element( patch->ndxNext ); } if (patch->sky) continue; // skip patches with children if ( patch->child1 != g_Patches.InvalidIndex() ) continue; // see if the point is in this patch (roughly) WindingBounds (patch->winding, mins, maxs); for (i=0 ; i<3 ; i++) { if (mins[i] > s->pos[i] + radius) goto nextpatch; if (maxs[i] < s->pos[i] - radius) goto nextpatch; } // add the sample to the patch patch->samplearea += s->area; VectorMA( patch->samplelight, s->area, light.m_vecLighting, patch->samplelight ); nextpatch:; } // don't worry if some samples don't find a patch } void GetPhongNormal( int facenum, Vector const& spot, Vector& phongnormal ) { int j; dface_t *f = &g_pFaces[facenum]; // dplane_t *p = &dplanes[f->planenum]; Vector facenormal, vspot; VectorCopy( dplanes[f->planenum].normal, facenormal ); VectorCopy( facenormal, phongnormal ); if ( smoothing_threshold != 1 ) { faceneighbor_t *fn = &faceneighbor[facenum]; // Calculate modified point normal for surface // Use the edge normals iff they are defined. Bend the surface towards the edge normal(s) // Crude first attempt: find nearest edge normal and do a simple interpolation with facenormal. // Second attempt: find edge points+center that bound the point and do a three-point triangulation(baricentric) // Better third attempt: generate the point normals for all vertices and do baricentric triangulation. for (j=0 ; jnumedges ; j++) { Vector v1, v2; //int e = dsurfedges[f->firstedge + j]; //int e1 = dsurfedges[f->firstedge + ((j+f->numedges-1)%f->numedges)]; //int e2 = dsurfedges[f->firstedge + ((j+1)%f->numedges)]; //edgeshare_t *es = &edgeshare[abs(e)]; //edgeshare_t *es1 = &edgeshare[abs(e1)]; //edgeshare_t *es2 = &edgeshare[abs(e2)]; // dface_t *f2; float a1, a2, aa, bb, ab; int vert1, vert2; Vector& n1 = fn->normal[j]; Vector& n2 = fn->normal[(j+1)%f->numedges]; /* if (VectorCompare( n1, fn->facenormal ) && VectorCompare( n2, fn->facenormal) ) continue; */ vert1 = EdgeVertex( f, j ); vert2 = EdgeVertex( f, j+1 ); Vector& p1 = dvertexes[vert1].point; Vector& p2 = dvertexes[vert2].point; // Build vectors from the middle of the face to the edge vertexes and the sample pos. VectorSubtract( p1, face_centroids[facenum], v1 ); VectorSubtract( p2, face_centroids[facenum], v2 ); VectorSubtract( spot, face_centroids[facenum], vspot ); aa = DotProduct( v1, v1 ); bb = DotProduct( v2, v2 ); ab = DotProduct( v1, v2 ); a1 = (bb * DotProduct( v1, vspot ) - ab * DotProduct( vspot, v2 )) / (aa * bb - ab * ab); a2 = (DotProduct( vspot, v2 ) - a1 * ab) / bb; // Test center to sample vector for inclusion between center to vertex vectors (Use dot product of vectors) if ( a1 >= 0.0 && a2 >= 0.0) { // calculate distance from edge to pos Vector temp; float scale; // Interpolate between the center and edge normals based on sample position scale = 1.0 - a1 - a2; VectorScale( fn->facenormal, scale, phongnormal ); VectorScale( n1, a1, temp ); VectorAdd( phongnormal, temp, phongnormal ); VectorScale( n2, a2, temp ); VectorAdd( phongnormal, temp, phongnormal ); Assert( VectorLength( phongnormal ) > 1.0e-20 ); VectorNormalize( phongnormal ); /* if (a1 > 1 || a2 > 1 || a1 + a2 > 1) { Msg("\n%.2f %.2f\n", a1, a2 ); Msg("%.2f %.2f %.2f\n", v1[0], v1[1], v1[2] ); Msg("%.2f %.2f %.2f\n", v2[0], v2[1], v2[2] ); Msg("%.2f %.2f %.2f\n", vspot[0], vspot[1], vspot[2] ); exit(1); a1 = 0; } */ /* phongnormal[0] = (((j + 1) & 4) != 0) * 255; phongnormal[1] = (((j + 1) & 2) != 0) * 255; phongnormal[2] = (((j + 1) & 1) != 0) * 255; */ return; } } } } void GetPhongNormal( int facenum, FourVectors const& spot, FourVectors& phongnormal ) { int j; dface_t *f = &g_pFaces[facenum]; // dplane_t *p = &dplanes[f->planenum]; Vector facenormal; FourVectors vspot; VectorCopy( dplanes[f->planenum].normal, facenormal ); phongnormal.DuplicateVector( facenormal ); FourVectors faceCentroid; faceCentroid.DuplicateVector( face_centroids[facenum] ); if ( smoothing_threshold != 1 ) { faceneighbor_t *fn = &faceneighbor[facenum]; // Calculate modified point normal for surface // Use the edge normals iff they are defined. Bend the surface towards the edge normal(s) // Crude first attempt: find nearest edge normal and do a simple interpolation with facenormal. // Second attempt: find edge points+center that bound the point and do a three-point triangulation(baricentric) // Better third attempt: generate the point normals for all vertices and do baricentric triangulation. for ( j = 0; j < f->numedges; ++j ) { Vector v1, v2; fltx4 a1, a2; float aa, bb, ab; int vert1, vert2; Vector& n1 = fn->normal[j]; Vector& n2 = fn->normal[(j+1)%f->numedges]; vert1 = EdgeVertex( f, j ); vert2 = EdgeVertex( f, j+1 ); Vector& p1 = dvertexes[vert1].point; Vector& p2 = dvertexes[vert2].point; // Build vectors from the middle of the face to the edge vertexes and the sample pos. VectorSubtract( p1, face_centroids[facenum], v1 ); VectorSubtract( p2, face_centroids[facenum], v2 ); //VectorSubtract( spot, face_centroids[facenum], vspot ); vspot = spot; vspot -= faceCentroid; aa = DotProduct( v1, v1 ); bb = DotProduct( v2, v2 ); ab = DotProduct( v1, v2 ); //a1 = (bb * DotProduct( v1, vspot ) - ab * DotProduct( vspot, v2 )) / (aa * bb - ab * ab); a1 = ReciprocalSIMD( ReplicateX4( aa * bb - ab * ab ) ); a1 = MulSIMD( a1, SubSIMD( MulSIMD( ReplicateX4( bb ), vspot * v1 ), MulSIMD( ReplicateX4( ab ), vspot * v2 ) ) ); //a2 = (DotProduct( vspot, v2 ) - a1 * ab) / bb; a2 = ReciprocalSIMD( ReplicateX4( bb ) ); a2 = MulSIMD( a2, SubSIMD( vspot * v2, MulSIMD( a1, ReplicateX4( ab ) ) ) ); fltx4 resultMask = AndSIMD( CmpGeSIMD( a1, Four_Zeros ), CmpGeSIMD( a2, Four_Zeros ) ); if ( !TestSignSIMD( resultMask ) ) continue; // Store the old phong normal to avoid overwriting already computed phong normals FourVectors oldPhongNormal = phongnormal; // calculate distance from edge to pos FourVectors temp; fltx4 scale; // Interpolate between the center and edge normals based on sample position scale = SubSIMD( SubSIMD( Four_Ones, a1 ), a2 ); phongnormal.DuplicateVector( fn->facenormal ); phongnormal *= scale; temp.DuplicateVector( n1 ); temp *= a1; phongnormal += temp; temp.DuplicateVector( n2 ); temp *= a2; phongnormal += temp; // restore the old phong normals phongnormal.x = AddSIMD( AndSIMD( resultMask, phongnormal.x ), AndNotSIMD( resultMask, oldPhongNormal.x ) ); phongnormal.y = AddSIMD( AndSIMD( resultMask, phongnormal.y ), AndNotSIMD( resultMask, oldPhongNormal.y ) ); phongnormal.z = AddSIMD( AndSIMD( resultMask, phongnormal.z ), AndNotSIMD( resultMask, oldPhongNormal.z ) ); } phongnormal.VectorNormalize(); } } int GetVisCache( int lastoffset, int cluster, byte *pvs ) { // get the PVS for the pos to limit the number of checks if ( !visdatasize ) { memset (pvs, 255, (dvis->numclusters+7)/8 ); lastoffset = -1; } else { if (cluster < 0) { // Error, point embedded in wall // sampled[0][1] = 255; memset (pvs, 255, (dvis->numclusters+7)/8 ); lastoffset = -1; } else { int thisoffset = dvis->bitofs[ cluster ][DVIS_PVS]; if ( thisoffset != lastoffset ) { if ( thisoffset == -1 ) { Error ("visofs == -1"); } DecompressVis (&dvisdata[thisoffset], pvs); } lastoffset = thisoffset; } } return lastoffset; } void BuildPatchLights( int facenum ); void DumpSamples( int ndxFace, facelight_t *pFaceLight ) { ThreadLock(); dface_t *pFace = &g_pFaces[ndxFace]; if( pFace ) { bool bBumpped = ( ( texinfo[pFace->texinfo].flags & SURF_BUMPLIGHT ) != 0 ); for( int iStyle = 0; iStyle < 4; ++iStyle ) { if( pFace->styles[iStyle] != 255 ) { for ( int iBump = 0; iBump < 4; ++iBump ) { if ( iBump == 0 || ( iBump > 0 && bBumpped ) ) { for( int iSample = 0; iSample < pFaceLight->numsamples; ++iSample ) { sample_t *pSample = &pFaceLight->sample[iSample]; WriteWinding( pFileSamples[iStyle][iBump], pSample->w, pFaceLight->light[iStyle][iBump][iSample].m_vecLighting ); if( bDumpNormals ) { WriteNormal( pFileSamples[iStyle][iBump], pSample->pos, pSample->normal, 15.0f, pSample->normal * 255.0f ); } } } } } } } ThreadUnlock(); } //----------------------------------------------------------------------------- // Allocates light sample data //----------------------------------------------------------------------------- static inline void AllocateLightstyleSamples( facelight_t* fl, int styleIndex, int numnormals ) { for (int n = 0; n < numnormals; ++n) { fl->light[styleIndex][n] = ( LightingValue_t* )calloc( fl->numsamples, sizeof(LightingValue_t ) ); } } //----------------------------------------------------------------------------- // Used to find an existing lightstyle on a face //----------------------------------------------------------------------------- static inline int FindLightstyle( dface_t* f, int lightstyle ) { for (int k = 0; k < MAXLIGHTMAPS; k++) { if (f->styles[k] == lightstyle) return k; } return -1; } static int FindOrAllocateLightstyleSamples( dface_t* f, facelight_t *fl, int lightstyle, int numnormals ) { // Search the lightstyles associated with the face for a match int k; for (k = 0; k < MAXLIGHTMAPS; k++) { if (f->styles[k] == lightstyle) break; // Found an empty entry, we can use it for a new lightstyle if (f->styles[k] == 255) { AllocateLightstyleSamples( fl, k, numnormals ); f->styles[k] = lightstyle; break; } } // Check for overflow if (k >= MAXLIGHTMAPS) return -1; return k; } //----------------------------------------------------------------------------- // Compute the illumination point + normal for the sample //----------------------------------------------------------------------------- static void ComputeIlluminationPointAndNormalsSSE( lightinfo_t const& l, FourVectors const &pos, FourVectors const &norm, SSE_SampleInfo_t* pInfo, int numSamples ) { Vector v[4]; pInfo->m_Points = pos; bool computeNormals = ( pInfo->m_NormalCount > 1 && ( pInfo->m_IsDispFace || !l.isflat ) ); // FIXME: move sample point off the surface a bit, this is done so that // light sampling will not be affected by a bug where raycasts will // intersect with the face being lit. We really should just have that // logic in GatherSampleLight FourVectors faceNormal; faceNormal.DuplicateVector( l.facenormal ); pInfo->m_Points += faceNormal; if ( pInfo->m_IsDispFace ) { pInfo->m_PointNormals[0] = norm; } else if ( !l.isflat ) { // If the face isn't flat, use a phong-based normal instead FourVectors modelorg; modelorg.DuplicateVector( l.modelorg ); FourVectors vecSample = pos; vecSample -= modelorg; GetPhongNormal( pInfo->m_FaceNum, vecSample, pInfo->m_PointNormals[0] ); } if ( computeNormals ) { Vector bv[4][NUM_BUMP_VECTS]; for ( int i = 0; i < 4; ++i ) { // TODO: using Vec may slow things down a bit GetBumpNormals( pInfo->m_pTexInfo->textureVecsTexelsPerWorldUnits[0], pInfo->m_pTexInfo->textureVecsTexelsPerWorldUnits[1], l.facenormal, pInfo->m_PointNormals[0].Vec( i ), bv[i] ); } for ( int b = 0; b < NUM_BUMP_VECTS; ++b ) { pInfo->m_PointNormals[b+1].LoadAndSwizzle ( bv[0][b], bv[1][b], bv[2][b], bv[3][b] ); } } // TODO: this may slow things down a bit ( using Vec ) for ( int i = 0; i < 4; ++i ) pInfo->m_Clusters[i] = ClusterFromPoint( pos.Vec( i ) ); } //----------------------------------------------------------------------------- // Compute the illumination point + normal for the sample on a displacement // (see ComputeIlluminationPointAndNormalsSSE above) //----------------------------------------------------------------------------- static void ComputeIlluminationPointAndNormalsForDisp( lightinfo_t const& l, FourVectors &pos, FourVectors &norm, SSE_SampleInfo_t* pInfo ) { pInfo->m_PointNormals[ 0 ] = norm; if ( pInfo->m_NormalCount > 1 ) { Vector bv[ 4 ][ NUM_BUMP_VECTS ]; for ( int j = 0; j < 4; j++ ) { // TODO: using Vec may slow things down a bit GetBumpNormals( pInfo->m_pTexInfo->textureVecsTexelsPerWorldUnits[ 0 ], pInfo->m_pTexInfo->textureVecsTexelsPerWorldUnits[ 1 ], l.facenormal, norm.Vec( j ), bv[ j ] ); } for ( int b = 0; b < NUM_BUMP_VECTS; b++ ) { pInfo->m_PointNormals[ b + 1 ].LoadAndSwizzle( bv[ 0 ][ b ], bv[ 1 ][ b ], bv[ 2 ][ b ], bv[ 3 ][ b ] ); } } pInfo->m_Points = pos; // FIXME: move sample point off the surface a bit, this is done so that // light sampling will not be affected by a bug where raycasts will // intersect with the face being lit. We really should just have that // logic in GatherSampleLight FourVectors faceNormal = norm; pInfo->m_Points += faceNormal; // TODO: this may slow things down a bit ( using Vec ) for ( int j = 0; j < 4; j++ ) pInfo->m_Clusters[ j ] = ClusterFromPoint( pos.Vec( j ) ); } //----------------------------------------------------------------------------- // Iterates over all lights and computes lighting at up to 4 sample points //----------------------------------------------------------------------------- static void GatherSampleLightAt4Points( SSE_SampleInfo_t& info, int sampleIdx, int numSamples ) { SSE_sampleLightOutput_t out; // Iterate over all direct lights and add them to the particular sample for (directlight_t *dl = activelights; dl != NULL; dl = dl->next) { // is this lights cluster visible? fltx4 dotMask = Four_Zeros; bool skipLight = true; for( int s = 0; s < numSamples; s++ ) { if( PVSCheck( dl->pvs, info.m_Clusters[s] ) ) { dotMask = SetComponentSIMD( dotMask, s, 1.0f ); skipLight = false; } } if ( skipLight ) continue; GatherSampleLightSSE( out, dl, info.m_FaceNum, info.m_Points, info.m_PointNormals, info.m_NormalCount, info.m_iThread ); // Apply the PVS check filter and compute falloff x dot fltx4 fxdot[NUM_BUMP_VECTS + 1]; skipLight = true; for ( int b = 0; b < info.m_NormalCount; b++ ) { fxdot[b] = MulSIMD( out.m_flDot[b], dotMask ); fxdot[b] = MulSIMD( fxdot[b], out.m_flFalloff ); if ( !IsAllZeros( fxdot[b] ) ) { skipLight = false; } } if ( skipLight ) continue; // Figure out the lightstyle for this particular sample int lightStyleIndex = FindOrAllocateLightstyleSamples( info.m_pFace, info.m_pFaceLight, dl->light.style, info.m_NormalCount ); if (lightStyleIndex < 0) { if (info.m_WarnFace != info.m_FaceNum) { Warning ("\nWARNING: Too many light styles on a face at (%f, %f, %f)\n", info.m_Points.x.m128_f32[0], info.m_Points.y.m128_f32[0], info.m_Points.z.m128_f32[0] ); info.m_WarnFace = info.m_FaceNum; } continue; } // pLightmaps is an array of the lightmaps for each normal direction, // here's where the result of the sample gathering goes LightingValue_t** pLightmaps = info.m_pFaceLight->light[lightStyleIndex]; // Incremental lighting only cares about lightstyle zero if( g_pIncremental && (dl->light.style == 0) ) { for ( int i = 0; i < numSamples; i++ ) { g_pIncremental->AddLightToFace( dl->m_IncrementalID, info.m_FaceNum, sampleIdx + i, info.m_LightmapSize, SubFloat( fxdot[0], i ), info.m_iThread ); } } for( int n = 0; n < info.m_NormalCount; ++n ) { for ( int i = 0; i < numSamples; i++ ) { pLightmaps[n][sampleIdx + i].AddLight( SubFloat( fxdot[n], i ), dl->light.intensity, SubFloat( out.m_flSunAmount[n], i ) ); } } } } //----------------------------------------------------------------------------- // Iterates over all lights and computes lighting at a sample point //----------------------------------------------------------------------------- static void ResampleLightAt4Points( SSE_SampleInfo_t& info, int lightStyleIndex, int flags, LightingValue_t pLightmap[4][NUM_BUMP_VECTS+1] ) { SSE_sampleLightOutput_t out; // Clear result for ( int i = 0; i < 4; ++i ) { for ( int n = 0; n < info.m_NormalCount; ++n ) { pLightmap[i][n].Zero(); } } // Iterate over all direct lights and add them to the particular sample for (directlight_t *dl = activelights; dl != NULL; dl = dl->next) { if ((flags & AMBIENT_ONLY) && (dl->light.type != emit_skyambient)) continue; if ((flags & NON_AMBIENT_ONLY) && (dl->light.type == emit_skyambient)) continue; // Only add contributions that match the lightstyle Assert( lightStyleIndex <= MAXLIGHTMAPS ); Assert( info.m_pFace->styles[lightStyleIndex] != 255 ); if (dl->light.style != info.m_pFace->styles[lightStyleIndex]) continue; // is this lights cluster visible? fltx4 dotMask = Four_Zeros; bool skipLight = true; for( int s = 0; s < 4; s++ ) { if( PVSCheck( dl->pvs, info.m_Clusters[s] ) ) { dotMask = SetComponentSIMD( dotMask, s, 1.0f ); skipLight = false; } } if ( skipLight ) continue; // NOTE: Notice here that if the light is on the back side of the face // (tested by checking the dot product of the face normal and the light position) // we don't want it to contribute to *any* of the bumped lightmaps. It glows // in disturbing ways if we don't do this. GatherSampleLightSSE( out, dl, info.m_FaceNum, info.m_Points, info.m_PointNormals, info.m_NormalCount, info.m_iThread ); // Apply the PVS check filter and compute falloff x dot fltx4 fxdot[NUM_BUMP_VECTS + 1]; for ( int b = 0; b < info.m_NormalCount; b++ ) { fxdot[b] = MulSIMD( out.m_flFalloff, out.m_flDot[b] ); fxdot[b] = MulSIMD( fxdot[b], dotMask ); } // Compute the contributions to each of the bumped lightmaps // The first sample is for non-bumped lighting. // The other sample are for bumpmapping. for( int i = 0; i < 4; ++i ) { for( int n = 0; n < info.m_NormalCount; ++n ) { pLightmap[i][n].AddLight( SubFloat( fxdot[n], i ), dl->light.intensity, SubFloat( out.m_flSunAmount[n], i ) ); } } } } bool PointsInWinding( FourVectors const & point, winding_t *w, int &invalidBits ) { FourVectors edge, toPt, cross, testCross, p0, p1; fltx4 invalidMask = Four_Zeros; // // get the first normal to test // p0.DuplicateVector( w->p[0] ); p1.DuplicateVector( w->p[1] ); toPt = point; toPt -= p0; edge = p1; edge -= p0; testCross = edge ^ toPt; // safer against /0 - testCross.VectorNormalizeFast(); fltx4 mag_sq = testCross * testCross; testCross *= ReciprocalSqrtEstSaturateSIMD( mag_sq ); for ( int ndxPt = 1; ndxPt < w->numpoints; ndxPt++ ) { p0.DuplicateVector( w->p[ndxPt] ); p1.DuplicateVector( w->p[(ndxPt+1)%w->numpoints] ); toPt = point; toPt -= p0; edge = p1; edge -= p0; cross = edge ^ toPt; // safer against /0 - cross.VectorNormalizeFast(); mag_sq = cross * cross; cross *= ReciprocalSqrtEstSaturateSIMD( mag_sq ); fltx4 dot = cross * testCross; invalidMask = OrSIMD( invalidMask, CmpLtSIMD( dot, Four_Zeros ) ); invalidBits = TestSignSIMD ( invalidMask ); if ( invalidBits == 0xF ) return false; } return true; } //----------------------------------------------------------------------------- // Perform supersampling at a particular point //----------------------------------------------------------------------------- static int SupersampleLightAtPoint( lightinfo_t& l, SSE_SampleInfo_t& info, int sampleIndex, int lightStyleIndex, LightingValue_t *pLight, int flags ) { sample_t& sample = info.m_pFaceLight->sample[sampleIndex]; // Get the position of the original sample in lightmapspace Vector2D temp; WorldToLuxelSpace( &l, sample.pos, temp ); Vector sampleLightOrigin( temp[0], temp[1], 0.0f ); // Some parameters related to supersampling float sampleWidth = ( flags & NON_AMBIENT_ONLY ) ? 4 : 2; float cscale = 1.0f / sampleWidth; float csshift = -( ( sampleWidth - 1 ) * cscale ) / 2.0; // Clear out the light values for (int i = 0; i < info.m_NormalCount; ++i ) pLight[i].Zero(); int subsampleCount = 0; FourVectors superSampleNormal; superSampleNormal.DuplicateVector( sample.normal ); FourVectors superSampleLightCoord; FourVectors superSamplePosition; superSamplePosition.DuplicateVector( sample.pos ); Vector wsError; FourVectors superSampleWorldSpaceError; float stepU = 0.0f; float stepV = 0.0f; if ( info.m_IsDispFace ) { // compensate for error when transforming back to worldspace (only enabled for displacements) Vector toWorld; LuxelSpaceToWorld( &l, temp.x, temp.y, toWorld ); VectorSubtract( sample.pos, toWorld, wsError ); superSampleWorldSpaceError.DuplicateVector( wsError ); // lightmap size int width = l.face->m_LightmapTextureSizeInLuxels[ 0 ] + 1; int height = l.face->m_LightmapTextureSizeInLuxels[ 1 ] + 1; // calculate the steps in uv space stepU = 1.0f / (float)width; stepV = 1.0f / (float)height; } if ( flags & NON_AMBIENT_ONLY ) { float aRow[4]; for ( int coord = 0; coord < 4; ++coord ) aRow[ coord ] = csshift + coord * cscale; fltx4 sseRow = LoadUnalignedSIMD( aRow ); for (int s = 0; s < 4; ++s) { // make sure the coordinate is inside of the sample's winding and when normalizing // below use the number of samples used, not just numsamples and some of them // will be skipped if they are not inside of the winding superSampleLightCoord.DuplicateVector( sampleLightOrigin ); superSampleLightCoord.x = AddSIMD( superSampleLightCoord.x, ReplicateX4( aRow[s] ) ); superSampleLightCoord.y = AddSIMD( superSampleLightCoord.y, sseRow ); // Figure out where the supersample exists in the world, and make sure // it lies within the sample winding LuxelSpaceToWorld( &l, superSampleLightCoord[0], superSampleLightCoord[1], superSamplePosition ); if ( info.m_IsDispFace ) { // Fix up error from world to luxel and back again superSamplePosition += superSampleWorldSpaceError; // Find pos and norm for disp from uv supersample offsets Vector vDispP[4], vDispN[4]; for ( int i = 0; i < 4; i++ ) { vDispP[ i ] = superSamplePosition.Vec( i ); Vector2D uv; uv.x = sample.coord[0] + ( aRow[ s ] * stepU ); uv.y = sample.coord[1] + ( aRow[ i ] * stepV ); StaticDispMgr()->GetDispSurfPointAndNormalFromUV( info.m_FaceNum, vDispP[ i ], vDispN[ i ], uv, false ); } superSamplePosition = FourVectors( vDispP[ 0 ], vDispP[ 1 ], vDispP[ 2 ], vDispP[ 3 ] ); superSampleNormal = FourVectors( vDispN[ 0 ], vDispN[ 1 ], vDispN[ 2 ], vDispN[ 3 ] ); ComputeIlluminationPointAndNormalsForDisp( l, superSamplePosition, superSampleNormal, &info ); } // A winding should exist only if the sample wasn't a uniform luxel, or if g_bDumpPatches is true. int invalidBits = 0; if ( sample.w && !PointsInWinding( superSamplePosition, sample.w, invalidBits ) ) continue; // Compute the super-sample illumination point and normal // We're assuming the flat normal is the same for all supersamples if ( !info.m_IsDispFace ) ComputeIlluminationPointAndNormalsSSE( l, superSamplePosition, superSampleNormal, &info, 4 ); // Resample the non-ambient light at this point... LightingValue_t result[4][NUM_BUMP_VECTS+1]; ResampleLightAt4Points( info, lightStyleIndex, NON_AMBIENT_ONLY, result ); // Got more subsamples for ( int i = 0; i < 4; i++ ) { if ( !( ( invalidBits >> i ) & 0x1 ) ) { for ( int n = 0; n < info.m_NormalCount; ++n ) { pLight[ n ].AddLight( result[ i ][ n ] ); } ++subsampleCount; } } } } else { FourVectors superSampleOffsets; superSampleOffsets.LoadAndSwizzle( Vector( csshift, csshift, 0 ), Vector( csshift, csshift + cscale, 0), Vector( csshift + cscale, csshift, 0 ), Vector( csshift + cscale, csshift + cscale, 0 ) ); superSampleLightCoord.DuplicateVector( sampleLightOrigin ); superSampleLightCoord += superSampleOffsets; LuxelSpaceToWorld( &l, superSampleLightCoord[0], superSampleLightCoord[1], superSamplePosition ); if ( info.m_IsDispFace ) { // Fix up error from world to luxel and back again superSamplePosition += superSampleWorldSpaceError; // Find pos and norm for disp from uv supersample offsets Vector vDispP[ 4 ], vDispN[ 4 ]; for ( int i = 0; i < 4; i++ ) { vDispP[ i ] = superSamplePosition.Vec( i ); Vector uvOffsets = superSampleOffsets.Vec( i ); Vector2D uv; uv.x = sample.coord[ 0 ] + ( uvOffsets.x * stepU ); uv.y = sample.coord[ 1 ] + ( uvOffsets.y * stepV ); StaticDispMgr()->GetDispSurfPointAndNormalFromUV( info.m_FaceNum, vDispP[ i ], vDispN[ i ], uv, false ); } superSamplePosition = FourVectors( vDispP[ 0 ], vDispP[ 1 ], vDispP[ 2 ], vDispP[ 3 ] ); superSampleNormal = FourVectors( vDispN[ 0 ], vDispN[ 1 ], vDispN[ 2 ], vDispN[ 3 ] ); ComputeIlluminationPointAndNormalsForDisp( l, superSamplePosition, superSampleNormal, &info ); } int invalidBits = 0; if ( sample.w && !PointsInWinding( superSamplePosition, sample.w, invalidBits ) ) return 0; if ( !info.m_IsDispFace ) ComputeIlluminationPointAndNormalsSSE( l, superSamplePosition, superSampleNormal, &info, 4 ); LightingValue_t result[4][NUM_BUMP_VECTS+1]; ResampleLightAt4Points( info, lightStyleIndex, AMBIENT_ONLY, result ); // Got more subsamples for ( int i = 0; i < 4; i++ ) { if ( !( ( invalidBits >> i ) & 0x1 ) ) { for ( int n = 0; n < info.m_NormalCount; ++n ) { pLight[ n ].AddLight( result[ i ][ n ] ); } ++subsampleCount; } } } return subsampleCount; } //----------------------------------------------------------------------------- // Compute gradients of a lightmap //----------------------------------------------------------------------------- static void ComputeLightmapGradients( SSE_SampleInfo_t& info, bool const* pHasProcessedSample, float* pIntensity, float* gradient ) { int w = info.m_LightmapWidth; int h = info.m_LightmapHeight; facelight_t* fl = info.m_pFaceLight; for (int i=0 ; inumsamples ; i++) { // Don't supersample the same sample twice if (pHasProcessedSample[i]) continue; gradient[i] = 0.0f; sample_t& sample = fl->sample[i]; // Choose the maximum gradient of all bumped lightmap intensities for ( int n = 0; n < info.m_NormalCount; ++n ) { int j = n * info.m_LightmapSize + sample.s + sample.t * w; if (sample.t > 0) { if (sample.s > 0) gradient[i] = max( gradient[i], fabs( pIntensity[j] - pIntensity[j-1-w] ) ); gradient[i] = max( gradient[i], fabs( pIntensity[j] - pIntensity[j-w] ) ); if (sample.s < w-1) gradient[i] = max( gradient[i], fabs( pIntensity[j] - pIntensity[j+1-w] ) ); } if (sample.t < h-1) { if (sample.s > 0) gradient[i] = max( gradient[i], fabs( pIntensity[j] - pIntensity[j-1+w] ) ); gradient[i] = max( gradient[i], fabs( pIntensity[j] - pIntensity[j+w] ) ); if (sample.s < w-1) gradient[i] = max( gradient[i], fabs( pIntensity[j] - pIntensity[j+1+w] ) ); } if (sample.s > 0) gradient[i] = max( gradient[i], fabs( pIntensity[j] - pIntensity[j-1] ) ); if (sample.s < w-1) gradient[i] = max( gradient[i], fabs( pIntensity[j] - pIntensity[j+1] ) ); } } } //----------------------------------------------------------------------------- // ComputeLuxelIntensity... //----------------------------------------------------------------------------- static inline void ComputeLuxelIntensity( SSE_SampleInfo_t& info, int sampleIdx, LightingValue_t **ppLightSamples, float* pSampleIntensity ) { // Compute a separate intensity for each sample_t& sample = info.m_pFaceLight->sample[sampleIdx]; int destIdx = sample.s + sample.t * info.m_LightmapWidth; for (int n = 0; n < info.m_NormalCount; ++n) { float intensity = ppLightSamples[n][sampleIdx].Intensity(); // convert to a linear perception space pSampleIntensity[n * info.m_LightmapSize + destIdx] = pow( intensity / 256.0, 1.0 / 2.2 ); } } //----------------------------------------------------------------------------- // Compute the maximum intensity based on all bumped lighting //----------------------------------------------------------------------------- static void ComputeSampleIntensities( SSE_SampleInfo_t& info, LightingValue_t **ppLightSamples, float* pSampleIntensity ) { for (int i=0; inumsamples; i++) { ComputeLuxelIntensity( info, i, ppLightSamples, pSampleIntensity ); } } //----------------------------------------------------------------------------- // Perform supersampling on a particular lightstyle //----------------------------------------------------------------------------- static void BuildSupersampleFaceLights( lightinfo_t& l, SSE_SampleInfo_t& info, int lightstyleIndex ) { LightingValue_t pAmbientLight[NUM_BUMP_VECTS+1]; LightingValue_t pDirectLight[NUM_BUMP_VECTS+1]; // This is used to make sure we don't supersample a light sample more than once int processedSampleSize = info.m_LightmapSize * sizeof(bool); bool* pHasProcessedSample = (bool*)stackalloc( processedSampleSize ); memset( pHasProcessedSample, 0, processedSampleSize ); // This is used to compute a simple gradient computation of the light samples // We're going to store the maximum intensity of all bumped samples at each sample location float* pGradient = (float*)stackalloc( info.m_pFaceLight->numsamples * sizeof(float) ); float* pSampleIntensity = (float*)stackalloc( info.m_NormalCount * info.m_LightmapSize * sizeof(float) ); // Compute the maximum intensity of all lighting associated with this lightstyle // for all bumped lighting LightingValue_t **ppLightSamples = info.m_pFaceLight->light[lightstyleIndex]; ComputeSampleIntensities( info, ppLightSamples, pSampleIntensity ); Vector *pVisualizePass = NULL; if (debug_extra) { int visualizationSize = info.m_pFaceLight->numsamples * sizeof(Vector); pVisualizePass = (Vector*)stackalloc( visualizationSize ); memset( pVisualizePass, 0, visualizationSize ); } // What's going on here is that we're looking for large lighting discontinuities // (large light intensity gradients) as a clue that we should probably be supersampling // in that area. Because the supersampling operation will cause lighting changes, // we've found that it's good to re-check the gradients again and see if any other // areas should be supersampled as a result of the previous pass. Keep going // until all the gradients are reasonable or until we hit a max number of passes bool do_anotherpass = true; int pass = 1; while (do_anotherpass && pass <= extrapasses) { // Look for lighting discontinuities to see what we should be supersampling ComputeLightmapGradients( info, pHasProcessedSample, pSampleIntensity, pGradient ); do_anotherpass = false; // Now check all of the samples and supersample those which we have // marked as having high gradients for (int i=0 ; inumsamples; ++i) { // Don't supersample the same sample twice if (pHasProcessedSample[i]) continue; // Don't supersample if the lighting is pretty uniform near the sample if (pGradient[i] < 0.0625) continue; // Joy! We're supersampling now, and we therefore must do another pass // Also, we need never bother with this sample again pHasProcessedSample[i] = true; do_anotherpass = true; if (debug_extra) { // Mark the little visualization bitmap with a color indicating // which pass it was updated on. pVisualizePass[i][0] = (pass & 1) * 255; pVisualizePass[i][1] = (pass & 2) * 128; pVisualizePass[i][2] = (pass & 4) * 64; } // Supersample the ambient light for each bump direction vector int ambientSupersampleCount = SupersampleLightAtPoint( l, info, i, lightstyleIndex, pAmbientLight, AMBIENT_ONLY ); // Supersample the non-ambient light for each bump direction vector int directSupersampleCount = SupersampleLightAtPoint( l, info, i, lightstyleIndex, pDirectLight, NON_AMBIENT_ONLY ); // Because of sampling problems, small area triangles may have no samples. // In this case, just use what we already have if ( ambientSupersampleCount > 0 && directSupersampleCount > 0 ) { // Add the ambient + directional terms together, stick it back into the lightmap for ( int n = 0; n < info.m_NormalCount; ++n ) { ppLightSamples[ n ][ i ].Zero(); ppLightSamples[ n ][ i ].AddWeighted( pDirectLight[ n ], 1.0f / directSupersampleCount ); ppLightSamples[ n ][ i ].AddWeighted( pAmbientLight[ n ], 1.0f / ambientSupersampleCount ); } // Recompute the luxel intensity based on the supersampling ComputeLuxelIntensity( info, i, ppLightSamples, pSampleIntensity ); } } // We've finished another pass pass++; } if (debug_extra) { // Copy colors representing which supersample pass the sample was messed with // into the actual lighting values so we can visualize it for (int i=0 ; inumsamples ; ++i) { for (int j = 0; j facenum = facenum; pl->face = f; // // rotate plane // VectorCopy (dplanes[f->planenum].normal, pl->facenormal); pl->facedist = dplanes[f->planenum].dist; // get the origin offset for rotating bmodels VectorCopy (face_offset[facenum], pl->modelorg); CalcFaceVectors( pl ); // figure out if the surface is flat pl->isflat = true; if (smoothing_threshold != 1) { faceneighbor_t *fn = &faceneighbor[facenum]; for (int j=0 ; jnumedges ; j++) { float dot = DotProduct( pl->facenormal, fn->normal[j] ); if (dot < 1.0 - EQUAL_EPSILON) { pl->isflat = false; break; } } } } static void InitSampleInfo( lightinfo_t const& l, int iThread, SSE_SampleInfo_t& info ) { info.m_LightmapWidth = l.face->m_LightmapTextureSizeInLuxels[0]+1; info.m_LightmapHeight = l.face->m_LightmapTextureSizeInLuxels[1]+1; info.m_LightmapSize = info.m_LightmapWidth * info.m_LightmapHeight; // How many lightmaps are we going to need? info.m_pTexInfo = &texinfo[l.face->texinfo]; info.m_NormalCount = (info.m_pTexInfo->flags & SURF_BUMPLIGHT) ? NUM_BUMP_VECTS + 1 : 1; info.m_FaceNum = l.facenum; info.m_pFace = l.face; info.m_pFaceLight = &facelight[info.m_FaceNum]; info.m_IsDispFace = ValidDispFace( info.m_pFace ); info.m_iThread = iThread; info.m_WarnFace = -1; info.m_NumSamples = info.m_pFaceLight->numsamples; info.m_NumSampleGroups = ( info.m_NumSamples & 0x3) ? ( info.m_NumSamples / 4 ) + 1 : ( info.m_NumSamples / 4 ); // initialize normals if the surface is flat if (l.isflat) { info.m_PointNormals[0].DuplicateVector( l.facenormal ); // use facenormal along with the smooth normal to build the three bump map vectors if( info.m_NormalCount > 1 ) { Vector bumpVects[NUM_BUMP_VECTS]; GetBumpNormals( info.m_pTexInfo->textureVecsTexelsPerWorldUnits[0], info.m_pTexInfo->textureVecsTexelsPerWorldUnits[1], l.facenormal, l.facenormal, bumpVects );//&info.m_PointNormal[1] ); for ( int b = 0; b < NUM_BUMP_VECTS; ++b ) { info.m_PointNormals[b + 1].DuplicateVector( bumpVects[b] ); } } } } void BuildFacelights (int iThread, int facenum) { int i, j; lightinfo_t l; dface_t *f; facelight_t *fl; SSE_SampleInfo_t sampleInfo; directlight_t *dl; Vector spot; Vector v[4], n[4]; if( g_bInterrupt ) return; // FIXME: Is there a better way to do this? Like, in RunThreadsOn, for instance? // Don't pay this cost unless we have to; this is super perf-critical code. if (g_pIncremental) { // Both threads will be accessing this so it needs to be protected or else thread A // will load it in and thread B will increment it but its increment will be // overwritten by thread A when thread A writes it back. ThreadLock(); ++g_iCurFace; ThreadUnlock(); } // some surfaces don't need lightmaps f = &g_pFaces[facenum]; f->lightofs = -1; for (j=0 ; jstyles[j] = 255; // Trivial-reject the whole face? if( !( g_FacesVisibleToLights[facenum>>3] & (1 << (facenum & 7)) ) ) return; if ( texinfo[f->texinfo].flags & TEX_SPECIAL) return; // non-lit texture // check for patches for this face. If none it must be degenerate. Ignore. if( g_FacePatches.Element( facenum ) == g_FacePatches.InvalidIndex() ) return; fl = &facelight[facenum]; InitLightinfo( &l, facenum ); CalcPoints( &l, fl, facenum ); InitSampleInfo( l, iThread, sampleInfo ); // Allocate sample positions/normals to SSE int numGroups = ( fl->numsamples & 0x3) ? ( fl->numsamples / 4 ) + 1 : ( fl->numsamples / 4 ); // always allocate style 0 lightmap f->styles[0] = 0; AllocateLightstyleSamples( fl, 0, sampleInfo.m_NormalCount ); // sample the lights at each sample location for ( int grp = 0; grp < numGroups; ++grp ) { int nSample = 4 * grp; sample_t *sample = sampleInfo.m_pFaceLight->sample + nSample; int numSamples = min ( 4, sampleInfo.m_pFaceLight->numsamples - nSample ); FourVectors positions; FourVectors normals; for ( i = 0; i < 4; i++ ) { v[i] = ( i < numSamples ) ? sample[i].pos : sample[numSamples - 1].pos; n[i] = ( i < numSamples ) ? sample[i].normal : sample[numSamples - 1].normal; } positions.LoadAndSwizzle( v[0], v[1], v[2], v[3] ); normals.LoadAndSwizzle( n[0], n[1], n[2], n[3] ); ComputeIlluminationPointAndNormalsSSE( l, positions, normals, &sampleInfo, numSamples ); // Fixup sample normals in case of smooth faces if ( !l.isflat ) { for ( i = 0; i < numSamples; i++ ) sample[i].normal = sampleInfo.m_PointNormals[0].Vec( i ); } // Iterate over all the lights and add their contribution to this group of spots GatherSampleLightAt4Points( sampleInfo, nSample, numSamples ); } // Tell the incremental light manager that we're done with this face. if( g_pIncremental ) { for (dl = activelights; dl != NULL; dl = dl->next) { // Only deal with lightstyle 0 for incremental lighting if (dl->light.style == 0) g_pIncremental->FinishFace( dl->m_IncrementalID, facenum, iThread ); } // Don't have to deal with patch lights (only direct lighting is used) // or supersampling return; } // Enabling supersampling for displacements (previous revision always disabled do_extra for disp) // improves continuity significantly between disp and brush surfaces, especially when using high frequency alpha shadow materials if ( do_extra ) { // For each lightstyle, perform a supersampling pass for ( i = 0; i < MAXLIGHTMAPS; ++i ) { // Stop when we run out of lightstyles if (f->styles[i] == 255) break; BuildSupersampleFaceLights( l, sampleInfo, i ); } } if (!g_bUseMPI) { // // This is done on the master node when MPI is used // BuildPatchLights( facenum ); } if( g_bDumpPatches ) { DumpSamples( facenum, fl ); } else { FreeSampleWindings( fl ); } } void BuildPatchLights( int facenum ) { int i, k; CPatch *patch; dface_t *f = &g_pFaces[facenum]; facelight_t *fl = &facelight[facenum]; for( k = 0; k < MAXLIGHTMAPS; k++ ) { if (f->styles[k] == 0) break; } if (k >= MAXLIGHTMAPS) return; for (i = 0; i < fl->numsamples; i++) { AddSampleToPatch( &fl->sample[i], fl->light[k][0][i], facenum); } // check for a valid face if( g_FacePatches.Element( facenum ) == g_FacePatches.InvalidIndex() ) return; // push up sampled light to parents (children always exist first in the list) CPatch *pNextPatch; for( patch = &g_Patches.Element( g_FacePatches.Element( facenum ) ); patch; patch = pNextPatch ) { // next patch pNextPatch = NULL; if( patch->ndxNext != g_Patches.InvalidIndex() ) { pNextPatch = &g_Patches.Element( patch->ndxNext ); } // skip patches without parents if( patch->parent == g_Patches.InvalidIndex() ) // if (patch->parent == -1) continue; CPatch *parent = &g_Patches.Element( patch->parent ); parent->samplearea += patch->samplearea; VectorAdd( parent->samplelight, patch->samplelight, parent->samplelight ); } // average up the direct light on each patch for radiosity if (numbounce > 0) { for( patch = &g_Patches.Element( g_FacePatches.Element( facenum ) ); patch; patch = pNextPatch ) { // next patch pNextPatch = NULL; if( patch->ndxNext != g_Patches.InvalidIndex() ) { pNextPatch = &g_Patches.Element( patch->ndxNext ); } if (patch->samplearea) { float scale; Vector v; scale = 1.0 / patch->samplearea; VectorScale( patch->samplelight, scale, v ); VectorAdd( patch->totallight.light[0], v, patch->totallight.light[0] ); VectorAdd( patch->directlight, v, patch->directlight ); } } } // pull totallight from children (children always exist first in the list) for( patch = &g_Patches.Element( g_FacePatches.Element( facenum ) ); patch; patch = pNextPatch ) { // next patch pNextPatch = NULL; if( patch->ndxNext != g_Patches.InvalidIndex() ) { pNextPatch = &g_Patches.Element( patch->ndxNext ); } if ( patch->child1 != g_Patches.InvalidIndex() ) { float s1, s2; CPatch *child1; CPatch *child2; child1 = &g_Patches.Element( patch->child1 ); child2 = &g_Patches.Element( patch->child2 ); s1 = child1->area / (child1->area + child2->area); s2 = child2->area / (child1->area + child2->area); VectorScale( child1->totallight.light[0], s1, patch->totallight.light[0] ); VectorMA( patch->totallight.light[0], s2, child2->totallight.light[0], patch->totallight.light[0] ); VectorCopy( patch->totallight.light[0], patch->directlight ); } } bool needsBumpmap = false; if( texinfo[f->texinfo].flags & SURF_BUMPLIGHT ) { needsBumpmap = true; } // add an ambient term if desired if (ambient[0] || ambient[1] || ambient[2]) { for( int j=0; j < MAXLIGHTMAPS && f->styles[j] != 255; j++ ) { if ( f->styles[j] == 0 ) { for (i = 0; i < fl->numsamples; i++) { fl->light[j][0][i].m_vecLighting += ambient; if( needsBumpmap ) { fl->light[j][1][i].m_vecLighting += ambient; fl->light[j][2][i].m_vecLighting += ambient; fl->light[j][3][i].m_vecLighting += ambient; } } break; } } } // light from dlight_threshold and above is sent out, but the // texture itself should still be full bright #if 0 // if( VectorAvg( g_FacePatches[facenum]->baselight ) >= dlight_threshold) // Now all lighted surfaces glow { for( j=0; j < MAXLIGHTMAPS && f->styles[j] != 255; j++ ) { if ( f->styles[j] == 0 ) { // BUG: shouldn't this be done for all patches on the face? for (i=0 ; inumsamples ; i++) { // garymctchange VectorAdd( fl->light[j][0][i], g_FacePatches[facenum]->baselight, fl->light[j][0][i] ); if( needsBumpmap ) { for( bumpSample = 1; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ ) { VectorAdd( fl->light[j][bumpSample][i], g_FacePatches[facenum]->baselight, fl->light[j][bumpSample][i] ); } } } break; } } } #endif } void BuildStaticPropPatchlights( int iThread, int nPatch ) { if ( g_Patches[ nPatch ].faceNumber >= 0 ) { // Not a static prop patch return; } CPatch &patch = g_Patches[ nPatch ]; // Random sample locations Vector vecOrigin = patch.winding->p[ 0 ]; Vector vecU = patch.winding->p[ 2 ] - patch.winding->p[ 0 ]; Vector vecV = patch.winding->p[ 1 ] - patch.winding->p[ 0 ]; int nSampleCount = Max( 1, int( patch.area / 16.0f ) ); float flSampleArea = patch.area / float( nSampleCount ); float flSampleFrac = 1.0f / float( nSampleCount ); sample_t *pSamples = new sample_t[ nSampleCount ]; memset( pSamples, 0, sizeof( sample_t )*nSampleCount ); for ( int i = 0; i < nSampleCount; i++ ) { // Shitty. Should be jittered instead or some other better distribution over the triangle. float flU = RandomFloat(); float flV = RandomFloat(); if ( flU + flV > 1.0f ) { flU = 1.0f - flU; flV = 1.0f - flV; Swap( flU, flV ); } pSamples[ i ].pos = vecOrigin + flU * vecU + flV * vecV; pSamples[ i ].normal = patch.normal; pSamples[ i ].area = flSampleArea; } Vector directColor( 0.0f, 0.0f, 0.0f ); float flSunAmount = 0.0f; // sample the lights at each sample location for ( int i = 0; i < nSampleCount; i++ ) { sample_t *sample = pSamples + i; directColor.Init( 0.0f, 0.0f, 0.0f ); flSunAmount = 0.0f; ComputeDirectLightingAtPoint( sample->pos, &sample->normal, &directColor, &flSunAmount, 1, false, iThread, -1, 0 ); directColor *= g_flStaticPropBounceBoost; patch.totallight.light[ 0 ] += directColor * flSampleFrac; patch.directlight += directColor * flSampleFrac; } delete[] pSamples; } /* ============= PrecompLightmapOffsets ============= */ void PrecompLightmapOffsets() { int facenum; dface_t *f; int lightstyles; int lightdatasize = 0; // NOTE: We store avg face light data in this lump *before* the lightmap data itself // in *reverse order* of the way the lightstyles appear in the styles array. for( facenum = 0; facenum < numfaces; facenum++ ) { f = &g_pFaces[facenum]; if ( texinfo[f->texinfo].flags & TEX_SPECIAL) continue; // non-lit texture if ( dlight_map != 0 ) f->styles[1] = 0; for (lightstyles=0; lightstyles < MAXLIGHTMAPS; lightstyles++ ) { if ( f->styles[lightstyles] == 255 ) break; } if ( !lightstyles ) continue; // Reserve room for the avg light color data lightdatasize += lightstyles * 4; f->lightofs = lightdatasize; bool needsBumpmap = false; if( texinfo[f->texinfo].flags & SURF_BUMPLIGHT ) { needsBumpmap = true; } int nLuxels = (f->m_LightmapTextureSizeInLuxels[0]+1) * (f->m_LightmapTextureSizeInLuxels[1]+1); if( needsBumpmap ) { lightdatasize += nLuxels * 4 * lightstyles * ( NUM_BUMP_VECTS + 1 ); } else { lightdatasize += nLuxels * 4 * lightstyles; } // Add room for additional light data here that will be packed into lightmap alpha lightdatasize += nLuxels * 4 * lightstyles; } // The incremental lighting code needs us to preserve the contents of dlightdata // since it only recomposites lighting for faces that have lights that touch them. if( g_pIncremental && pdlightdata->Count() ) return; pdlightdata->SetSize( lightdatasize ); } // Clamp the three values for bumped lighting such that we trade off directionality for brightness. static void ColorClampBumped( Vector& color1, Vector& color2, Vector& color3 ) { Vector maxs; Vector *colors[3] = { &color1, &color2, &color3 }; maxs[0] = VectorMaximum( color1 ); maxs[1] = VectorMaximum( color2 ); maxs[2] = VectorMaximum( color3 ); // HACK! Clean this up, and add some else statements #define CONDITION(a,b,c) do { if( maxs[a] >= maxs[b] && maxs[b] >= maxs[c] ) { order[0] = a; order[1] = b; order[2] = c; } } while( 0 ) int order[3]; CONDITION(0,1,2); CONDITION(0,2,1); CONDITION(1,0,2); CONDITION(1,2,0); CONDITION(2,0,1); CONDITION(2,1,0); int i; for( i = 0; i < 3; i++ ) { float max = VectorMaximum( *colors[order[i]] ); if( max <= 1.0f ) { continue; } // This channel is too bright. . take half of the amount that we are over and // add it to the other two channel. float factorToRedist = ( max - 1.0f ) / max; Vector colorToRedist = factorToRedist * *colors[order[i]]; *colors[order[i]] -= colorToRedist; colorToRedist *= 0.5f; *colors[order[(i+1)%3]] += colorToRedist; *colors[order[(i+2)%3]] += colorToRedist; } ColorClamp( color1 ); ColorClamp( color2 ); ColorClamp( color3 ); if( color1[0] < 0.f ) color1[0] = 0.f; if( color1[1] < 0.f ) color1[1] = 0.f; if( color1[2] < 0.f ) color1[2] = 0.f; if( color2[0] < 0.f ) color2[0] = 0.f; if( color2[1] < 0.f ) color2[1] = 0.f; if( color2[2] < 0.f ) color2[2] = 0.f; if( color3[0] < 0.f ) color3[0] = 0.f; if( color3[1] < 0.f ) color3[1] = 0.f; if( color3[2] < 0.f ) color3[2] = 0.f; } static void LinearToBumpedLightmap( const float *linearColor, const float *linearBumpColor1, const float *linearBumpColor2, const float *linearBumpColor3, unsigned char *ret, unsigned char *retBump1, unsigned char *retBump2, unsigned char *retBump3 ) { const Vector &linearBump1 = *( ( const Vector * )linearBumpColor1 ); const Vector &linearBump2 = *( ( const Vector * )linearBumpColor2 ); const Vector &linearBump3 = *( ( const Vector * )linearBumpColor3 ); Vector gammaGoal; // gammaGoal is premultiplied by 1/overbright, which we want gammaGoal[0] = LinearToVertexLight( linearColor[0] ); gammaGoal[1] = LinearToVertexLight( linearColor[1] ); gammaGoal[2] = LinearToVertexLight( linearColor[2] ); Vector bumpAverage = linearBump1; bumpAverage += linearBump2; bumpAverage += linearBump3; bumpAverage *= ( 1.0f / 3.0f ); Vector correctionScale; if( *( int * )&bumpAverage[0] != 0 && *( int * )&bumpAverage[1] != 0 && *( int * )&bumpAverage[2] != 0 ) { // fast path when we know that we don't have to worry about divide by zero. VectorDivide( gammaGoal, bumpAverage, correctionScale ); // correctionScale = gammaGoal / bumpSum; } else { correctionScale.Init( 0.0f, 0.0f, 0.0f ); if( bumpAverage[0] != 0.0f ) { correctionScale[0] = gammaGoal[0] / bumpAverage[0]; } if( bumpAverage[1] != 0.0f ) { correctionScale[1] = gammaGoal[1] / bumpAverage[1]; } if( bumpAverage[2] != 0.0f ) { correctionScale[2] = gammaGoal[2] / bumpAverage[2]; } } Vector correctedBumpColor1; Vector correctedBumpColor2; Vector correctedBumpColor3; VectorMultiply( linearBump1, correctionScale, correctedBumpColor1 ); VectorMultiply( linearBump2, correctionScale, correctedBumpColor2 ); VectorMultiply( linearBump3, correctionScale, correctedBumpColor3 ); Vector check = ( correctedBumpColor1 + correctedBumpColor2 + correctedBumpColor3 ) / 3.0f; ColorClampBumped( correctedBumpColor1, correctedBumpColor2, correctedBumpColor3 ); ret[0] = RoundFloatToByte( gammaGoal[0] * 255.0f ); ret[1] = RoundFloatToByte( gammaGoal[1] * 255.0f ); ret[2] = RoundFloatToByte( gammaGoal[2] * 255.0f ); retBump1[0] = RoundFloatToByte( correctedBumpColor1[0] * 255.0f ); retBump1[1] = RoundFloatToByte( correctedBumpColor1[1] * 255.0f ); retBump1[2] = RoundFloatToByte( correctedBumpColor1[2] * 255.0f ); retBump2[0] = RoundFloatToByte( correctedBumpColor2[0] * 255.0f ); retBump2[1] = RoundFloatToByte( correctedBumpColor2[1] * 255.0f ); retBump2[2] = RoundFloatToByte( correctedBumpColor2[2] * 255.0f ); retBump3[0] = RoundFloatToByte( correctedBumpColor3[0] * 255.0f ); retBump3[1] = RoundFloatToByte( correctedBumpColor3[1] * 255.0f ); retBump3[2] = RoundFloatToByte( correctedBumpColor3[2] * 255.0f ); } //----------------------------------------------------------------------------- // Convert a RGBExp32 to a RGBA8888 // This matches the engine's conversion, so the lighting result is consistent. //----------------------------------------------------------------------------- void ConvertRGBExp32ToRGBA8888( const ColorRGBExp32 *pSrc, unsigned char *pDst ) { Vector linearColor; Vector vertexColor; // convert from ColorRGBExp32 to linear space linearColor[0] = TexLightToLinear( ((ColorRGBExp32 *)pSrc)->r, ((ColorRGBExp32 *)pSrc)->exponent ); linearColor[1] = TexLightToLinear( ((ColorRGBExp32 *)pSrc)->g, ((ColorRGBExp32 *)pSrc)->exponent ); linearColor[2] = TexLightToLinear( ((ColorRGBExp32 *)pSrc)->b, ((ColorRGBExp32 *)pSrc)->exponent ); // convert from linear space to lightmap space // cannot use mathlib routine directly because it doesn't match // the colorspace version found in the engine, which *is* the same sequence here vertexColor[0] = LinearToVertexLight( linearColor[0] ); vertexColor[1] = LinearToVertexLight( linearColor[1] ); vertexColor[2] = LinearToVertexLight( linearColor[2] ); // this is really a color normalization with a floor ColorClamp( vertexColor ); // final [0..255] scale pDst[0] = RoundFloatToByte( vertexColor[0] * 255.0f ); pDst[1] = RoundFloatToByte( vertexColor[1] * 255.0f ); pDst[2] = RoundFloatToByte( vertexColor[2] * 255.0f ); pDst[3] = 255; }