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648 lines
21 KiB
648 lines
21 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef VRAD_H
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#define VRAD_H
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#pragma once
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#include "commonmacros.h"
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#include "worldsize.h"
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#include "cmdlib.h"
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#include "mathlib/mathlib.h"
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#include "bsplib.h"
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#include "polylib.h"
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#include "threads.h"
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#include "builddisp.h"
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#include "VRAD_DispColl.h"
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#include "UtlMemory.h"
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#include "UtlHash.h"
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#include "UtlVector.h"
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#include "iincremental.h"
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#include "raytrace.h"
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#include <sys/types.h>
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#include <sys/stat.h>
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#pragma warning(disable: 4142 4028)
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#include <io.h>
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#pragma warning(default: 4142 4028)
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#include <fcntl.h>
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#include <direct.h>
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#include <ctype.h>
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// Can remove these options if they don't generate problems.
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//#define SAMPLEHASH_USE_AREA_PATCHES // Add patches to sample hash based on their AABB instead of as a single point.
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#define SAMPLEHASH_QUERY_ONCE // Big optimization - causes way less sample hash queries.
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extern float dispchop; // "-dispchop" tightest number of luxel widths for a patch, used on edges
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extern float g_MaxDispPatchRadius;
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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struct Ray_t;
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#define TRANSFER_EPSILON 0.0000001
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struct directlight_t
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{
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int index;
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directlight_t *next;
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dworldlight_t light;
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byte *pvs; // accumulated domain of the light
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int facenum; // domain of attached lights
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int texdata; // texture source of traced lights
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Vector snormal;
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Vector tnormal;
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float sscale;
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float tscale;
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float soffset;
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float toffset;
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// Flag indicating that even though light.type is emit_skylight, treat this light as a
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// directional light source in vrad
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bool m_bSkyLightIsDirectionalLight;
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float m_flSkyLightSunAngularExtent;
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int dorecalc; // position, vector, spot angle, etc.
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IncrementalLightID m_IncrementalID;
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// hard-falloff lights (lights that fade to an actual zero). between m_flStartFadeDistance and
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// m_flEndFadeDistance, a smoothstep to zero will be done, so that the light goes to zero at
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// the end.
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float m_flStartFadeDistance;
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float m_flEndFadeDistance;
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float m_flCapDist; // max distance to feed in
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directlight_t(void)
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{
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m_bSkyLightIsDirectionalLight = false;
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m_flSkyLightSunAngularExtent = 0.0f;
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m_flEndFadeDistance = -1.0; // end<start indicates not set
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m_flStartFadeDistance= 0.0;
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m_flCapDist = 1.0e22;
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}
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};
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struct bumplights_t
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{
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Vector light[NUM_BUMP_VECTS+1];
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};
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struct transfer_t
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{
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int patch;
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float transfer;
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};
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struct LightingValue_t
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{
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Vector m_vecLighting;
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float m_flDirectSunAmount;
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FORCEINLINE bool IsValid( void ) const
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{
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return ( m_vecLighting.x >= 0 &&
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m_vecLighting.y >= 0 &&
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m_vecLighting.z >= 0 &&
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m_vecLighting.x < 1e10 &&
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m_vecLighting.y < 1e10 &&
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m_vecLighting.z < 1e10 );
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}
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FORCEINLINE void Zero( void )
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{
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m_vecLighting.Init( 0, 0, 0 );
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m_flDirectSunAmount = 0.0;
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}
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FORCEINLINE void Scale( float m_flScale )
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{
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m_vecLighting *= m_flScale;
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m_flDirectSunAmount *= m_flScale;
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}
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FORCEINLINE void AddWeighted( LightingValue_t const &src, float flWeight )
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{
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m_vecLighting += flWeight * src.m_vecLighting;
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m_flDirectSunAmount += flWeight * src.m_flDirectSunAmount;
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}
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FORCEINLINE void AddWeighted( Vector const &src, float flWeight )
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{
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m_vecLighting += flWeight * src;
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}
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FORCEINLINE float Intensity( void ) const
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{
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return m_vecLighting.x + m_vecLighting.y + m_vecLighting.z;
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}
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FORCEINLINE void AddLight( float flAmount, Vector const &vecColor, float flSunAmount = 0.0 )
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{
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VectorMA( m_vecLighting, flAmount, vecColor, m_vecLighting );
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m_flDirectSunAmount += flSunAmount;
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Assert( this->IsValid() );
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}
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FORCEINLINE void AddLight( LightingValue_t const &src )
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{
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m_vecLighting += src.m_vecLighting;
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m_flDirectSunAmount += src.m_flDirectSunAmount;
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Assert( this->IsValid() );
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}
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FORCEINLINE void Init( float x, float y, float z )
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{
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m_vecLighting.Init( x, y, z );
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m_flDirectSunAmount = 0.0;
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}
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};
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#define MAX_PATCHES (4*65536)
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struct CPatch
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{
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winding_t *winding;
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Vector mins, maxs, face_mins, face_maxs;
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Vector origin; // adjusted off face by face normal
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dplane_t *plane; // plane (corrected for facing)
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unsigned short m_IterationKey; // Used to prevent touching the same patch multiple times in the same query.
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// See IncrementPatchIterationKey().
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// these are packed into one dword
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unsigned int normalMajorAxis : 2; // the major axis of base face normal
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unsigned int sky : 1;
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unsigned int needsBumpmap : 1;
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unsigned int pad : 28;
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Vector normal; // adjusted for phong shading
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float planeDist; // Fixes up patch planes for brush models with an origin brush
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float chop; // smallest acceptable width of patch face
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float luxscale; // average luxels per world coord
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float scale[2]; // Scaling of texture in s & t
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bumplights_t totallight; // accumulated by radiosity
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// does NOT include light
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// accounted for by direct lighting
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Vector baselight; // emissivity only
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float basearea; // surface per area per baselight instance
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Vector directlight; // direct light value
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float area;
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Vector reflectivity; // Average RGB of texture, modified by material type.
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Vector samplelight;
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float samplearea; // for averaging direct light
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int faceNumber;
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int clusterNumber;
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int parent; // patch index of parent
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int child1; // patch index for children
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int child2;
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int ndxNext; // next patch index in face
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int ndxNextParent; // next parent patch index in face
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int ndxNextClusterChild; // next terminal child index in cluster
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// struct patch_s *next; // next in face
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// struct patch_s *nextparent; // next in face
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// struct patch_s *nextclusterchild; // next terminal child in cluster
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int staticPropIdx; // Static prop this patch is from.
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int numtransfers;
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transfer_t *transfers;
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short indices[3]; // displacement use these for subdivision
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};
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extern CUtlVector<CPatch> g_Patches;
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extern CUtlVector<int> g_FacePatches; // constains all patches, children first
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extern CUtlVector<int> faceParents; // contains only root patches, use next parent to iterate
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extern CUtlVector<int> clusterChildren;
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struct sky_camera_t
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{
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Vector origin;
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float world_to_sky;
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float sky_to_world;
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int area;
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};
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extern int num_sky_cameras;
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extern sky_camera_t sky_cameras[MAX_MAP_AREAS];
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extern int area_sky_cameras[MAX_MAP_AREAS];
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void ProcessSkyCameras();
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extern entity_t *face_entity[MAX_MAP_FACES];
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extern Vector face_offset[MAX_MAP_FACES]; // for rotating bmodels
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extern Vector face_centroids[MAX_MAP_EDGES];
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extern int leafparents[MAX_MAP_LEAFS];
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extern int nodeparents[MAX_MAP_NODES];
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extern float lightscale;
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extern float dlight_threshold;
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extern float coring;
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extern qboolean g_bDumpPatches;
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extern bool bRed2Black;
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extern bool g_bNoSkyRecurse;
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extern bool bDumpNormals;
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extern bool g_bFastAmbient;
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extern float maxchop;
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extern FileHandle_t pFileSamples[4][4];
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extern qboolean g_bLowPriority;
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extern qboolean do_fast;
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extern bool g_bInterrupt; // Was used with background lighting in WC. Tells VRAD to stop lighting.
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extern IIncremental *g_pIncremental; // null if not doing incremental lighting
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extern float g_flSkySampleScale; // extra sampling factor for indirect light
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extern float g_flStaticPropSampleScale; // extra sampling factor for indirect light (for static props)
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extern bool g_bLargeDispSampleRadius;
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extern bool g_bStaticPropPolys;
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extern bool g_bTextureShadows;
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extern bool g_bShowStaticPropNormals;
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extern bool g_bDisablePropSelfShadowing;
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extern bool g_bFiniteFalloffModel; // whether to use 1/xxx or not
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extern bool g_bFastStaticProps;
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extern bool g_bDumpBumpStaticProps;
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extern bool g_bDisableStaticPropVertexInSolidTest;
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extern bool g_bStaticPropBounce;
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extern float g_flStaticPropBounceBoost;
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extern CUtlVector<char const *> g_NonShadowCastingMaterialStrings;
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extern void ForceTextureShadowsOnModel( const char *pModelName );
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extern bool IsModelTextureShadowsForced( const char *pModelName );
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extern int LoadShadowTexture( const char *pMaterialName );
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extern int AddShadowTextureTriangle( int shadowTextureIndex, const Vector2D &t0, const Vector2D &t1, const Vector2D &t2 );
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extern float ComputeCoverageForTriangle( int shadowTextureIndex, const Vector2D &t0, const Vector2D &t1, const Vector2D &t2 );
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extern void GetShadowTextureMapping( int shadowTextureIndex, int *pWidth, int *pHeight );
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// Raytracing
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#define TRACE_ID_SKY 0x01000000 // sky face ray blocker
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#define TRACE_ID_OPAQUE 0x02000000 // everyday light blocking face
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#define TRACE_ID_STATICPROP 0x04000000 // static prop - lower bits are prop ID
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#define TRACE_ID_PATCH 0x08000000 // patch - lower bits are patch ID
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extern RayTracingEnvironment g_RtEnv;
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extern RayTracingEnvironment g_RtEnv_LightBlockers;
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extern RayTracingEnvironment g_RtEnv_RadiosityPatches; // Contains patches for final gather of indirect light for static prop lighting.
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#include "mpivrad.h"
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void MakeShadowSplits (void);
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//==============================================
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void BuildVisMatrix (void);
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void BuildClusterTable( void );
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void AddDispsToClusterTable( void );
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void AddStaticPropPatchesToClusterTable();
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void FreeVisMatrix (void);
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// qboolean CheckVisBit (unsigned int p1, unsigned int p2);
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void TouchVMFFile (void);
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//==============================================
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extern qboolean do_extra;
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extern qboolean do_fast;
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extern qboolean do_centersamples;
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extern int extrapasses;
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extern Vector ambient;
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extern float maxlight;
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extern unsigned numbounce;
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extern qboolean g_bLogHashData;
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extern bool debug_extra;
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extern directlight_t *activelights;
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extern directlight_t *freelights;
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// because of hdr having two face lumps (light styles can cause them to be different, among other
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// things), we need to always access (r/w) face data though this pointer
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extern dface_t *g_pFaces;
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extern bool g_bMPIProps;
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extern byte nodehit[MAX_MAP_NODES];
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extern float gamma;
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extern float indirect_sun;
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extern float smoothing_threshold;
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extern int dlight_map;
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extern float g_flMaxDispSampleSize;
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extern float g_SunAngularExtent;
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extern char source[MAX_PATH];
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// Used by incremental lighting to trivial-reject faces.
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// There is a bit in here for each face telling whether or not any of the
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// active lights can see the face.
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extern CUtlVector<byte> g_FacesVisibleToLights;
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void MakeTnodes (dmodel_t *bm);
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void PairEdges (void);
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void SaveVertexNormals( void );
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qboolean IsIncremental(char *filename);
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int SaveIncremental(char *filename);
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int PartialHead (void);
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void BuildFacelights (int facenum, int threadnum);
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void BuildStaticPropPatchlights( int iThread, int nPatch );
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void PrecompLightmapOffsets();
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void FinalLightFace (int threadnum, int facenum);
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void PvsForOrigin (Vector& org, byte *pvs);
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void ConvertRGBExp32ToRGBA8888( const ColorRGBExp32 *pSrc, unsigned char *pDst );
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inline byte PVSCheck( const byte *pvs, int iCluster )
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{
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if ( iCluster >= 0 )
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{
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return pvs[iCluster >> 3] & ( 1 << ( iCluster & 7 ) );
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}
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else
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{
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// PointInLeaf still returns -1 for valid points sometimes and rather than
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// have black samples, we assume the sample is in the PVS.
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return 1;
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}
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}
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// outputs 1 in fractionVisible if no occlusion, 0 if full occlusion, and in-between values
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void TestLine( FourVectors const& start, FourVectors const& stop, fltx4 *pFractionVisible, int static_prop_index_to_ignore=-1);
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void TestLine_IgnoreSky( FourVectors const& start, FourVectors const& stop, fltx4 *pFractionVisible, int static_prop_index_to_ignore=-1);
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void TestLine_LightBlockers( const FourVectors& start, const FourVectors& stop, fltx4 *pFractionVisible );
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// returns 1 if the ray sees the sky, 0 if it doesn't, and in-between values for partial coverage
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void TestLine_DoesHitSky( FourVectors const& start, FourVectors const& stop,
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fltx4 *pFractionVisible, bool canRecurse = true, int static_prop_to_skip=-1, bool bDoDebug = false );
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// converts any marked brush entities to triangles for shadow casting
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void ExtractBrushEntityShadowCasters ( void );
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void AddBrushesForRayTrace ( void );
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void BaseLightForFace( dface_t *f, Vector& light, float *parea, Vector& reflectivity );
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void CreateDirectLights (void);
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void GetPhongNormal( int facenum, Vector const& spot, Vector& phongnormal );
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int LightForString( char *pLight, Vector& intensity );
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void MakeTransfer( int ndxPatch1, int ndxPatch2, transfer_t *all_transfers );
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void MakeScales( int ndxPatch, transfer_t *all_transfers );
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// Run startup code like initialize mathlib.
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void VRAD_Init();
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// Load the BSP file and prepare to do the lighting.
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// This is called after any command-line parameters have been set.
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void VRAD_LoadBSP( char const *pFilename );
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int VRAD_Main(int argc, char **argv);
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// This performs an actual lighting pass.
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// Returns true if the process was interrupted (with g_bInterrupt).
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bool RadWorld_Go();
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dleaf_t *PointInLeaf (Vector const& point);
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int ClusterFromPoint( Vector const& point );
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winding_t *WindingFromFace (dface_t *f, Vector& origin );
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void WriteWinding (FileHandle_t out, winding_t *w, Vector& color );
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void WriteNormal( FileHandle_t out, Vector const &nPos, Vector const &nDir,
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float length, Vector const &color );
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void WriteLine( FileHandle_t out, const Vector &vecPos1, const Vector &vecPos2, const Vector &color );
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void WriteTrace( const char *pFileName, const FourRays &rays, const RayTracingResult& result );
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#ifdef STATIC_FOG
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qboolean IsFog( dface_t * f );
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#endif
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#define CONTENTS_EMPTY 0
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#define TEX_SPECIAL (SURF_SKY|SURF_NOLIGHT)
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//=============================================================================
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// trace.cpp
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bool AddDispCollTreesToWorld( void );
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int PointLeafnum( Vector const &point );
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float TraceLeafBrushes( int leafIndex, const Vector &start, const Vector &end, CBaseTrace &traceOut );
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//=============================================================================
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// dispinfo.cpp
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struct SSE_sampleLightOutput_t
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{
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fltx4 m_flDot[NUM_BUMP_VECTS+1];
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fltx4 m_flSunAmount[NUM_BUMP_VECTS + 1];
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fltx4 m_flFalloff;
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};
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#define GATHERLFLAGS_FORCE_FAST 1 /* Use 4x fewer rays when sampling area lights */
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#define GATHERLFLAGS_IGNORE_NORMALS 2 /* Ignore surface normals in lighting calculations */
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#define GATHERLFLAGS_NO_OCCLUSION 4 /* Ignore occlusion for local lights (but not sun, sky or bounce lighting) */
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#define GATHERLFLAGS_STATICPROP 8 /* Paths for static props */
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// SSE Gather light stuff
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void GatherSampleLightSSE( SSE_sampleLightOutput_t &out, directlight_t *dl, int facenum,
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FourVectors const& pos, FourVectors *pNormals, int normalCount, int iThread,
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int nLFlags = 0, // GATHERLFLAGS_xxx
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int static_prop_to_skip=-1,
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float flEpsilon = 0.0 );
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//void GatherSampleSkyLightSSE( SSE_sampleLightOutput_t &out, directlight_t *dl, int facenum,
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// FourVectors const& pos, FourVectors *pNormals, int normalCount, int iThread,
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// int nLFlags = 0,
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// int static_prop_to_skip=-1,
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// float flEpsilon = 0.0 );
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//void GatherSampleAmbientSkySSE( SSE_sampleLightOutput_t &out, directlight_t *dl, int facenum,
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// FourVectors const& pos, FourVectors *pNormals, int normalCount, int iThread,
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// int nLFlags = 0, // GATHERLFLAGS_xxx
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// int static_prop_to_skip=-1,
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// float flEpsilon = 0.0 );
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//void GatherSampleStandardLightSSE( SSE_sampleLightOutput_t &out, directlight_t *dl, int facenum,
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// FourVectors const& pos, FourVectors *pNormals, int normalCount, int iThread,
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// int nLFlags = 0, // GATHERLFLAGS_xxx
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// int static_prop_to_skip=-1,
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// float flEpsilon = 0.0 );
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void ComputeDirectLightingAtPoint( Vector &position, Vector *normals, Vector *outColors, float *outSunAmount, int numNormals, bool bSkipSkyLight, int iThread,
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int static_prop_id_to_skip = -1, int nLFlags = 0 );
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//-----------------------------------------------------------------------------
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// VRad Displacements
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//-----------------------------------------------------------------------------
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struct facelight_t;
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typedef struct radial_s radial_t;
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struct lightinfo_t;
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// NOTE: should probably come up with a bsptreetested_t struct or something,
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// see below (PropTested_t)
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struct DispTested_t
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{
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int m_Enum;
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int *m_pTested;
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};
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class IVRadDispMgr
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{
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public:
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// creation/destruction
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virtual void Init( void ) = 0;
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virtual void Shutdown( void ) = 0;
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// "CalcPoints"
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virtual bool BuildDispSamples( lightinfo_t *pLightInfo, facelight_t *pFaceLight, int ndxFace ) = 0;
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virtual bool BuildDispLuxels( lightinfo_t *pLightInfo, facelight_t *pFaceLight, int ndxFace ) = 0;
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virtual bool BuildDispSamplesAndLuxels_DoFast( lightinfo_t *pLightInfo, facelight_t *pFaceLight, int ndxFace ) = 0;
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// patching functions
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virtual void MakePatches( void ) = 0;
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virtual void SubdividePatch( int iPatch ) = 0;
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// pre "FinalLightFace"
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virtual void InsertSamplesDataIntoHashTable( void ) = 0;
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virtual void InsertPatchSampleDataIntoHashTable( void ) = 0;
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// "FinalLightFace"
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virtual radial_t *BuildLuxelRadial( int ndxFace, int ndxStyle, bool bBump ) = 0;
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virtual bool SampleRadial( int ndxFace, radial_t *pRadial, Vector const &vPos, int ndxLxl, LightingValue_t *pLightSample, int sampleCount, bool bPatch ) = 0;
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virtual radial_t *BuildPatchRadial( int ndxFace, bool bBump ) = 0;
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// utility
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virtual void GetDispSurfNormal( int ndxFace, Vector &pt, Vector &ptNormal, bool bInside ) = 0;
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virtual void GetDispSurfPointAndNormalFromUV( int ndxFace, Vector &pt, Vector &ptNormal,
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Vector2D &uv, bool bInside ) = 0;
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virtual void GetDispSurf( int ndxFace, CVRADDispColl **ppDispTree ) = 0;
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// bsp tree functions
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virtual bool ClipRayToDisp( DispTested_t &dispTested, Ray_t const &ray ) = 0;
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virtual bool ClipRayToDispInLeaf( DispTested_t &dispTested, Ray_t const &ray, int ndxLeaf ) = 0;
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virtual void ClipRayToDispInLeaf( DispTested_t &dispTested, Ray_t const &ray,
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int ndxLeaf, float& dist, dface_t*& pFace, Vector2D& luxelCoord ) = 0;
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virtual void ClipRayToDispInLeaf( DispTested_t &dispTested, Ray_t const &ray,
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int ndxLeaf, float& dist, Vector *pNormal ) = 0;
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virtual void StartRayTest( DispTested_t &dispTested ) = 0;
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virtual void AddPolysForRayTrace() = 0;
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|
|
// general timing -- should be moved!!
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|
virtual void StartTimer( const char *name ) = 0;
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|
virtual void EndTimer( void ) = 0;
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|
};
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|
|
|
IVRadDispMgr *StaticDispMgr( void );
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|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
inline bool ValidDispFace( dface_t *pFace )
|
|
{
|
|
if( !pFace ) { return false; }
|
|
if( pFace->dispinfo == -1 ) { return false; }
|
|
if( pFace->numedges != 4 ) { return false; }
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|
|
|
return true;
|
|
}
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|
|
|
#define SAMPLEHASH_VOXEL_SIZE 64.0f
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|
typedef unsigned int SampleHandle_t; // the upper 16 bits = facelight index (works because max face are 65536)
|
|
// the lower 16 bits = sample index inside of facelight
|
|
struct sample_t;
|
|
struct SampleData_t
|
|
{
|
|
unsigned short x, y, z;
|
|
CUtlVector<SampleHandle_t> m_Samples;
|
|
};
|
|
|
|
struct PatchSampleData_t
|
|
{
|
|
unsigned short x, y, z;
|
|
CUtlVector<int> m_ndxPatches;
|
|
};
|
|
|
|
UtlHashHandle_t SampleData_AddSample( sample_t *pSample, SampleHandle_t sampleHandle );
|
|
void PatchSampleData_AddSample( CPatch *pPatch, int ndxPatch );
|
|
unsigned short IncrementPatchIterationKey();
|
|
void SampleData_Log( void );
|
|
|
|
extern CUtlHash<SampleData_t> g_SampleHashTable;
|
|
extern CUtlHash<PatchSampleData_t> g_PatchSampleHashTable;
|
|
|
|
extern int samplesAdded;
|
|
extern int patchSamplesAdded;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes lighting for the detail props
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void ComputeDetailPropLighting( int iThread );
|
|
void ComputeIndirectLightingAtPoint( Vector &position, Vector &normal, Vector &outColor,
|
|
int iThread, bool force_fast = false, bool bIgnoreNormals = false, int nStaticPropToSkip = -1 );
|
|
void ComputeIndirectLightingAtPoint( Vector &position, Vector *normals, Vector *outColors, int numNormals,
|
|
int iThread, bool force_fast = false, bool bIgnoreNormals = false, int nStaticPropToSkip = -1 );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// VRad static props
|
|
//-----------------------------------------------------------------------------
|
|
class IPhysicsCollision;
|
|
struct PropTested_t
|
|
{
|
|
int m_Enum;
|
|
int* m_pTested;
|
|
IPhysicsCollision *pThreadedCollision;
|
|
};
|
|
|
|
class IVradStaticPropMgr
|
|
{
|
|
public:
|
|
// methods of IStaticPropMgr
|
|
virtual void Init() = 0;
|
|
virtual void Shutdown() = 0;
|
|
virtual void ComputeLighting( int iThread ) = 0;
|
|
virtual void AddPolysForRayTrace() = 0;
|
|
virtual void MakePatches() = 0;
|
|
};
|
|
|
|
//extern PropTested_t s_PropTested[MAX_TOOL_THREADS+1];
|
|
extern DispTested_t s_DispTested[MAX_TOOL_THREADS+1];
|
|
|
|
IVradStaticPropMgr* StaticPropMgr();
|
|
|
|
extern float ComputeCoverageFromTexture( float b0, float b1, float b2, int32 hitID );
|
|
|
|
#endif // VRAD_H
|