//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// // vrad.c #include "vrad.h" #include "physdll.h" #include "lightmap.h" #include "tier1/strtools.h" #include "vmpi.h" #include "macro_texture.h" #include "vmpi_tools_shared.h" #include "leaf_ambient_lighting.h" #include "tools_minidump.h" #include "loadcmdline.h" #include "byteswap.h" #include "iscratchpad3d.h" #define ALLOWDEBUGOPTIONS (0 || _DEBUG) static FileHandle_t pFpTrans = NULL; /* NOTES ----- every surface must be divided into at least two patches each axis */ CUtlVector g_Patches; CUtlVector g_FacePatches; // constains all patches, children first CUtlVector faceParents; // contains only root patches, use next parent to iterate CUtlVector clusterChildren; CUtlVector emitlight; CUtlVector addlight; int num_sky_cameras; sky_camera_t sky_cameras[MAX_MAP_AREAS]; int area_sky_cameras[MAX_MAP_AREAS]; entity_t *face_entity[MAX_MAP_FACES]; Vector face_offset[MAX_MAP_FACES]; // for rotating bmodels int fakeplanes; unsigned numbounce = 100; // 25; /* Originally this was 8 */ float maxchop = 4; // coarsest allowed number of luxel widths for a patch float minchop = 4; // "-chop" tightest number of luxel widths for a patch, used on edges float dispchop = 8.0f; // number of luxel widths for a patch float g_MaxDispPatchRadius = 1500.0f; // Maximum radius allowed for displacement patches qboolean g_bDumpPatches; bool bDumpNormals = false; bool g_bDumpRtEnv = false; bool bRed2Black = true; bool g_bFastAmbient = false; bool g_bNoSkyRecurse = false; bool g_bFiniteFalloffModel = false; // whether to use 1/xxx or not int junk; Vector ambient( 0, 0, 0 ); float lightscale = 1.0; float dlight_threshold = 0.1; // was DIRECT_LIGHT constant char source[MAX_PATH] = ""; char platformPath[MAX_PATH] = ""; char level_name[MAX_PATH] = ""; // map filename, without extension or path info char global_lights[MAX_PATH] = ""; char designer_lights[MAX_PATH] = ""; char level_lights[MAX_PATH] = ""; char vismatfile[_MAX_PATH] = ""; char incrementfile[_MAX_PATH] = ""; IIncremental *g_pIncremental = 0; bool g_bInterrupt = false; // Wsed with background lighting in WC. Tells VRAD // to stop lighting. float g_SunAngularExtent=0.0; float g_flSkySampleScale = 1.0; float g_flStaticPropSampleScale = 4.0; bool g_bLargeDispSampleRadius = false; bool g_bOnlyStaticProps = false; bool g_bShowStaticPropNormals = false; bool g_bStaticPropBounce = false; float g_flStaticPropBounceBoost = 1.0f; float gamma = 0.5; float indirect_sun = 1.0; float reflectivityScale = 1.0; qboolean do_extra = true; bool debug_extra = false; qboolean do_fast = false; qboolean do_centersamples = false; int extrapasses = 4; float smoothing_threshold = 0.7071067; // cos(45.0*(M_PI/180)) // Cosine of smoothing angle(in radians) float coring = 1.0; // Light threshold to force to blackness(minimizes lightmaps) qboolean texscale = true; int dlight_map = 0; // Setting to 1 forces direct lighting into different lightmap than radiosity float luxeldensity = 1.0; unsigned num_degenerate_faces; qboolean g_bLowPriority = false; qboolean g_bLogHashData = false; bool g_bNoDetailLighting = false; double g_flStartTime; bool g_bStaticPropLighting = false; bool g_bStaticPropPolys = false; bool g_bTextureShadows = false; bool g_bDisablePropSelfShadowing = false; bool g_bFastStaticProps = false; bool g_bDumpBumpStaticProps = false; bool g_bDisableStaticPropVertexInSolidTest = false; CUtlVector g_FacesVisibleToLights; RayTracingEnvironment g_RtEnv; RayTracingEnvironment g_RtEnv_LightBlockers; // ray tracing environment consisting solely of light blockers - used in conjunction with bsp to solve indirect lighting for static props (as opposed to using the full RTE). RayTracingEnvironment g_RtEnv_RadiosityPatches; dface_t *g_pFaces=0; // this is a list of material names used on static props which shouldn't cast shadows. a // sequential search is used since we allow substring matches. its not time critical, and this // functionality is a stopgap until vrad starts reading .vmt files. CUtlVector g_NonShadowCastingMaterialStrings; /* =================================================================== MISC =================================================================== */ int leafparents[MAX_MAP_LEAFS]; int nodeparents[MAX_MAP_NODES]; void MakeParents (int nodenum, int parent) { int i, j; dnode_t *node; nodeparents[nodenum] = parent; node = &dnodes[nodenum]; for (i=0 ; i<2 ; i++) { j = node->children[i]; if (j < 0) leafparents[-j - 1] = nodenum; else MakeParents (j, nodenum); } } /* =================================================================== TEXTURE LIGHT VALUES =================================================================== */ typedef struct { char name[256]; Vector value; char *filename; } texlight_t; #define MAX_TEXLIGHTS 128 texlight_t texlights[MAX_TEXLIGHTS]; int num_texlights; /* ============ ReadLightFile ============ */ void ReadLightFile (char *filename) { char buf[1024]; int file_texlights = 0; FileHandle_t f = g_pFileSystem->Open( filename, "r" ); if (!f) { Warning("Warning: Couldn't open texlight file %s.\n", filename); return; } Msg("[Reading texlights from '%s']\n", filename); while ( CmdLib_FGets( buf, sizeof( buf ), f ) ) { // check ldr/hdr char * scan = buf; if ( !strnicmp( "hdr:", scan, 4) ) { scan += 4; if ( ! g_bHDR ) { continue; } } if ( !strnicmp( "ldr:", scan, 4) ) { scan += 4; if ( g_bHDR ) { continue; } } scan += strspn( scan, " \t" ); char NoShadName[1024]; if ( sscanf(scan,"noshadow %s",NoShadName)==1) { char * dot = strchr( NoShadName, '.' ); if ( dot ) // if they specify .vmt, kill it * dot = 0; //printf("add %s as a non shadow casting material\n",NoShadName); g_NonShadowCastingMaterialStrings.AddToTail( strdup( NoShadName )); } else if ( sscanf( scan, "forcetextureshadow %s", NoShadName ) == 1 ) { //printf("add %s as a non shadow casting material\n",NoShadName); ForceTextureShadowsOnModel( NoShadName ); } else { char szTexlight[256]; Vector value; if ( num_texlights == MAX_TEXLIGHTS ) Error ("Too many texlights, max = %d", MAX_TEXLIGHTS); int argCnt = sscanf (scan, "%s ",szTexlight ); if( argCnt != 1 ) { if ( strlen( scan ) > 4 ) Msg( "ignoring bad texlight '%s' in %s", scan, filename ); continue; } LightForString( scan + strlen( szTexlight ) + 1, value ); int j = 0; for( j; j < num_texlights; j ++ ) { if ( strcmp( texlights[j].name, szTexlight ) == 0 ) { if ( strcmp( texlights[j].filename, filename ) == 0 ) { Msg( "ERROR\a: Duplication of '%s' in file '%s'!\n", texlights[j].name, texlights[j].filename ); } else if ( texlights[j].value[0] != value[0] || texlights[j].value[1] != value[1] || texlights[j].value[2] != value[2] ) { Warning( "Warning: Overriding '%s' from '%s' with '%s'!\n", texlights[j].name, texlights[j].filename, filename ); } else { Warning( "Warning: Redundant '%s' def in '%s' AND '%s'!\n", texlights[j].name, texlights[j].filename, filename ); } break; } } strcpy( texlights[j].name, szTexlight ); VectorCopy( value, texlights[j].value ); texlights[j].filename = filename; file_texlights ++; num_texlights = max( num_texlights, j + 1 ); } } qprintf ( "[%i texlights parsed from '%s']\n\n", file_texlights, filename); g_pFileSystem->Close( f ); } /* ============ LightForTexture ============ */ void LightForTexture( const char *name, Vector& result ) { result[ 0 ] = result[ 1 ] = result[ 2 ] = 0; char baseFilename[ MAX_PATH ]; if ( Q_strncmp( "maps/", name, 5 ) == 0 ) { // this might be a patch texture for cubemaps. try to parse out the original filename. if ( Q_strncmp( level_name, name + 5, Q_strlen( level_name ) ) == 0 ) { const char *base = name + 5 + Q_strlen( level_name ); if ( *base == '/' ) { ++base; // step past the path separator // now we've gotten rid of the 'maps/level_name/' part, so we're left with // 'originalName_%d_%d_%d'. strcpy( baseFilename, base ); bool foundSeparators = true; for ( int i=0; i<3; ++i ) { char *underscore = Q_strrchr( baseFilename, '_' ); if ( underscore && *underscore ) { *underscore = '\0'; } else { foundSeparators = false; } } if ( foundSeparators ) { name = baseFilename; } } } } for (int i=0 ; inumedges); w->numpoints = f->numedges; for (i=0 ; inumedges ; i++) { se = dsurfedges[f->firstedge + i]; if (se < 0) v = dedges[-se].v[1]; else v = dedges[se].v[0]; dv = &dvertexes[v]; VectorAdd (dv->point, origin, w->p[i]); } RemoveColinearPoints (w); return w; } /* ============= BaseLightForFace ============= */ void BaseLightForFace( dface_t *f, Vector& light, float *parea, Vector& reflectivity ) { texinfo_t *tx; dtexdata_t *texdata; // // check for light emited by texture // tx = &texinfo[f->texinfo]; texdata = &dtexdata[tx->texdata]; LightForTexture (TexDataStringTable_GetString( texdata->nameStringTableID ), light); *parea = texdata->height * texdata->width; VectorScale( texdata->reflectivity, reflectivityScale, reflectivity ); // always keep this less than 1 or the solution will not converge for ( int i = 0; i < 3; i++ ) { if ( reflectivity[i] > 0.99 ) reflectivity[i] = 0.99; } } qboolean IsSky (dface_t *f) { texinfo_t *tx; tx = &texinfo[f->texinfo]; if (tx->flags & SURF_SKY) return true; return false; } #ifdef STATIC_FOG /*============= IsFog =============*/ qboolean IsFog( dface_t *f ) { texinfo_t *tx; tx = &texinfo[f->texinfo]; // % denotes a fog texture if( tx->texture[0] == '%' ) return true; return false; } #endif void ProcessSkyCameras() { int i; num_sky_cameras = 0; for (i = 0; i < numareas; ++i) { area_sky_cameras[i] = -1; } for (i = 0; i < num_entities; ++i) { entity_t *e = &entities[i]; const char *name = ValueForKey (e, "classname"); if (stricmp (name, "sky_camera")) continue; Vector origin; GetVectorForKey( e, "origin", origin ); int node = PointLeafnum( origin ); int area = -1; if (node >= 0 && node < numleafs) area = dleafs[node].area; float scale = FloatForKey( e, "scale" ); if (scale > 0.0f) { sky_cameras[num_sky_cameras].origin = origin; sky_cameras[num_sky_cameras].sky_to_world = scale; sky_cameras[num_sky_cameras].world_to_sky = 1.0f / scale; sky_cameras[num_sky_cameras].area = area; if (area >= 0 && area < numareas) { area_sky_cameras[area] = num_sky_cameras; } ++num_sky_cameras; } } } /* ============= MakePatchForFace ============= */ float totalarea; void MakePatchForFace (int fn, winding_t *w) { dface_t *f = g_pFaces + fn; float area; CPatch *patch; Vector centroid(0,0,0); int i, j; texinfo_t *tx; // get texture info tx = &texinfo[f->texinfo]; // No patches at all for fog! #ifdef STATIC_FOG if ( IsFog( f ) ) return; #endif // the sky needs patches or the form factors don't work out correctly // if (IsSky( f ) ) // return; area = WindingArea (w); if (area <= 0) { num_degenerate_faces++; // Msg("degenerate face\n"); return; } totalarea += area; // get a patch int ndxPatch = g_Patches.AddToTail(); patch = &g_Patches[ndxPatch]; memset( patch, 0, sizeof( CPatch ) ); patch->ndxNext = g_Patches.InvalidIndex(); patch->ndxNextParent = g_Patches.InvalidIndex(); patch->ndxNextClusterChild = g_Patches.InvalidIndex(); patch->child1 = g_Patches.InvalidIndex(); patch->child2 = g_Patches.InvalidIndex(); patch->parent = g_Patches.InvalidIndex(); patch->needsBumpmap = tx->flags & SURF_BUMPLIGHT ? true : false; patch->staticPropIdx = -1; // link and save patch data patch->ndxNext = g_FacePatches.Element( fn ); g_FacePatches[fn] = ndxPatch; // patch->next = face_g_Patches[fn]; // face_g_Patches[fn] = patch; // compute a separate scale for chop - since the patch "scale" is the texture scale // we want textures with higher resolution lighting to be chopped up more float chopscale[2]; chopscale[0] = chopscale[1] = 16.0f; if ( texscale ) { // Compute the texture "scale" in s,t for( i=0; i<2; i++ ) { patch->scale[i] = 0.0f; chopscale[i] = 0.0f; for( j=0; j<3; j++ ) { patch->scale[i] += tx->textureVecsTexelsPerWorldUnits[i][j] * tx->textureVecsTexelsPerWorldUnits[i][j]; chopscale[i] += tx->lightmapVecsLuxelsPerWorldUnits[i][j] * tx->lightmapVecsLuxelsPerWorldUnits[i][j]; } patch->scale[i] = sqrt( patch->scale[i] ); chopscale[i] = sqrt( chopscale[i] ); } } else { patch->scale[0] = patch->scale[1] = 1.0f; } patch->area = area; patch->sky = IsSky( f ); // chop scaled up lightmaps coarser patch->luxscale = ((chopscale[0]+chopscale[1])/2); patch->chop = maxchop; #ifdef STATIC_FOG patch->fog = FALSE; #endif patch->winding = w; patch->plane = &dplanes[f->planenum]; // make a new plane to adjust for origined bmodels if (face_offset[fn][0] || face_offset[fn][1] || face_offset[fn][2] ) { dplane_t *pl; // origin offset faces must create new planes if (numplanes + fakeplanes >= MAX_MAP_PLANES) { Error ("numplanes + fakeplanes >= MAX_MAP_PLANES"); } pl = &dplanes[numplanes + fakeplanes]; fakeplanes++; *pl = *(patch->plane); pl->dist += DotProduct (face_offset[fn], pl->normal); patch->plane = pl; } patch->faceNumber = fn; WindingCenter (w, patch->origin); // Save "center" for generating the face normals later. VectorSubtract( patch->origin, face_offset[fn], face_centroids[fn] ); VectorCopy( patch->plane->normal, patch->normal ); WindingBounds (w, patch->face_mins, patch->face_maxs); VectorCopy( patch->face_mins, patch->mins ); VectorCopy( patch->face_maxs, patch->maxs ); BaseLightForFace( f, patch->baselight, &patch->basearea, patch->reflectivity ); // Chop all texlights very fine. if ( !VectorCompare( patch->baselight, vec3_origin ) ) { // patch->chop = do_extra ? maxchop / 2 : maxchop; tx->flags |= SURF_LIGHT; } // get rid of do extra functionality on displacement surfaces if( ValidDispFace( f ) ) { patch->chop = maxchop; } // FIXME: If we wanted to add a dependency from vrad to the material system, // we could do this. It would add a bunch of file accesses, though: /* // Check for a material var which would override the patch chop bool bFound; const char *pMaterialName = TexDataStringTable_GetString( dtexdata[ tx->texdata ].nameStringTableID ); MaterialSystemMaterial_t hMaterial = FindMaterial( pMaterialName, &bFound, false ); if ( bFound ) { const char *pChopValue = GetMaterialVar( hMaterial, "%chop" ); if ( pChopValue ) { float flChopValue; if ( sscanf( pChopValue, "%f", &flChopValue ) > 0 ) { patch->chop = flChopValue; } } } */ } entity_t *EntityForModel (int modnum) { int i; char *s; char name[16]; sprintf (name, "*%i", modnum); // search the entities for one using modnum for (i=0 ; inumfaces ; j++) { fn = mod->firstface + j; face_entity[fn] = ent; VectorCopy (origin, face_offset[fn]); f = &g_pFaces[fn]; if( f->dispinfo == -1 ) { w = WindingFromFace (f, origin ); MakePatchForFace( fn, w ); } } } if (num_degenerate_faces > 0) { qprintf("%d degenerate faces\n", num_degenerate_faces ); } qprintf ("%i square feet [%.2f square inches]\n", (int)(totalarea/144), totalarea ); // make the displacement surface patches StaticDispMgr()->MakePatches(); if ( g_bStaticPropBounce ) { StaticPropMgr()->MakePatches(); } } /* ======================================================================= SUBDIVIDE ======================================================================= */ //----------------------------------------------------------------------------- // Purpose: does this surface take/emit light //----------------------------------------------------------------------------- bool PreventSubdivision( CPatch *patch ) { if ( patch->faceNumber < 0 ) { // static prop patch return true; } dface_t *f = g_pFaces + patch->faceNumber; texinfo_t *tx = &texinfo[f->texinfo]; if (tx->flags & SURF_NOCHOP) return true; if (tx->flags & SURF_NOLIGHT && !(tx->flags & SURF_LIGHT)) return true; return false; } //----------------------------------------------------------------------------- // Purpose: subdivide the "parent" patch //----------------------------------------------------------------------------- int CreateChildPatch( int nParentIndex, winding_t *pWinding, float flArea, const Vector &vecCenter ) { int nChildIndex = g_Patches.AddToTail(); CPatch *child = &g_Patches[nChildIndex]; CPatch *parent = &g_Patches[nParentIndex]; // copy all elements of parent patch to children *child = *parent; // Set up links child->ndxNext = g_Patches.InvalidIndex(); child->ndxNextParent = g_Patches.InvalidIndex(); child->ndxNextClusterChild = g_Patches.InvalidIndex(); child->child1 = g_Patches.InvalidIndex(); child->child2 = g_Patches.InvalidIndex(); child->parent = nParentIndex; child->m_IterationKey = 0; child->winding = pWinding; child->area = flArea; VectorCopy( vecCenter, child->origin ); if ( ValidDispFace( g_pFaces + child->faceNumber ) ) { // shouldn't get here anymore!! Msg( "SubdividePatch: Error - Should not be here!\n" ); StaticDispMgr()->GetDispSurfNormal( child->faceNumber, child->origin, child->normal, true ); } else { GetPhongNormal( child->faceNumber, child->origin, child->normal ); } child->planeDist = child->plane->dist; WindingBounds(child->winding, child->mins, child->maxs); if ( !VectorCompare( child->baselight, vec3_origin ) ) { // don't check edges on surf lights return nChildIndex; } // Subdivide patch towards minchop if on the edge of the face Vector total; VectorSubtract( child->maxs, child->mins, total ); VectorScale( total, child->luxscale, total ); if ( child->chop > minchop && (total[0] < child->chop) && (total[1] < child->chop) && (total[2] < child->chop) ) { for ( int i=0; i<3; ++i ) { if ( (child->face_maxs[i] == child->maxs[i] || child->face_mins[i] == child->mins[i] ) && total[i] > minchop ) { child->chop = max( minchop, child->chop / 2 ); break; } } } return nChildIndex; } //----------------------------------------------------------------------------- // Purpose: subdivide the "parent" patch //----------------------------------------------------------------------------- void SubdividePatch( int ndxPatch ) { winding_t *w, *o1, *o2; Vector total; Vector split; vec_t dist; vec_t widest = -1; int i, widest_axis = -1; bool bSubdivide = false; // get the current patch CPatch *patch = &g_Patches.Element( ndxPatch ); if ( !patch ) return; // never subdivide sky patches if ( patch->sky ) return; // get the patch winding w = patch->winding; // subdivide along the widest axis VectorSubtract (patch->maxs, patch->mins, total); VectorScale( total, patch->luxscale, total ); for (i=0 ; i<3 ; i++) { if ( total[i] > widest ) { widest_axis = i; widest = total[i]; } if ( (total[i] >= patch->chop) && (total[i] >= minchop) ) { bSubdivide = true; } } if ((!bSubdivide) && widest_axis != -1) { // make more square if (total[widest_axis] > total[(widest_axis + 1) % 3] * 2 && total[widest_axis] > total[(widest_axis + 2) % 3] * 2) { if (patch->chop > minchop) { bSubdivide = true; patch->chop = max( minchop, patch->chop / 2 ); } } } if ( !bSubdivide ) return; // split the winding VectorCopy (vec3_origin, split); split[widest_axis] = 1; dist = (patch->mins[widest_axis] + patch->maxs[widest_axis])*0.5f; ClipWindingEpsilon (w, split, dist, ON_EPSILON, &o1, &o2); // calculate the area of the patches to see if they are "significant" Vector center1, center2; float area1 = WindingAreaAndBalancePoint( o1, center1 ); float area2 = WindingAreaAndBalancePoint( o2, center2 ); if( area1 == 0 || area2 == 0 ) { Msg( "zero area child patch\n" ); return; } // create new child patches int ndxChild1Patch = CreateChildPatch( ndxPatch, o1, area1, center1 ); int ndxChild2Patch = CreateChildPatch( ndxPatch, o2, area2, center2 ); // FIXME: This could go into CreateChildPatch if child1, child2 were stored in the patch as child[0], child[1] patch = &g_Patches.Element( ndxPatch ); patch->child1 = ndxChild1Patch; patch->child2 = ndxChild2Patch; SubdividePatch( ndxChild1Patch ); SubdividePatch( ndxChild2Patch ); } /* ============= SubdividePatches ============= */ void SubdividePatches (void) { unsigned i, num; if (numbounce == 0) return; unsigned int uiPatchCount = g_Patches.Count(); qprintf ("%i patches before subdivision\n", uiPatchCount); for (i = 0; i < uiPatchCount; i++) { CPatch *pCur = &g_Patches.Element( i ); pCur->planeDist = pCur->plane->dist; if ( pCur->faceNumber < 0 ) { // This and all following patches are "fake" staticprop patches. Set up parent data structure for them. break; } pCur->ndxNextParent = faceParents.Element( pCur->faceNumber ); faceParents[pCur->faceNumber] = pCur - g_Patches.Base(); } for (i=0 ; i< uiPatchCount; i++) { CPatch *patch = &g_Patches.Element( i ); patch->parent = -1; if ( PreventSubdivision(patch) ) continue; if (!do_fast) { if( g_pFaces[patch->faceNumber].dispinfo == -1 ) { SubdividePatch( i ); } else { StaticDispMgr()->SubdividePatch( i ); } } } // fixup next pointers for (i = 0; i < (unsigned)numfaces; i++) { g_FacePatches[i] = g_FacePatches.InvalidIndex(); } uiPatchCount = g_Patches.Count(); for (i = 0; i < uiPatchCount; i++) { CPatch *pCur = &g_Patches.Element( i ); if ( pCur->faceNumber < 0) { // Static prop patches don't have an associated face continue; } pCur->ndxNext = g_FacePatches.Element( pCur->faceNumber ); g_FacePatches[pCur->faceNumber] = pCur - g_Patches.Base(); #if 0 CPatch *prev; prev = face_g_Patches[g_Patches[i].faceNumber]; g_Patches[i].next = prev; face_g_Patches[g_Patches[i].faceNumber] = &g_Patches[i]; #endif } // Cache off the leaf number: // We have to do this after subdivision because some patches span leaves. // (only the faces for model #0 are split by it's BSP which is what governs the PVS, and the leaves we're interested in) // Sub models (1-255) are only split for the BSP that their model forms. // When those patches are subdivided their origins can end up in a different leaf. // The engine will split (clip) those faces at run time to the world BSP because the models // are dynamic and can be moved. In the software renderer, they must be split exactly in order // to sort per polygon. for ( i = 0; i < uiPatchCount; i++ ) { g_Patches[i].clusterNumber = ClusterFromPoint( g_Patches[i].origin ); // // test for point in solid space (can happen with detail and displacement surfaces) // if( g_Patches[i].clusterNumber == -1 ) { for( int j = 0; j < g_Patches[i].winding->numpoints; j++ ) { int clusterNumber = ClusterFromPoint( g_Patches[i].winding->p[j] ); if( clusterNumber != -1 ) { g_Patches[i].clusterNumber = clusterNumber; break; } } } } // build the list of patches that need to be lit for ( num = 0; num < uiPatchCount; num++ ) { // do them in reverse order i = uiPatchCount - num - 1; // skip patches with children CPatch *pCur = &g_Patches.Element( i ); if( pCur->child1 == g_Patches.InvalidIndex() ) { if( pCur->clusterNumber != - 1 ) { pCur->ndxNextClusterChild = clusterChildren.Element( pCur->clusterNumber ); clusterChildren[pCur->clusterNumber] = pCur - g_Patches.Base(); } } #if 0 if (g_Patches[i].child1 == g_Patches.InvalidIndex() ) { if( g_Patches[i].clusterNumber != -1 ) { g_Patches[i].nextclusterchild = cluster_children[g_Patches[i].clusterNumber]; cluster_children[g_Patches[i].clusterNumber] = &g_Patches[i]; } } #endif } qprintf ("%i patches after subdivision\n", uiPatchCount); } //===================================================================== /* ============= MakeScales This is the primary time sink. It can be run multi threaded. ============= */ int total_transfer; int max_transfer; //----------------------------------------------------------------------------- // Purpose: Computes the form factor from a polygon patch to a differential patch // using formula 81 of Philip Dutre's Global Illumination Compendium, // phil@graphics.cornell.edu, http://www.graphics.cornell.edu/~phil/GI/ //----------------------------------------------------------------------------- float FormFactorPolyToDiff ( CPatch *pPolygon, CPatch* pDifferential ) { winding_t *pWinding = pPolygon->winding; float flFormFactor = 0.0f; for ( int iPoint = 0; iPoint < pWinding->numpoints; iPoint++ ) { int iNextPoint = ( iPoint < pWinding->numpoints - 1 ) ? iPoint + 1 : 0; Vector vGammaVector, vVector1, vVector2; VectorSubtract( pWinding->p[ iPoint ], pDifferential->origin, vVector1 ); VectorSubtract( pWinding->p[ iNextPoint ], pDifferential->origin, vVector2 ); VectorNormalize( vVector1 ); VectorNormalize( vVector2 ); CrossProduct( vVector1, vVector2, vGammaVector ); float flSinAlpha = VectorNormalize( vGammaVector ); if (flSinAlpha < -1.0f || flSinAlpha > 1.0f) return 0.0f; vGammaVector *= asin( flSinAlpha ); flFormFactor += DotProduct( vGammaVector, pDifferential->normal ); } flFormFactor *= ( 0.5f / pPolygon->area ); // divide by pi later, multiply by area later return flFormFactor; } //----------------------------------------------------------------------------- // Purpose: Computes the form factor from a differential element to a differential // element. This is okay when the distance between patches is 5 times // greater than patch size. Lecture slides by Pat Hanrahan, // http://graphics.stanford.edu/courses/cs348b-00/lectures/lecture17/radiosity.2.pdf //----------------------------------------------------------------------------- float FormFactorDiffToDiff ( CPatch *pDiff1, CPatch* pDiff2 ) { Vector vDelta; VectorSubtract( pDiff1->origin, pDiff2->origin, vDelta ); float flLength = VectorNormalize( vDelta ); return -DotProduct( vDelta, pDiff1->normal ) * DotProduct( vDelta, pDiff2->normal ) / ( flLength * flLength ); } void MakeTransfer( int ndxPatch1, int ndxPatch2, transfer_t *all_transfers ) //void MakeTransfer (CPatch *patch, CPatch *patch2, transfer_t *all_transfers ) { Vector delta; vec_t scale; float trans; transfer_t *transfer; // // get patches // if( ndxPatch1 == g_Patches.InvalidIndex() || ndxPatch2 == g_Patches.InvalidIndex() ) return; CPatch *pPatch1 = &g_Patches.Element( ndxPatch1 ); CPatch *pPatch2 = &g_Patches.Element( ndxPatch2 ); if (IsSky( &g_pFaces[ pPatch2->faceNumber ] ) ) return; // overflow check! if ( pPatch1->numtransfers >= MAX_PATCHES) { return; } // hack for patch areas that area <= 0 (degenerate) if ( pPatch2->area <= 0) { return; } transfer = &all_transfers[pPatch1->numtransfers]; scale = FormFactorDiffToDiff( pPatch2, pPatch1 ); // patch normals may be > 90 due to smoothing groups if (scale <= 0) { //Msg("scale <= 0\n"); return; } // Test 5 times rule Vector vDelta; VectorSubtract( pPatch1->origin, pPatch2->origin, vDelta ); float flThreshold = ( M_PI * 0.04 ) * DotProduct( vDelta, vDelta ); if (flThreshold < pPatch2->area) { scale = FormFactorPolyToDiff( pPatch2, pPatch1 ); if (scale <= 0.0) return; } trans = (pPatch2->area*scale); if (trans <= TRANSFER_EPSILON) { return; } transfer->patch = pPatch2 - g_Patches.Base(); // FIXME: why is this not trans? transfer->transfer = trans; #if 0 // DEBUG! Dump patches and transfer connection for displacements. This creates a lot of data, so only // use it when you really want it - that is why it is #if-ed out. if ( g_bDumpPatches ) { if ( !pFpTrans ) { pFpTrans = g_pFileSystem->Open( "trans.txt", "w" ); } Vector light = pPatch1->totallight.light[0] + pPatch1->directlight; WriteWinding( pFpTrans, pPatch1->winding, light ); light = pPatch2->totallight.light[0] + pPatch2->directlight; WriteWinding( pFpTrans, pPatch2->winding, light ); WriteLine( pFpTrans, pPatch1->origin, pPatch2->origin, Vector( 255, 0, 255 ) ); } #endif pPatch1->numtransfers++; } void MakeScales ( int ndxPatch, transfer_t *all_transfers ) { int j; float total; transfer_t *t, *t2; total = 0; if( ndxPatch == g_Patches.InvalidIndex() ) return; CPatch *patch = &g_Patches.Element( ndxPatch ); // copy the transfers out if (patch->numtransfers) { if (patch->numtransfers > max_transfer) { max_transfer = patch->numtransfers; } patch->transfers = ( transfer_t* )calloc (1, patch->numtransfers * sizeof(transfer_t)); if (!patch->transfers) Error ("Memory allocation failure"); // get total transfer energy t2 = all_transfers; // overflow check! for (j=0 ; jnumtransfers ; j++, t2++) { total += t2->transfer; } // the total transfer should be PI, but we need to correct errors due to overlaping surfaces if (total > M_PI) total = 1.0f/total; else total = 1.0f/M_PI; t = patch->transfers; t2 = all_transfers; for (j=0 ; jnumtransfers ; j++, t++, t2++) { t->transfer = t2->transfer*total; t->patch = t2->patch; } if (patch->numtransfers > max_transfer) { max_transfer = patch->numtransfers; } } else { // Error - patch has no transfers // patch->totallight[2] = 255; } ThreadLock (); total_transfer += patch->numtransfers; ThreadUnlock (); } /* ============= WriteWorld ============= */ void WriteWorld (char *name, int iBump) { unsigned j; FileHandle_t out; CPatch *patch; out = g_pFileSystem->Open( name, "w" ); if (!out) Error ("Couldn't open %s", name); unsigned int uiPatchCount = g_Patches.Count(); for (j=0; jchild1 != g_Patches.InvalidIndex() ) continue; if( patch->clusterNumber == -1 ) { Vector vGreen; VectorClear( vGreen ); vGreen[1] = 256.0f; WriteWinding( out, patch->winding, vGreen ); } else { Vector light = patch->totallight.light[iBump] + patch->directlight; WriteWinding( out, patch->winding, light ); if( bDumpNormals ) { WriteNormal( out, patch->origin, patch->plane->normal, 15.0f, patch->plane->normal * 255.0f ); } } } g_pFileSystem->Close( out ); } void WriteRTEnv (char *name) { FileHandle_t out; out = g_pFileSystem->Open( name, "w" ); if (!out) Error ("Couldn't open %s", name); winding_t *triw = AllocWinding( 3 ); triw->numpoints = 3; for( int i = 0; i < g_RtEnv.OptimizedTriangleList.Count(); i++ ) { triw->p[0] = g_RtEnv.OptimizedTriangleList[i].Vertex( 0); triw->p[1] = g_RtEnv.OptimizedTriangleList[i].Vertex( 1); triw->p[2] = g_RtEnv.OptimizedTriangleList[i].Vertex( 2); int id = g_RtEnv.OptimizedTriangleList[i].m_Data.m_GeometryData.m_nTriangleID; Vector color(0, 0, 0); if (id & TRACE_ID_OPAQUE) color.Init(0, 255, 0); if (id & TRACE_ID_SKY) color.Init(0, 0, 255); if (id & TRACE_ID_STATICPROP) color.Init(255, 0, 0); WriteWinding(out, triw, color); } FreeWinding(triw); g_pFileSystem->Close( out ); } void WriteWinding (FileHandle_t out, winding_t *w, Vector& color ) { int i; CmdLib_FPrintf (out, "%i\n", w->numpoints); for (i=0 ; inumpoints ; i++) { CmdLib_FPrintf (out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n", w->p[i][0], w->p[i][1], w->p[i][2], color[ 0 ] / 256, color[ 1 ] / 256, color[ 2 ] / 256 ); } } void WriteNormal( FileHandle_t out, Vector const &nPos, Vector const &nDir, float length, Vector const &color ) { CmdLib_FPrintf( out, "2\n" ); CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n", nPos.x, nPos.y, nPos.z, color.x / 256, color.y / 256, color.z / 256 ); CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n", nPos.x + ( nDir.x * length ), nPos.y + ( nDir.y * length ), nPos.z + ( nDir.z * length ), color.x / 256, color.y / 256, color.z / 256 ); } void WriteLine( FileHandle_t out, const Vector &vecPos1, const Vector &vecPos2, const Vector &color ) { CmdLib_FPrintf( out, "2\n" ); CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n", vecPos1.x, vecPos1.y, vecPos1.z, color.x / 256, color.y / 256, color.z / 256 ); CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n", vecPos2.x, vecPos2.y, vecPos2.z, color.x / 256, color.y / 256, color.z / 256 ); } void WriteTrace( const char *pFileName, const FourRays &rays, const RayTracingResult& result ) { FileHandle_t out; out = g_pFileSystem->Open( pFileName, "a" ); if (!out) Error ("Couldn't open %s", pFileName); // Draws rays for ( int i = 0; i < 4; ++i ) { Vector vecOrigin = rays.origin.Vec(i); Vector vecEnd = rays.direction.Vec(i); VectorNormalize( vecEnd ); vecEnd *= SubFloat( result.HitDistance, i ); vecEnd += vecOrigin; WriteLine( out, vecOrigin, vecEnd, Vector( 256, 0, 0 ) ); WriteNormal( out, vecEnd, result.surface_normal.Vec(i), 10.0f, Vector( 256, 265, 0 ) ); } g_pFileSystem->Close( out ); } /* ============= CollectLight ============= */ // patch's totallight += new light received to each patch // patch's emitlight = addlight (newly received light from GatherLight) // patch's addlight = 0 // pull received light from children. void CollectLight( Vector& total ) { int i, j; CPatch *patch; VectorFill( total, 0 ); // process patches in reverse order so that children are processed before their parents unsigned int uiPatchCount = g_Patches.Count(); for( i = uiPatchCount - 1; i >= 0; i-- ) { patch = &g_Patches.Element( i ); int normalCount = patch->needsBumpmap ? NUM_BUMP_VECTS+1 : 1; // sky's never collect light, it is just dropped if (patch->sky) { VectorFill( emitlight[ i ], 0 ); } else if ( patch->child1 == g_Patches.InvalidIndex() ) { // This is a leaf node. for ( j = 0; j < normalCount; j++ ) { VectorAdd( patch->totallight.light[j], addlight[i].light[j], patch->totallight.light[j] ); } VectorCopy( addlight[i].light[0], emitlight[i] ); VectorAdd( total, emitlight[i], total ); } else { // This is an interior node. // Pull received light from children. float s1, s2; CPatch *child1; CPatch *child2; child1 = &g_Patches[patch->child1]; child2 = &g_Patches[patch->child2]; // BUG: This doesn't do anything? if ((int)patch->area != (int)(child1->area + child2->area)) s1 = 0; s1 = child1->area / (child1->area + child2->area); s2 = child2->area / (child1->area + child2->area); // patch->totallight = s1 * child1->totallight + s2 * child2->totallight for ( j = 0; j < normalCount; j++ ) { VectorScale( child1->totallight.light[j], s1, patch->totallight.light[j] ); VectorMA( patch->totallight.light[j], s2, child2->totallight.light[j], patch->totallight.light[j] ); } // patch->emitlight = s1 * child1->emitlight + s2 * child2->emitlight VectorScale( emitlight[patch->child1], s1, emitlight[i] ); VectorMA( emitlight[i], s2, emitlight[patch->child2], emitlight[i] ); } for ( j = 0; j < NUM_BUMP_VECTS+1; j++ ) { VectorFill( addlight[ i ].light[j], 0 ); } } } /* ============= GatherLight Get light from other patches Run multi-threaded ============= */ #ifdef _WIN32 #pragma warning (disable:4701) #endif extern void GetBumpNormals( const float* sVect, const float* tVect, const Vector& flatNormal, const Vector& phongNormal, Vector bumpNormals[NUM_BUMP_VECTS] ); void PreGetBumpNormalsForDisp( texinfo_t *pTexinfo, Vector &vecU, Vector &vecV, Vector &vecNormal ) { Vector vecTexU( pTexinfo->textureVecsTexelsPerWorldUnits[0][0], pTexinfo->textureVecsTexelsPerWorldUnits[0][1], pTexinfo->textureVecsTexelsPerWorldUnits[0][2] ); Vector vecTexV( pTexinfo->textureVecsTexelsPerWorldUnits[1][0], pTexinfo->textureVecsTexelsPerWorldUnits[1][1], pTexinfo->textureVecsTexelsPerWorldUnits[1][2] ); Vector vecLightU( pTexinfo->lightmapVecsLuxelsPerWorldUnits[0][0], pTexinfo->lightmapVecsLuxelsPerWorldUnits[0][1], pTexinfo->lightmapVecsLuxelsPerWorldUnits[0][2] ); Vector vecLightV( pTexinfo->lightmapVecsLuxelsPerWorldUnits[1][0], pTexinfo->lightmapVecsLuxelsPerWorldUnits[1][1], pTexinfo->lightmapVecsLuxelsPerWorldUnits[1][2] ); VectorNormalize( vecTexU ); VectorNormalize( vecTexV ); VectorNormalize( vecLightU ); VectorNormalize( vecLightV ); bool bDoConversion = false; if ( fabs( vecTexU.Dot( vecLightU ) ) < 0.999f ) { bDoConversion = true; } if ( fabs( vecTexV.Dot( vecLightV ) ) < 0.999f ) { bDoConversion = true; } if ( bDoConversion ) { matrix3x4_t matTex( vecTexU, vecTexV, vecNormal, vec3_origin ); matrix3x4_t matLight( vecLightU, vecLightV, vecNormal, vec3_origin ); matrix3x4_t matTmp; ConcatTransforms ( matLight, matTex, matTmp ); MatrixGetColumn( matTmp, 0, vecU ); MatrixGetColumn( matTmp, 1, vecV ); MatrixGetColumn( matTmp, 2, vecNormal ); Assert( fabs( vecTexU.Dot( vecTexV ) ) <= 0.001f ); return; } vecU = vecTexU; vecV = vecTexV; } void GatherLight (int threadnum, void *pUserData) { int i, j, k; transfer_t *trans; int num; CPatch *patch; Vector sum, v; while (1) { j = GetThreadWork (); if (j == -1) break; patch = &g_Patches[j]; trans = patch->transfers; num = patch->numtransfers; if ( patch->needsBumpmap ) { Vector delta; Vector bumpSum[NUM_BUMP_VECTS+1]; Vector normals[NUM_BUMP_VECTS+1]; // Disps bool bDisp = ( patch->faceNumber >= 0 ) && ( g_pFaces[ patch->faceNumber ].dispinfo != -1 ); if ( bDisp ) { normals[0] = patch->normal; texinfo_t *pTexinfo = &texinfo[g_pFaces[patch->faceNumber].texinfo]; Vector vecTexU, vecTexV; PreGetBumpNormalsForDisp( pTexinfo, vecTexU, vecTexV, normals[0] ); // use facenormal along with the smooth normal to build the three bump map vectors GetBumpNormals( vecTexU, vecTexV, normals[0], normals[0], &normals[1] ); } else { GetPhongNormal( patch->faceNumber, patch->origin, normals[0] ); texinfo_t *pTexinfo = &texinfo[g_pFaces[patch->faceNumber].texinfo]; // use facenormal along with the smooth normal to build the three bump map vectors GetBumpNormals( pTexinfo->textureVecsTexelsPerWorldUnits[0], pTexinfo->textureVecsTexelsPerWorldUnits[1], patch->normal, normals[0], &normals[1] ); } // force the base lightmap to use the flat normal instead of the phong normal // FIXME: why does the patch not use the phong normal? normals[0] = patch->normal; for ( i = 0; i < NUM_BUMP_VECTS+1; i++ ) { VectorFill( bumpSum[i], 0 ); } float dot; for (k=0 ; kpatch]; // get vector to other patch VectorSubtract (patch2->origin, patch->origin, delta); VectorNormalize (delta); // find light emitted from other patch for(i=0; i<3; i++) { v[i] = emitlight[trans->patch][i] * patch2->reflectivity[i]; } // remove normal already factored into transfer steradian float scale = 1.0f / DotProduct (delta, patch->normal); VectorScale( v, trans->transfer * scale, v ); Vector bumpTransfer; for ( i = 0; i < NUM_BUMP_VECTS+1; i++ ) { dot = DotProduct( delta, normals[i] ); if ( dot <= 0 ) { // Assert( i > 0 ); // if this hits, then the transfer shouldn't be here. It doesn't face the flat normal of this face! continue; } bumpTransfer = v * dot; VectorAdd( bumpSum[i], bumpTransfer, bumpSum[i] ); } } for ( i = 0; i < NUM_BUMP_VECTS+1; i++ ) { VectorCopy( bumpSum[i], addlight[j].light[i] ); } } else { VectorFill( sum, 0 ); for (k=0 ; kpatch][i] * g_Patches[trans->patch].reflectivity[i]; } VectorScale( v, trans->transfer, v ); VectorAdd( sum, v, sum ); } VectorCopy( sum, addlight[j].light[0] ); } } } #ifdef _WIN32 #pragma warning (default:4701) #endif /* ============= BounceLight ============= */ void BounceLight (void) { unsigned i; Vector added; char name[64]; qboolean bouncing = numbounce > 0; unsigned int uiPatchCount = g_Patches.Count(); for (i=0 ; iOpen( "lightemit.txt", "w" ); unsigned int uiPatchCount = g_Patches.Size(); for (i=0 ; iClose( dFp ); for (i=0; iemitlight to receiver->addlight uiPatchCount = g_Patches.Count(); RunThreadsOn (uiPatchCount, true, GatherLight); // move newly received light (addlight) to light to be sent out (emitlight) // start at children and pull light up to parents // light is always received to leaf patches CollectLight( added ); qprintf ("\tBounce #%i added RGB(%.0f, %.0f, %.0f)\n", i+1, added[0], added[1], added[2] ); if ( i+1 == numbounce || (added[0] < 1.0 && added[1] < 1.0 && added[2] < 1.0) ) bouncing = false; i++; if ( g_bDumpPatches && !bouncing && i != 1) { sprintf (name, "bounce%i.txt", i); WriteWorld (name, 0); } } } //----------------------------------------------------------------------------- // Purpose: Counts the number of clusters in a map with no visibility // Output : int //----------------------------------------------------------------------------- int CountClusters( void ) { int clusterCount = 0; for ( int i = 0; i < numleafs; i++ ) { if ( dleafs[i].cluster > clusterCount ) clusterCount = dleafs[i].cluster; } return clusterCount + 1; } /* ============= RadWorld ============= */ void RadWorld_Start() { unsigned i; if (luxeldensity < 1.0) { // Remember the old lightmap vectors. float oldLightmapVecs[MAX_MAP_TEXINFO][2][4]; for (i = 0; i < texinfo.Count(); i++) { for( int j=0; j < 2; j++ ) { for( int k=0; k < 3; k++ ) { oldLightmapVecs[i][j][k] = texinfo[i].lightmapVecsLuxelsPerWorldUnits[j][k]; } } } // rescale luxels to be no denser than "luxeldensity" for (i = 0; i < texinfo.Count(); i++) { texinfo_t *tx = &texinfo[i]; for (int j = 0; j < 2; j++ ) { Vector tmp( tx->lightmapVecsLuxelsPerWorldUnits[j][0], tx->lightmapVecsLuxelsPerWorldUnits[j][1], tx->lightmapVecsLuxelsPerWorldUnits[j][2] ); float scale = VectorNormalize( tmp ); // only rescale them if the current scale is "tighter" than the desired scale // FIXME: since this writes out to the BSP file every run, once it's set high it can't be reset // to a lower value. if (fabs( scale ) > luxeldensity) { if (scale < 0) { scale = -luxeldensity; } else { scale = luxeldensity; } VectorScale( tmp, scale, tmp ); tx->lightmapVecsLuxelsPerWorldUnits[j][0] = tmp.x; tx->lightmapVecsLuxelsPerWorldUnits[j][1] = tmp.y; tx->lightmapVecsLuxelsPerWorldUnits[j][2] = tmp.z; } } } UpdateAllFaceLightmapExtents(); } MakeParents (0, -1); BuildClusterTable(); // turn each face into a single patch MakePatches (); PairEdges (); // store the vertex normals calculated in PairEdges // so that the can be written to the bsp file for // use in the engine SaveVertexNormals(); // subdivide patches to a maximum dimension SubdividePatches (); // add displacement faces to cluster table AddDispsToClusterTable(); if ( g_bStaticPropBounce ) { AddStaticPropPatchesToClusterTable(); } // create directlights out of patches and lights CreateDirectLights (); // set up sky cameras ProcessSkyCameras(); } // This function should fill in the indices into g_pFaces[] for the faces // with displacements that touch the specified leaf. void STUB_GetDisplacementsTouchingLeaf( int iLeaf, CUtlVector &dispFaces ) { } void BuildFacesVisibleToLights( bool bAllVisible ) { g_FacesVisibleToLights.SetSize( numfaces/8 + 1 ); if( bAllVisible ) { memset( g_FacesVisibleToLights.Base(), 0xFF, g_FacesVisibleToLights.Count() ); return; } // First merge all the light PVSes. CUtlVector aggregate; aggregate.SetSize( (dvis->numclusters/8) + 1 ); memset( aggregate.Base(), 0, aggregate.Count() ); int nDWords = aggregate.Count() / 4; int nBytes = aggregate.Count() - nDWords*4; for( directlight_t *dl = activelights; dl != NULL; dl = dl->next ) { byte *pIn = dl->pvs; byte *pOut = aggregate.Base(); for( int iDWord=0; iDWord < nDWords; iDWord++ ) { *((unsigned long*)pOut) |= *((unsigned long*)pIn); pIn += 4; pOut += 4; } for( int iByte=0; iByte < nBytes; iByte++ ) { *pOut |= *pIn; ++pOut; ++pIn; } } // Now tag any faces that are visible to this monster PVS. for( int iCluster=0; iCluster < dvis->numclusters; iCluster++ ) { if( g_ClusterLeaves[iCluster].leafCount ) { if( aggregate[iCluster>>3] & (1 << (iCluster & 7)) ) { for ( int i = 0; i < g_ClusterLeaves[iCluster].leafCount; i++ ) { int iLeaf = g_ClusterLeaves[iCluster].leafs[i]; // Tag all the faces. int iFace; for( iFace=0; iFace < dleafs[iLeaf].numleaffaces; iFace++ ) { int index = dleafs[iLeaf].firstleafface + iFace; index = dleaffaces[index]; assert( index < numfaces ); g_FacesVisibleToLights[index >> 3] |= (1 << (index & 7)); } // Fill in STUB_GetDisplacementsTouchingLeaf when it's available // so displacements get relit. CUtlVector dispFaces; STUB_GetDisplacementsTouchingLeaf( iLeaf, dispFaces ); for( iFace=0; iFace < dispFaces.Count(); iFace++ ) { int index = dispFaces[iFace]; g_FacesVisibleToLights[index >> 3] |= (1 << (index & 7)); } } } } } // For stats.. figure out how many faces it's going to touch. int nFacesToProcess = 0; for( int i=0; i < numfaces; i++ ) { if( g_FacesVisibleToLights[i>>3] & (1 << (i & 7)) ) ++nFacesToProcess; } } void MakeAllScales (void) { // determine visibility between patches BuildVisMatrix (); // release visibility matrix FreeVisMatrix (); Msg("transfers %d, max %d\n", total_transfer, max_transfer ); qprintf ("transfer lists: %5.1f megs\n" , (float)total_transfer * sizeof(transfer_t) / (1024*1024)); if ( g_bStaticPropBounce ) { int nTransfers = 0; for ( int i = 0; i < g_Patches.Count(); i++ ) { CPatch *pCur = &g_Patches.Element( i ); if ( pCur->faceNumber >= 0 ) { continue; } nTransfers += pCur->numtransfers; } Msg( "static prop patch transfers %d\n", nTransfers ); } } // Helper function. This can be useful to visualize the world and faces and see which face // corresponds to which dface. #if 0 #include "iscratchpad3d.h" void ScratchPad_DrawWorld() { IScratchPad3D *pPad = ScratchPad3D_Create(); pPad->SetAutoFlush( false ); for ( int i=0; i < numfaces; i++ ) { dface_t *f = &g_pFaces[i]; // Draw the face's outline, then put text for its face index on it too. CUtlVector points; for ( int iEdge = 0; iEdge < f->numedges; iEdge++ ) { int v; int se = dsurfedges[f->firstedge + iEdge]; if ( se < 0 ) v = dedges[-se].v[1]; else v = dedges[se].v[0]; dvertex_t *dv = &dvertexes[v]; points.AddToTail( dv->point ); } // Draw the outline. Vector vCenter( 0, 0, 0 ); for ( iEdge=0; iEdge < points.Count(); iEdge++ ) { pPad->DrawLine( CSPVert( points[iEdge] ), CSPVert( points[(iEdge+1)%points.Count()] ) ); vCenter += points[iEdge]; } vCenter /= points.Count(); // Draw the text. char str[512]; Q_snprintf( str, sizeof( str ), "%d", i ); CTextParams params; params.m_bCentered = true; params.m_bOutline = true; params.m_flLetterWidth = 2; params.m_vColor.Init( 1, 0, 0 ); VectorAngles( dplanes[f->planenum].normal, params.m_vAngles ); params.m_bTwoSided = true; params.m_vPos = vCenter; pPad->DrawText( str, params ); } pPad->Release(); } #endif bool RadWorld_Go() { g_iCurFace = 0; InitMacroTexture( source ); if( g_pIncremental ) { g_pIncremental->PrepareForLighting(); // Cull out faces that aren't visible to any of the lights that we're updating with. BuildFacesVisibleToLights( false ); } else { // Mark all faces visible.. when not doing incremental lighting, it's highly // likely that all faces are going to be touched by at least one light so don't // waste time here. BuildFacesVisibleToLights( true ); } // build initial facelights if (g_bUseMPI) { // RunThreadsOnIndividual (numfaces, true, BuildFacelights); RunMPIBuildFacelights(); if ( g_bStaticPropBounce ) { RunThreadsOnIndividual( g_Patches.Count(), true, BuildStaticPropPatchlights ); } } else { RunThreadsOnIndividual( numfaces, true, BuildFacelights ); if ( g_bStaticPropBounce ) { RunThreadsOnIndividual( g_Patches.Count(), true, BuildStaticPropPatchlights ); } #if 0 IScratchPad3D *pPad = ScratchPad3D_Create(); pPad->SetAutoFlush( false ); float flMax = 0.0f; for ( int i = 0; i < g_Patches.Count(); i++ ) { if ( g_Patches[ i ].child1 != g_Patches.InvalidIndex() || g_Patches[ i ].child2 != g_Patches.InvalidIndex() ) continue; Vector vLight = g_Patches[ i ].directlight; flMax = Max( flMax, vLight.x ); flMax = Max( flMax, vLight.y ); flMax = Max( flMax, vLight.z ); } for ( int i = 0; i < g_Patches.Count(); i++ ) { if ( g_Patches[ i ].child1 != g_Patches.InvalidIndex() || g_Patches[ i ].child2 != g_Patches.InvalidIndex() ) continue; Vector vLight = g_Patches[ i ].directlight * g_Patches[i].reflectivity; vLight /= flMax; vLight.x = SrgbLinearToGamma( vLight.x ); vLight.y = SrgbLinearToGamma( vLight.y ); vLight.z = SrgbLinearToGamma( vLight.z ); pPad->DrawPolygon( CSPVertList( g_Patches[ i ].winding->p, g_Patches[ i ].winding->numpoints, CSPColor( vLight ) ) ); } pPad->Release(); #endif } // Was the process interrupted? if( g_pIncremental && (g_iCurFace != numfaces) ) return false; // Figure out the offset into lightmap data for each face. PrecompLightmapOffsets(); // If we're doing incremental lighting, stop here. if( g_pIncremental ) { g_pIncremental->Finalize(); } else { // free up the direct lights now that we have facelights ExportDirectLightsToWorldLights(); if ( g_bDumpPatches ) { for( int iBump = 0; iBump < 4; ++iBump ) { char szName[64]; sprintf ( szName, "bounce0_%d.txt", iBump ); WriteWorld( szName, iBump ); } } if (numbounce > 0) { // allocate memory for emitlight/addlight emitlight.SetSize( g_Patches.Count() ); memset( emitlight.Base(), 0, g_Patches.Count() * sizeof( Vector ) ); addlight.SetSize( g_Patches.Count() ); memset( addlight.Base(), 0, g_Patches.Count() * sizeof( bumplights_t ) ); MakeAllScales (); // spread light around BounceLight (); } // // displacement surface luxel accumulation (make threaded!!!) // StaticDispMgr()->StartTimer( "Build Patch/Sample Hash Table(s)....." ); StaticDispMgr()->InsertSamplesDataIntoHashTable(); StaticDispMgr()->InsertPatchSampleDataIntoHashTable(); StaticDispMgr()->EndTimer(); // blend bounced light into direct light and save VMPI_SetCurrentStage( "FinalLightFace" ); if ( !g_bUseMPI || g_bMPIMaster ) RunThreadsOnIndividual (numfaces, true, FinalLightFace); // Distribute the lighting data to workers. VMPI_DistributeLightData(); Msg("FinalLightFace Done\n"); fflush(stdout); } return true; } // declare the sample file pointer -- the whole debug print system should // be reworked at some point!! FileHandle_t pFileSamples[4][4]; void LoadPhysicsDLL( void ) { PhysicsDLLPath( "VPHYSICS.DLL" ); } void InitDumpPatchesFiles() { for( int iStyle = 0; iStyle < 4; ++iStyle ) { for ( int iBump = 0; iBump < 4; ++iBump ) { char szFilename[MAX_PATH]; sprintf( szFilename, "samples_style%d_bump%d.txt", iStyle, iBump ); pFileSamples[iStyle][iBump] = g_pFileSystem->Open( szFilename, "w" ); if( !pFileSamples[iStyle][iBump] ) { Error( "Can't open %s for -dump.\n", szFilename ); } } } } void VRAD_LoadBSP( char const *pFilename ) { ThreadSetDefault (); g_flStartTime = Plat_FloatTime(); if( g_bLowPriority ) { SetLowPriority(); } strcpy( level_name, source ); // This must come after InitFileSystem because the file system pointer might change. if ( g_bDumpPatches ) InitDumpPatchesFiles(); // This part is just for VMPI. VMPI's file system needs the basedir in front of all filenames, // so we prepend qdir here. strcpy( source, ExpandPath( source ) ); if ( !g_bUseMPI ) { // Setup the logfile. char logFile[512]; _snprintf( logFile, sizeof(logFile), "%s.log", source ); g_CmdLibFileLoggingListener.Open( logFile ); } LoadPhysicsDLL(); // Set the required global lights filename and try looking in qproject strcpy( global_lights, "lights.rad" ); if ( !g_pFileSystem->FileExists( global_lights ) ) { // Otherwise, try looking in the BIN directory from which we were run from Msg( "Could not find lights.rad in %s.\nTrying VRAD BIN directory instead...\n", global_lights ); GetModuleFileName( NULL, global_lights, sizeof( global_lights ) ); Q_ExtractFilePath( global_lights, global_lights, sizeof( global_lights ) ); strcat( global_lights, "lights.rad" ); } // Set the optional level specific lights filename strcpy( level_lights, source ); Q_DefaultExtension( level_lights, ".rad", sizeof( level_lights ) ); if ( !g_pFileSystem->FileExists( level_lights ) ) *level_lights = 0; ReadLightFile(global_lights); // Required if ( *designer_lights ) ReadLightFile(designer_lights); // Command-line if ( *level_lights ) ReadLightFile(level_lights); // Optional & implied strcpy(incrementfile, source); Q_DefaultExtension(incrementfile, ".r0", sizeof(incrementfile)); Q_DefaultExtension(source, ".bsp", sizeof( source )); GetPlatformMapPath( source, platformPath, 0, MAX_PATH ); Msg( "Loading %s\n", platformPath ); VMPI_SetCurrentStage( "LoadBSPFile" ); LoadBSPFile (platformPath); // now, set whether or not static prop lighting is present if (g_bStaticPropLighting) g_LevelFlags |= g_bHDR? LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_HDR : LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_NONHDR; else { g_LevelFlags &= ~( LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_HDR | LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_NONHDR ); } extern int g_numVradStaticPropsLightingStreams; if ( g_numVradStaticPropsLightingStreams == 3 ) { g_LevelFlags |= LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_3; g_LevelFlags |= LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_3_NO_SUN; } // Enable level flag that tells us we are packing in the additional lightmap alpha data in the lighting lump // we're now storing slightly modified alpha data for improved CSM/lightmap blending, so update with an extra flag. g_LevelFlags |= LVLFLAGS_LIGHTMAP_ALPHA | LVLFLAGS_LIGHTMAP_ALPHA_3; // Lightstyles now interleaved correctly with lightmap alpha data, an old map could use lightstyles iff there was no env_cascade light in the map g_LevelFlags |= LVLFLAGS_LIGHTSTYLES_WITH_CSM; // now, we need to set our face ptr depending upon hdr, and if hdr, init it if (g_bHDR) { g_pFaces = dfaces_hdr; if (numfaces_hdr==0) { numfaces_hdr = numfaces; memcpy( dfaces_hdr, dfaces, numfaces*sizeof(dfaces[0]) ); } } else { g_pFaces = dfaces; } ParseEntities (); ExtractBrushEntityShadowCasters(); StaticPropMgr()->Init(); StaticDispMgr()->Init(); if (!visdatasize) { Msg("No vis information, direct lighting only.\n"); numbounce = 0; ambient[0] = ambient[1] = ambient[2] = 0.1f; dvis->numclusters = CountClusters(); } // // patches and referencing data (ensure capacity) // // TODO: change the maxes to the amount from the bsp!! // // g_Patches.EnsureCapacity( MAX_PATCHES ); g_FacePatches.SetSize( MAX_MAP_FACES ); faceParents.SetSize( MAX_MAP_FACES ); clusterChildren.SetSize( MAX_MAP_CLUSTERS ); int ndx; for ( ndx = 0; ndx < MAX_MAP_FACES; ndx++ ) { g_FacePatches[ndx] = g_FacePatches.InvalidIndex(); faceParents[ndx] = faceParents.InvalidIndex(); } for ( ndx = 0; ndx < MAX_MAP_CLUSTERS; ndx++ ) { clusterChildren[ndx] = clusterChildren.InvalidIndex(); } // Setup ray tracer AddBrushesForRayTrace(); StaticDispMgr()->AddPolysForRayTrace(); StaticPropMgr()->AddPolysForRayTrace(); // Dump raytracer for glview if ( g_bDumpRtEnv ) WriteRTEnv("trace.txt"); // Build acceleration structure printf ( "Setting up ray-trace acceleration structure... "); float start = Plat_FloatTime(); g_RtEnv.SetupAccelerationStructure(); g_RtEnv_LightBlockers.SetupAccelerationStructure(); float end = Plat_FloatTime(); printf ( "Done (%.2f seconds)\n", end-start ); #if 0 // To test only k-d build exit(0); #endif RadWorld_Start(); // Setup incremental lighting. if( g_pIncremental ) { if( !g_pIncremental->Init( source, incrementfile ) ) { Error( "Unable to load incremental lighting file in %s.\n", incrementfile ); return; } } } void VRAD_ComputeOtherLighting() { // Compute lighting for the bsp file if ( !g_bNoDetailLighting ) { ComputeDetailPropLighting( THREADINDEX_MAIN ); } ComputePerLeafAmbientLighting(); // bake the static props high quality vertex lighting into the bsp if ( !do_fast && g_bStaticPropLighting ) { StaticPropMgr()->ComputeLighting( THREADINDEX_MAIN ); } } extern void CloseDispLuxels(); void VRAD_Finish() { Msg( "Ready to Finish\n" ); fflush( stdout ); if ( verbose ) { PrintBSPFileSizes(); } Msg( "Writing %s\n", platformPath ); VMPI_SetCurrentStage( "WriteBSPFile" ); WriteBSPFile(platformPath); if ( g_bDumpPatches ) { for ( int iStyle = 0; iStyle < 4; ++iStyle ) { for ( int iBump = 0; iBump < 4; ++iBump ) { g_pFileSystem->Close( pFileSamples[iStyle][iBump] ); } } } CloseDispLuxels(); StaticPropMgr()->Shutdown(); double end = Plat_FloatTime(); char str[512]; GetHourMinuteSecondsString( (int)( end - g_flStartTime ), str, sizeof( str ) ); Msg( "%s elapsed\n", str ); ReleasePakFileLumps(); } // Run startup code like initialize mathlib (called from main() and from the // WorldCraft interface into vrad). void VRAD_Init() { MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f, false, false, false, false ); InstallAllocationFunctions(); InstallSpewFunction(); } int ParseCommandLine( int argc, char **argv, bool *onlydetail ) { *onlydetail = false; // default to LDR SetHDRMode( false ); int i; for( i=1 ; i 1.0) luxeldensity = 1.0 / luxeldensity; } else { Warning("Error: expected a value after '-luxeldensity'\n" ); return 1; } } else if( !Q_stricmp( argv[i], "-low" ) ) { g_bLowPriority = true; } else if( !Q_stricmp( argv[i], "-loghash" ) ) { g_bLogHashData = true; } else if( !Q_stricmp( argv[i], "-onlydetail" ) ) { *onlydetail = true; } else if (!Q_stricmp(argv[i],"-softsun")) { if ( ++i < argc ) { g_SunAngularExtent=atof(argv[i]); g_SunAngularExtent=sin((M_PI/180.0)*g_SunAngularExtent); printf("sun extent=%f\n",g_SunAngularExtent); } else { Warning("Error: expected an angular extent value (0..180) '-softsun'\n" ); return 1; } } else if ( !Q_stricmp( argv[i], "-maxdispsamplesize" ) ) { if ( ++i < argc ) { g_flMaxDispSampleSize = ( float )atof( argv[i] ); } else { Warning( "Error: expected a sample size after '-maxdispsamplesize'\n" ); return 1; } } else if ( stricmp( argv[i], "-StopOnExit" ) == 0 ) { g_bStopOnExit = true; } else if ( stricmp( argv[i], "-steam" ) == 0 ) { } else if ( stricmp( argv[i], "-allowdebug" ) == 0 ) { // Don't need to do anything, just don't error out. } else if ( !Q_stricmp( argv[i], CMDLINEOPTION_NOVCONFIG ) ) { } else if ( !Q_stricmp( argv[i], "-vproject" ) || !Q_stricmp( argv[i], "-game" ) ) { ++i; } else if ( !Q_stricmp( argv[i], "-FullMinidumps" ) ) { EnableFullMinidumps( true ); } else if ( !Q_stricmp( argv[i], "-hdr" ) ) { SetHDRMode( true ); } else if ( !Q_stricmp( argv[i], "-ldr" ) ) { SetHDRMode( false ); } else if (!Q_stricmp(argv[i],"-maxchop")) { if ( ++i < argc ) { maxchop = (float)atof (argv[i]); if ( maxchop < 1 ) { Warning("Error: expected positive value after '-maxchop'\n" ); return 1; } } else { Warning("Error: expected a value after '-maxchop'\n" ); return 1; } } else if (!Q_stricmp(argv[i],"-chop")) { if ( ++i < argc ) { minchop = (float)atof (argv[i]); if ( minchop < 1 ) { Warning("Error: expected positive value after '-chop'\n" ); return 1; } minchop = min( minchop, maxchop ); } else { Warning("Error: expected a value after '-chop'\n" ); return 1; } } else if ( !Q_stricmp( argv[i], "-dispchop" ) ) { if ( ++i < argc ) { dispchop = ( float )atof( argv[i] ); if ( dispchop < 1.0f ) { Warning( "Error: expected positive value after '-dipschop'\n" ); return 1; } } else { Warning( "Error: expected a value after '-dispchop'\n" ); return 1; } } else if ( !Q_stricmp( argv[i], "-disppatchradius" ) ) { if ( ++i < argc ) { g_MaxDispPatchRadius = ( float )atof( argv[i] ); if ( g_MaxDispPatchRadius < 10.0f ) { Warning( "Error: g_MaxDispPatchRadius < 10.0\n" ); return 1; } } else { Warning( "Error: expected a value after '-disppatchradius'\n" ); return 1; } } else if ( !Q_stricmp( argv[i], "-reflectivityscale" ) ) { if ( ++i < argc ) { reflectivityScale = (float)atof (argv[i]); } else { Warning("Error: expected a value after '-reflectivityscale'\n" ); return 1; } } else if ( !Q_stricmp( argv[i],"-ambient" ) ) { if ( i+3 < argc ) { ambient[0] = (float)atof (argv[++i]) * 128; ambient[1] = (float)atof (argv[++i]) * 128; ambient[2] = (float)atof (argv[++i]) * 128; } else { Warning("Error: expected three color values after '-ambient'\n" ); return 1; } } else if ( !Q_stricmp( argv[ i ], "-StaticPropBounce" ) ) { if ( i + 1 < argc ) { g_flStaticPropBounceBoost = (float)atof( argv[ ++i ] ); } else { Warning("Error: expected bounce scale after '-StaticPropBounce'\n" ); return 1; } g_bStaticPropBounce = true; } #if ALLOWDEBUGOPTIONS else if (!Q_stricmp(argv[i],"-scale")) { if ( ++i < argc ) { lightscale = (float)atof (argv[i]); } else { Warning("Error: expected a value after '-scale'\n" ); return 1; } } else if (!Q_stricmp(argv[i],"-dlight")) { if ( ++i < argc ) { dlight_threshold = (float)atof (argv[i]); } else { Warning("Error: expected a value after '-dlight'\n" ); return 1; } } else if (!Q_stricmp(argv[i],"-sky")) { if ( ++i < argc ) { indirect_sun = (float)atof (argv[i]); } else { Warning("Error: expected a value after '-sky'\n" ); return 1; } } else if (!Q_stricmp(argv[i],"-notexscale")) { texscale = false; } else if (!Q_stricmp(argv[i],"-coring")) { if ( ++i < argc ) { coring = (float)atof( argv[i] ); } else { Warning("Error: expected a light threshold after '-coring'\n" ); return 1; } } #endif else if ( !Q_stricmp( argv[i], "-tempcontent" ) ) { // ... Do nothing, just let this pass to the filesystem } // NOTE: the -mpi checks must come last here because they allow the previous argument // to be -mpi as well. If it game before something else like -game, then if the previous // argument was -mpi and the current argument was something valid like -game, it would skip it. else if ( !Q_strncasecmp( argv[i], "-mpi", 4 ) || !Q_strncasecmp( argv[i-1], "-mpi", 4 ) ) { if ( stricmp( argv[i], "-mpi" ) == 0 ) g_bUseMPI = true; // Any other args that start with -mpi are ok too. if ( i == argc - 1 && V_stricmp( argv[i], "-mpi_ListParams" ) != 0 ) break; } else if ( !Q_stricmp( argv[i], "-processheap" ) ) { // ... Do nothing, just let this pass to the mem system } else { break; } } return i; } void PrintCommandLine( int argc, char **argv ) { Warning( "Command line: " ); for ( int z=0; z < argc; z++ ) { Warning( "\"%s\" ", argv[z] ); } Warning( "\n\n" ); } void PrintUsage( int argc, char **argv ) { PrintCommandLine( argc, argv ); Warning( "usage : vrad [options...] bspfile\n" "example: vrad c:\\hl2\\hl2\\maps\\test\n" "\n" "Common options:\n" "\n" " -v (or -verbose): Turn on verbose output (also shows more command\n" " -bounce # : Set max number of bounces (default: 100).\n" " -fast : Quick and dirty lighting.\n" " -fastambient : Per-leaf ambient sampling is lower quality to save compute time.\n" " -final : High quality processing. equivalent to -extrasky 16.\n" " -finitefalloff : use an alternative falloff model that falls off to exactly zero at the zero_percent_distance.\n" " -extrasky n : trace N times as many rays for indirect light and sky ambient.\n" " -low : Run as an idle-priority process.\n" " -mpi : Use VMPI to distribute computations.\n" " -rederror : Show errors in red.\n" "\n" " -vproject : Override the VPROJECT environment variable.\n" " -game : Same as -vproject.\n" "\n" "Other options:\n" " -novconfig : Don't bring up graphical UI on vproject errors.\n" " -dump : Write debugging .txt files.\n" " -dumpnormals : Write normals to debug files.\n" " -dumptrace : Write ray-tracing environment to debug files.\n" " -threads : Control the number of threads vbsp uses (defaults to the #\n" " or processors on your machine).\n" " -lights : Load a lights file in addition to lights.rad and the\n" " level lights file.\n" " -noextra : Disable supersampling.\n" " -debugextra : Places debugging data in lightmaps to visualize\n" " supersampling.\n" " -smooth # : Set the threshold for smoothing groups, in degrees\n" " (default 45).\n" ); Warning( " -dlightmap : Force direct lighting into different lightmap than\n" " radiosity.\n" " -stoponexit : Wait for a keypress on exit.\n" " -mpi_pw : Use a password to choose a specific set of VMPI workers.\n" " -nodetaillight : Don't light detail props.\n" " -centersamples : Move sample centers.\n" " -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).\n" " The number specified must be less than 1.0 or it will be\n" " ignored.\n" " -loghash : Log the sample hash table to samplehash.txt.\n" " -onlydetail : Only light detail props and per-leaf lighting.\n" " -maxdispsamplesize #: Set max displacement sample size (default: 512).\n" " -softsun : Treat the sun as an area light source of size degrees." " Produces soft shadows.\n" " Recommended values are between 0 and 5. Default is 0.\n" " -FullMinidumps : Write large minidumps on crash.\n" " -chop : Smallest number of luxel widths for a bounce patch, used on edges\n" " -maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors\n" " -LargeDispSampleRadius: This can be used if there are splotches of bounced\n" " light on terrain. The compile will take longer, but\n" " it will gather light across a wider area.\n" " -StaticPropLighting : generate baked static prop vertex lighting\n" " -StaticPropLightingFinal : generate baked static prop vertex lighting (uses higher/final quality processing)\n" " -StaticPropPolys : Perform shadow tests of static props at polygon precision\n" " -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)\n" " -StaticPropNormals : when lighting static props, just show their normal vector\n" " -StaticPropBounce : Enable static props to bounce light. Experimental option, doesn't work with VMPI right now.\n" " -textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture\n" " -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)\n" " -nossprops : Globally disable self-shadowing on static props\n" "\n" #if 1 // Disabled for the initial SDK release with VMPI so we can get feedback from selected users. ); #else " -mpi_ListParams : Show a list of VMPI parameters.\n" "\n" ); // Show VMPI parameters? for ( int i=1; i < argc; i++ ) { if ( V_stricmp( argv[i], "-mpi_ListParams" ) == 0 ) { Warning( "VMPI-specific options:\n\n" ); bool bIsSDKMode = VMPI_IsSDKMode(); for ( int i=k_eVMPICmdLineParam_FirstParam+1; i < k_eVMPICmdLineParam_LastParam; i++ ) { if ( (VMPI_GetParamFlags( (EVMPICmdLineParam)i ) & VMPI_PARAM_SDK_HIDDEN) && bIsSDKMode ) continue; Warning( "[%s]\n", VMPI_GetParamString( (EVMPICmdLineParam)i ) ); Warning( VMPI_GetParamHelpString( (EVMPICmdLineParam)i ) ); Warning( "\n\n" ); } break; } } #endif } int RunVRAD( int argc, char **argv ) { #if defined(_MSC_VER) && ( _MSC_VER >= 1310 ) Msg("Valve Software - vrad.exe SSE (" __DATE__ ")\n" ); #else Msg("Valve Software - vrad.exe (" __DATE__ ")\n" ); #endif Msg("\n Valve Radiosity Simulator \n"); verbose = true; // Originally FALSE bool onlydetail; int i = ParseCommandLine( argc, argv, &onlydetail ); if (i != argc - 1) { PrintUsage( argc, argv ); DeleteCmdLine( argc, argv ); Plat_ExitProcess( 0 ); } VRAD_LoadBSP( argv[i] ); if ( (! onlydetail) && (! g_bOnlyStaticProps ) ) { RadWorld_Go(); } VRAD_ComputeOtherLighting(); VRAD_Finish(); VMPI_SetCurrentStage( "master done" ); DeleteCmdLine( argc, argv ); CmdLib_Cleanup(); return 0; } int VRAD_Main(int argc, char **argv) { g_pFileSystem = NULL; // Safeguard against using it before it's properly initialized. VRAD_Init(); // This must come first. VRAD_SetupMPI( argc, argv ); // Initialize the filesystem, so additional commandline options can be loaded Q_StripExtension( argv[ argc - 1 ], source, sizeof( source ) ); CmdLib_InitFileSystem( argv[ argc - 1 ] ); Q_FileBase( source, source, sizeof( source ) ); #if !defined( _DEBUG ) if ( g_bUseMPI && !g_bMPIMaster ) { SetupToolsMinidumpHandler( VMPI_ExceptionFilter ); } else #endif { LoadCmdLineFromFile( argc, argv, source, "vrad" ); // Don't do this if we're a VMPI worker.. SetupDefaultToolsMinidumpHandler(); } return RunVRAD( argc, argv ); }