Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Revision: $
// $NoKeywords: $
//
// This file contains code to allow us to associate client data with bsp leaves.
//
//=============================================================================//
#include "vrad.h"
#include "mathlib/vector.h"
#include "UtlBuffer.h"
#include "UtlVector.h"
#include "GameBSPFile.h"
#include "BSPTreeData.h"
#include "VPhysics_Interface.h"
#include "Studio.h"
#include "Optimize.h"
#include "Bsplib.h"
#include "CModel.h"
#include "PhysDll.h"
#include "phyfile.h"
#include "collisionutils.h"
#include "tier1/KeyValues.h"
#include "pacifier.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/hardwareverts.h"
#include "byteswap.h"
#include "mpivrad.h"
#include "vtf/vtf.h"
#include "tier1/utldict.h"
#include "tier1/utlsymbol.h"
#include "tier3/tier3.h"
#include "messbuf.h"
#include "vmpi.h"
#include "vmpi_distribute_work.h"
#include "iscratchpad3d.h"
//#include "glview_buffer.h"
#define ALIGN_TO_POW2(x,y) (((x)+(y-1))&~(y-1))
int g_numVradStaticPropsLightingStreams = 3;
static const TableVector g_localUpBumpBasis[NUM_BUMP_VECTS] =
{
// consistent basis wrt lightmaps
{ OO_SQRT_2_OVER_3, 0.0f, OO_SQRT_3 },
{ -OO_SQRT_6, OO_SQRT_2, OO_SQRT_3 },
{ -OO_SQRT_6, -OO_SQRT_2, OO_SQRT_3 }
};
void GetStaticPropBumpNormals( const Vector& sVect, const Vector& tVect, const Vector& flatNormal,
const Vector& phongNormal, Vector bumpNormals[NUM_BUMP_VECTS] )
{
Vector tmpNormal;
bool leftHanded;
int i;
assert( NUM_BUMP_VECTS == 3 );
// Are we left or right handed?
CrossProduct( sVect, tVect, tmpNormal );
if( DotProduct( flatNormal, tmpNormal ) < 0.0f )
{
leftHanded = true;
}
else
{
leftHanded = false;
}
// Build a basis for the face around the phong normal
matrix3x4_t smoothBasis;
CrossProduct( phongNormal.Base(), sVect.Base(), smoothBasis[1] );
VectorNormalize( smoothBasis[1] );
CrossProduct( smoothBasis[1], phongNormal.Base(), smoothBasis[0] );
VectorNormalize( smoothBasis[0] );
VectorCopy( phongNormal.Base(), smoothBasis[2] );
if( leftHanded )
{
VectorNegate( smoothBasis[1] );
}
// move the g_localUpBumpBasis into world space to create bumpNormals
for( i = 0; i < 3; i++ )
{
VectorIRotate( g_localUpBumpBasis[i], smoothBasis, bumpNormals[i] );
}
}
// identifies a vertex embedded in solid
// lighting will be copied from nearest valid neighbor
struct badVertex_t
{
int m_ColorVertex;
Vector m_Position;
Vector m_Normals[ NUM_BUMP_VECTS + 1 ];
};
// a final colored vertex
struct colorVertex_t
{
Vector m_Colors[ NUM_BUMP_VECTS + 1 ];
float m_SunAmount[ NUM_BUMP_VECTS + 1 ];
Vector m_Position;
bool m_bValid;
};
class CComputeStaticPropLightingResults
{
public:
~CComputeStaticPropLightingResults()
{
m_ColorVertsArrays.PurgeAndDeleteElements();
}
CUtlVector< CUtlVector<colorVertex_t>* > m_ColorVertsArrays;
};
Vector NormalizeVertexBumpedLighting( Vector const *pColorNormal, Vector *pColorBumps )
{
const Vector &linearUnbumped = *( ( const Vector * )pColorNormal );
Vector linearBump1 = *( ( const Vector * )(pColorBumps + 0) );
Vector linearBump2 = *( ( const Vector * )(pColorBumps + 1) );
Vector linearBump3 = *( ( const Vector * )(pColorBumps + 2) );
const float flNormalizationFactor = 1.0f / 3.0f;
// find a scale factor which makes the average of the 3 bumped mapped vectors match the
// straight up vector (if possible), so that flat bumpmapped areas match non-bumpmapped
// areas.
Vector bumpAverage = linearBump1;
bumpAverage += linearBump2;
bumpAverage += linearBump3;
bumpAverage *= flNormalizationFactor;
Vector correctionScale;
if( *( int * )&bumpAverage[0] != 0 &&
*( int * )&bumpAverage[1] != 0 &&
*( int * )&bumpAverage[2] != 0 )
{
// fast path when we know that we don't have to worry about divide by zero.
VectorDivide( linearUnbumped, bumpAverage, correctionScale );
}
else
{
correctionScale.Init( 0.0f, 0.0f, 0.0f );
if( bumpAverage[0] != 0.0f )
{
correctionScale[0] = linearUnbumped[0] / bumpAverage[0];
}
if( bumpAverage[1] != 0.0f )
{
correctionScale[1] = linearUnbumped[1] / bumpAverage[1];
}
if( bumpAverage[2] != 0.0f )
{
correctionScale[2] = linearUnbumped[2] / bumpAverage[2];
}
}
linearBump1 *= correctionScale;
linearBump2 *= correctionScale;
linearBump3 *= correctionScale;
*((Vector *) (pColorBumps + 0)) = linearBump1;
*((Vector *) (pColorBumps + 1)) = linearBump2;
*((Vector *) (pColorBumps + 2)) = linearBump3;
return correctionScale;
}
void NormalizeVertexBumpedSunAmount( float const *pSunAmount0, float *pSunAmount1, float *pSunAmount2, float *pSunAmount3 )
{
const float &linearSunAmountUnbumped = *((const float *)pSunAmount0);
float linearSunAmount1 = *((const float *)(pSunAmount1));
float linearSunAmount2 = *((const float *)(pSunAmount2));
float linearSunAmount3 = *((const float *)(pSunAmount3));
const float flNormalizationFactor = 1.0f;// / 3.0f; - store in 0..1 space (for 0..255 alpha channel), multiply by 3.0 in the shader
// find a scale factor which makes the average of the 3 bumped mapped vectors match the
// straight up vector (if possible), so that flat bumpmapped areas match non-bumpmapped
// areas.
float bumpAverage = linearSunAmount1;
bumpAverage += linearSunAmount2;
bumpAverage += linearSunAmount3;
bumpAverage *= flNormalizationFactor;
float correctionScale;
if ( *(int *)&bumpAverage != 0 )
{
// fast path when we know that we don't have to worry about divide by zero.
correctionScale = linearSunAmountUnbumped / bumpAverage;
}
else
{
correctionScale = 1.0f;
if ( bumpAverage != 0.0f )
{
correctionScale = linearSunAmountUnbumped / bumpAverage;
}
}
linearSunAmount1 *= correctionScale;
linearSunAmount2 *= correctionScale;
linearSunAmount3 *= correctionScale;
*((float *)(pSunAmount1)) = linearSunAmount1;
*((float *)(pSunAmount2)) = linearSunAmount2;
*((float *)(pSunAmount3)) = linearSunAmount3;
}
void DumpElapsedTime( int timeTaken )
{
if ( g_bDumpBumpStaticProps && (g_numVradStaticPropsLightingStreams == 3) )
{
char mapName[MAX_PATH];
Q_FileBase( source, mapName, sizeof( mapName ) );
char bumpPropFilename[MAX_PATH];
sprintf( bumpPropFilename, "vrad_bumpstaticprops_%s.txt", mapName );
Msg( "Writing %s...\n", bumpPropFilename );
FILE *fp = fopen( bumpPropFilename, "a" );
if ( !fp )
{
Msg( "Writing %s...failed\n", bumpPropFilename );
return;
}
char str[512];
GetHourMinuteSecondsString( timeTaken, str, sizeof( str ) );
fprintf( fp, "\n\nUsing -staticpropsamplescale %f (-final defaults to 16)\n", g_flStaticPropSampleScale );
fprintf( fp, "\nTotal time taken to bake static prop lighting: %s\n", str );
fclose( fp );
}
}
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
CUtlSymbolTable g_ForcedTextureShadowsModels;
// DON'T USE THIS FROM WITHIN A THREAD. THERE IS A THREAD CONTEXT CREATED
// INSIDE PropTested_t. USE THAT INSTEAD.
IPhysicsCollision *s_pPhysCollision = NULL;
//-----------------------------------------------------------------------------
// Vrad's static prop manager
//-----------------------------------------------------------------------------
class CVradStaticPropMgr : public IVradStaticPropMgr
{
public:
// constructor, destructor
CVradStaticPropMgr();
virtual ~CVradStaticPropMgr();
// methods of IStaticPropMgr
void Init();
void Shutdown();
// iterate all the instanced static props and compute their vertex lighting
void ComputeLighting( int iThread );
virtual void MakePatches() override;
private:
// VMPI stuff.
static void VMPI_ProcessStaticProp_Static( int iThread, uint64 iStaticProp, MessageBuffer *pBuf );
static void VMPI_ReceiveStaticPropResults_Static( uint64 iStaticProp, MessageBuffer *pBuf, int iWorker );
void VMPI_ProcessStaticProp( int iThread, int iStaticProp, MessageBuffer *pBuf );
void VMPI_ReceiveStaticPropResults( int iStaticProp, MessageBuffer *pBuf, int iWorker );
// local thread version
static void ThreadComputeStaticPropLighting( int iThread, void *pUserData );
void ComputeLightingForProp( int iThread, int iStaticProp );
// Methods associated with unserializing static props
void UnserializeModelDict( CUtlBuffer& buf );
void UnserializeModels( CUtlBuffer& buf );
void UnserializeStaticProps();
// Creates a collision model
void CreateCollisionModel( char const* pModelName );
private:
// Unique static prop models
struct StaticPropDict_t
{
vcollide_t m_loadedModel;
CPhysCollide* m_pModel;
Vector m_Mins; // Bounding box is in local coordinates
Vector m_Maxs;
studiohdr_t* m_pStudioHdr;
CUtlBuffer m_VtxBuf;
CUtlVector<int> m_textureShadowIndex; // each texture has an index if this model casts texture shadows
CUtlVector<int> m_triangleMaterialIndex;// each triangle has an index if this model casts texture shadows
Vector m_vReflectivity;
bool m_bHasBumpmap;
bool m_bHasPhong;
};
struct MeshData_t
{
CUtlVector<Vector4D> m_VertColorData; // w has the additional lightmap alpha data
int m_numVerts;
int m_nLod;
};
// A static prop instance
struct CStaticProp
{
Vector m_Origin;
QAngle m_Angles;
Vector m_mins;
Vector m_maxs;
Vector m_LightingOrigin;
int m_ModelIdx;
BSPTreeDataHandle_t m_Handle;
CUtlVector<MeshData_t> m_MeshData;
int m_Flags;
int m_FlagsEx;
bool m_bLightingOriginValid;
Vector m_vReflectivity;
};
// Enumeration context
struct EnumContext_t
{
PropTested_t* m_pPropTested;
Ray_t const* m_pRay;
};
// The list of all static props
CUtlVector <StaticPropDict_t> m_StaticPropDict;
CUtlVector <CStaticProp> m_StaticProps;
bool m_bIgnoreStaticPropTrace;
void ComputeLighting( CStaticProp &prop, int iThread, int prop_index, CComputeStaticPropLightingResults *pResults );
void ApplyLightingToStaticProp( CStaticProp &prop, const CComputeStaticPropLightingResults *pResults );
void SerializeLighting();
void AddPolysForRayTrace();
void BuildTriList( CStaticProp &prop );
};
//-----------------------------------------------------------------------------
// Expose IVradStaticPropMgr to vrad
//-----------------------------------------------------------------------------
static CVradStaticPropMgr g_StaticPropMgr;
IVradStaticPropMgr* StaticPropMgr()
{
return &g_StaticPropMgr;
}
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CVradStaticPropMgr::CVradStaticPropMgr()
{
// set to ignore static prop traces
m_bIgnoreStaticPropTrace = false;
}
CVradStaticPropMgr::~CVradStaticPropMgr()
{
}
//-----------------------------------------------------------------------------
// Makes sure the studio model is a static prop
//-----------------------------------------------------------------------------
bool IsStaticProp( studiohdr_t* pHdr )
{
if (!(pHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP))
return false;
return true;
}
//-----------------------------------------------------------------------------
// Load a file into a Utlbuf
//-----------------------------------------------------------------------------
static bool LoadFile( char const* pFileName, CUtlBuffer& buf )
{
if ( ReadFileFromPak( GetPakFile(), pFileName, false, buf ) )
return true;
if ( !g_pFullFileSystem )
return false;
return g_pFullFileSystem->ReadFile( pFileName, NULL, buf );
}
//-----------------------------------------------------------------------------
// Constructs the file name from the model name
//-----------------------------------------------------------------------------
static char const* ConstructFileName( char const* pModelName )
{
static char buf[1024];
sprintf( buf, "%s%s", gamedir, pModelName );
return buf;
}
//-----------------------------------------------------------------------------
// Computes a convex hull from a studio mesh
//-----------------------------------------------------------------------------
static CPhysConvex* ComputeConvexHull( mstudiomesh_t* pMesh, studiohdr_t *pStudioHdr )
{
const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData( (void *)pStudioHdr );
Assert( vertData ); // This can only return NULL on X360 for now
// Generate a list of all verts in the mesh
Vector** ppVerts = (Vector**)_alloca(pMesh->numvertices * sizeof(Vector*) );
for (int i = 0; i < pMesh->numvertices; ++i)
{
ppVerts[i] = vertData->Position(i);
}
// Generate a convex hull from the verts
return s_pPhysCollision->ConvexFromVerts( ppVerts, pMesh->numvertices );
}
//-----------------------------------------------------------------------------
// Computes a convex hull from the studio model
//-----------------------------------------------------------------------------
CPhysCollide* ComputeConvexHull( studiohdr_t* pStudioHdr )
{
CUtlVector<CPhysConvex*> convexHulls;
for (int body = 0; body < pStudioHdr->numbodyparts; ++body )
{
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( body );
for( int model = 0; model < pBodyPart->nummodels; ++model )
{
mstudiomodel_t *pStudioModel = pBodyPart->pModel( model );
for( int mesh = 0; mesh < pStudioModel->nummeshes; ++mesh )
{
// Make a convex hull for each mesh
// NOTE: This won't work unless the model has been compiled
// with $staticprop
mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( mesh );
convexHulls.AddToTail( ComputeConvexHull( pStudioMesh, pStudioHdr ) );
}
}
}
// Convert an array of convex elements to a compiled collision model
// (this deletes the convex elements)
return s_pPhysCollision->ConvertConvexToCollide( convexHulls.Base(), convexHulls.Count() );
}
//-----------------------------------------------------------------------------
// Load studio model vertex data from a file...
//-----------------------------------------------------------------------------
bool LoadStudioModel( char const* pModelName, CUtlBuffer& buf )
{
// No luck, gotta build it
// Construct the file name...
if (!LoadFile( pModelName, buf ))
{
Warning("Error! Unable to load model \"%s\"\n", pModelName );
return false;
}
// Check that it's valid
if (strncmp ((const char *) buf.PeekGet(), "IDST", 4) &&
strncmp ((const char *) buf.PeekGet(), "IDAG", 4))
{
Warning("Error! Invalid model file \"%s\"\n", pModelName );
return false;
}
studiohdr_t* pHdr = (studiohdr_t*)buf.PeekGet();
Studio_ConvertStudioHdrToNewVersion( pHdr );
if (pHdr->version != STUDIO_VERSION)
{
Warning("Error! Invalid model version \"%s\"\n", pModelName );
return false;
}
if (!IsStaticProp(pHdr))
{
Warning("Error! To use model \"%s\"\n"
" as a static prop, it must be compiled with $staticprop!\n", pModelName );
return false;
}
// ensure reset
pHdr->SetVertexBase( NULL );
pHdr->SetIndexBase( NULL );
return true;
}
bool LoadStudioCollisionModel( char const* pModelName, CUtlBuffer& buf )
{
char tmp[1024];
Q_strncpy( tmp, pModelName, sizeof( tmp ) );
Q_SetExtension( tmp, ".phy", sizeof( tmp ) );
// No luck, gotta build it
if (!LoadFile( tmp, buf ))
{
// this is not an error, the model simply has no PHY file
return false;
}
phyheader_t *header = (phyheader_t *)buf.PeekGet();
if ( header->size != sizeof(*header) || header->solidCount <= 0 )
return false;
return true;
}
bool LoadVTXFile( char const* pModelName, const studiohdr_t *pStudioHdr, CUtlBuffer& buf )
{
char filename[MAX_PATH];
// construct filename
Q_StripExtension( pModelName, filename, sizeof( filename ) );
strcat( filename, ".dx90.vtx" );
if ( !LoadFile( filename, buf ) )
{
Warning( "Error! Unable to load file \"%s\"\n", filename );
return false;
}
OptimizedModel::FileHeader_t* pVtxHdr = (OptimizedModel::FileHeader_t *)buf.Base();
// Check that it's valid
if ( pVtxHdr->version != OPTIMIZED_MODEL_FILE_VERSION )
{
Warning( "Error! Invalid VTX file version: %d, expected %d \"%s\"\n", pVtxHdr->version, OPTIMIZED_MODEL_FILE_VERSION, filename );
return false;
}
if ( pVtxHdr->checkSum != pStudioHdr->checksum )
{
Warning( "Error! Invalid VTX file checksum: %d, expected %d \"%s\"\n", pVtxHdr->checkSum, pStudioHdr->checksum, filename );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Gets a vertex position from a strip index
//-----------------------------------------------------------------------------
inline static Vector* PositionFromIndex( const mstudio_meshvertexdata_t *vertData, mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t* pStripGroup, int i )
{
OptimizedModel::Vertex_t* pVert = pStripGroup->pVertex( i );
return vertData->Position( pVert->origMeshVertID );
}
//-----------------------------------------------------------------------------
// Purpose: Writes a glview text file containing the collision surface in question
// Input : *pCollide -
// *pFilename -
//-----------------------------------------------------------------------------
void DumpCollideToGlView( vcollide_t *pCollide, const char *pFilename )
{
if ( !pCollide )
return;
Msg("Writing %s...\n", pFilename );
FILE *fp = fopen( pFilename, "w" );
for (int i = 0; i < pCollide->solidCount; ++i)
{
Vector *outVerts;
int vertCount = s_pPhysCollision->CreateDebugMesh( pCollide->solids[i], &outVerts );
int triCount = vertCount / 3;
int vert = 0;
unsigned char r = (i & 1) * 64 + 64;
unsigned char g = (i & 2) * 64 + 64;
unsigned char b = (i & 4) * 64 + 64;
float fr = r / 255.0f;
float fg = g / 255.0f;
float fb = b / 255.0f;
for ( int i = 0; i < triCount; i++ )
{
fprintf( fp, "3\n" );
fprintf( fp, "%6.3f %6.3f %6.3f %.2f %.3f %.3f\n",
outVerts[vert].x, outVerts[vert].y, outVerts[vert].z, fr, fg, fb );
vert++;
fprintf( fp, "%6.3f %6.3f %6.3f %.2f %.3f %.3f\n",
outVerts[vert].x, outVerts[vert].y, outVerts[vert].z, fr, fg, fb );
vert++;
fprintf( fp, "%6.3f %6.3f %6.3f %.2f %.3f %.3f\n",
outVerts[vert].x, outVerts[vert].y, outVerts[vert].z, fr, fg, fb );
vert++;
}
s_pPhysCollision->DestroyDebugMesh( vertCount, outVerts );
}
fclose( fp );
}
static bool PointInTriangle( const Vector2D &p, const Vector2D &v0, const Vector2D &v1, const Vector2D &v2 )
{
float coords[3];
GetBarycentricCoords2D( v0, v1, v2, p, coords );
for ( int i = 0; i < 3; i++ )
{
if ( coords[i] < 0.0f || coords[i] > 1.0f )
return false;
}
float sum = coords[0] + coords[1] + coords[2];
if ( sum > 1.0f )
return false;
return true;
}
bool LoadFileIntoBuffer( CUtlBuffer &buf, const char *pFilename )
{
FileHandle_t fileHandle = g_pFileSystem->Open( pFilename, "rb" );
if ( !fileHandle )
return false;
// Get the file size
int texSize = g_pFileSystem->Size( fileHandle );
buf.EnsureCapacity( texSize );
int nBytesRead = g_pFileSystem->Read( buf.Base(), texSize, fileHandle );
g_pFileSystem->Close( fileHandle );
buf.SeekPut( CUtlBuffer::SEEK_HEAD, nBytesRead );
buf.SeekGet( CUtlBuffer::SEEK_HEAD, 0 );
return true;
}
// keeps a list of all textures that cast shadows via alpha channel
class CShadowTextureList
{
public:
// This loads a vtf and converts it to RGB8888 format
unsigned char *LoadVTFRGB8888( const char *pName, int *pWidth, int *pHeight, bool *pClampU, bool *pClampV )
{
char szPath[MAX_PATH];
Q_strncpy( szPath, "materials/", sizeof( szPath ) );
Q_strncat( szPath, pName, sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_strncat( szPath, ".vtf", sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_FixSlashes( szPath, CORRECT_PATH_SEPARATOR );
CUtlBuffer buf;
if ( !LoadFileIntoBuffer( buf, szPath ) )
return NULL;
IVTFTexture *pTex = CreateVTFTexture();
if (!pTex->Unserialize( buf ))
return NULL;
Msg("Loaded alpha texture %s\n", szPath );
unsigned char *pSrcImage = pTex->ImageData( 0, 0, 0, 0, 0, 0 );
int iWidth = pTex->Width();
int iHeight = pTex->Height();
ImageFormat dstFormat = IMAGE_FORMAT_RGBA8888;
ImageFormat srcFormat = pTex->Format();
*pClampU = (pTex->Flags() & TEXTUREFLAGS_CLAMPS) ? true : false;
*pClampV = (pTex->Flags() & TEXTUREFLAGS_CLAMPT) ? true : false;
unsigned char *pDstImage = new unsigned char[ImageLoader::GetMemRequired( iWidth, iHeight, 1, dstFormat, false )];
if( !ImageLoader::ConvertImageFormat( pSrcImage, srcFormat,
pDstImage, dstFormat, iWidth, iHeight, 0, 0 ) )
{
delete[] pDstImage;
return NULL;
}
*pWidth = iWidth;
*pHeight = iHeight;
return pDstImage;
}
// Checks the database for the material and loads if necessary
// returns true if found and pIndex will be the index, -1 if no alpha shadows
bool FindOrLoadIfValid( const char *pMaterialName, int *pIndex )
{
*pIndex = -1;
int index = m_Textures.Find(pMaterialName);
bool bFound = false;
if ( index != m_Textures.InvalidIndex() )
{
bFound = true;
*pIndex = index;
}
else
{
KeyValues *pVMT = new KeyValues("vmt");
CUtlBuffer buf(0,0,CUtlBuffer::TEXT_BUFFER);
LoadFileIntoBuffer( buf, pMaterialName );
if ( pVMT->LoadFromBuffer( pMaterialName, buf ) )
{
bFound = true;
if ( pVMT->FindKey("$translucent") || pVMT->FindKey("$alphatest") )
{
KeyValues *pBaseTexture = pVMT->FindKey("$basetexture");
if ( pBaseTexture )
{
const char *pBaseTextureName = pBaseTexture->GetString();
if ( pBaseTextureName )
{
int w, h;
bool bClampU = false;
bool bClampV = false;
unsigned char *pImageBits = LoadVTFRGB8888( pBaseTextureName, &w, &h, &bClampU, &bClampV );
if ( pImageBits )
{
int index = m_Textures.Insert( pMaterialName );
m_Textures[index].InitFromRGB8888( w, h, pImageBits );
*pIndex = index;
if ( pVMT->FindKey("$nocull") )
{
// UNDONE: Support this? Do we need to emit two triangles?
m_Textures[index].allowBackface = true;
}
m_Textures[index].clampU = bClampU;
m_Textures[index].clampV = bClampV;
delete[] pImageBits;
}
}
}
}
}
pVMT->deleteThis();
}
return bFound;
}
// iterate the textures for the model and load each one into the database
// this is used on models marked to cast texture shadows
void LoadAllTexturesForModel( studiohdr_t *pHdr, int *pTextureList )
{
for ( int i = 0; i < pHdr->numtextures; i++ )
{
int textureIndex = -1;
// try to add each texture to the transparent shadow manager
char szPath[MAX_PATH];
// iterate quietly through all specified directories until a valid material is found
for ( int j = 0; j < pHdr->numcdtextures; j++ )
{
Q_strncpy( szPath, "materials/", sizeof( szPath ) );
Q_strncat( szPath, pHdr->pCdtexture( j ), sizeof( szPath ) );
const char *textureName = pHdr->pTexture( i )->pszName();
Q_strncat( szPath, textureName, sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_strncat( szPath, ".vmt", sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_FixSlashes( szPath, CORRECT_PATH_SEPARATOR );
if ( FindOrLoadIfValid( szPath, &textureIndex ) )
break;
}
pTextureList[i] = textureIndex;
}
}
int AddMaterialEntry( int shadowTextureIndex, const Vector2D &t0, const Vector2D &t1, const Vector2D &t2 )
{
int index = m_MaterialEntries.AddToTail();
m_MaterialEntries[index].textureIndex = shadowTextureIndex;
m_MaterialEntries[index].uv[0] = t0;
m_MaterialEntries[index].uv[1] = t1;
m_MaterialEntries[index].uv[2] = t2;
return index;
}
// HACKHACK: Compute the average coverage for this triangle by sampling the AABB of its texture space
float ComputeCoverageForTriangle( int shadowTextureIndex, const Vector2D &t0, const Vector2D &t1, const Vector2D &t2 )
{
float umin = min(t0.x, t1.x);
umin = min(umin, t2.x);
float umax = max(t0.x, t1.x);
umax = max(umax, t2.x);
float vmin = min(t0.y, t1.y);
vmin = min(vmin, t2.y);
float vmax = max(t0.y, t1.y);
vmax = max(vmax, t2.y);
// UNDONE: Do something about tiling
umin = clamp(umin, 0, 1);
umax = clamp(umax, 0, 1);
vmin = clamp(vmin, 0, 1);
vmax = clamp(vmax, 0, 1);
Assert(umin>=0.0f && umax <= 1.0f);
Assert(vmin>=0.0f && vmax <= 1.0f);
const alphatexture_t &tex = m_Textures.Element(shadowTextureIndex);
int u0 = umin * (tex.width-1);
int u1 = umax * (tex.width-1);
int v0 = vmin * (tex.height-1);
int v1 = vmax * (tex.height-1);
int total = 0;
int count = 0;
for ( int v = v0; v <= v1; v++ )
{
int row = (v * tex.width);
for ( int u = u0; u <= u1; u++ )
{
total += tex.pAlphaTexels[row + u];
count++;
}
}
if ( count )
{
float coverage = float(total) / (count * 255.0f);
return coverage;
}
return 1.0f;
}
int SampleMaterial( int materialIndex, const Vector &coords, bool bBackface )
{
const materialentry_t &mat = m_MaterialEntries[materialIndex];
const alphatexture_t &tex = m_Textures.Element(m_MaterialEntries[materialIndex].textureIndex);
if ( bBackface && !tex.allowBackface )
return 0;
Vector2D uv = coords.x * mat.uv[0] + coords.y * mat.uv[1] + coords.z * mat.uv[2];
// bilinear filtered sample
float ou = uv[0] * tex.width;
float ov = uv[1] * tex.height;
int u = floor( ou );
int v = floor( ov );
int u1 = u+1;
int v1 = v+1;
u &= (tex.width-1);
u1 &= (tex.width-1);
v &= (tex.height-1);
v1 &= (tex.height-1);
float lerpU = ou - u;
float lerpV = ov - v;
int x = (tex.pAlphaTexels[v * tex.width + u] * (1-lerpU)) + (lerpU*tex.pAlphaTexels[v * tex.width + u1]);
int y = (tex.pAlphaTexels[v1 * tex.width + u] * (1-lerpU)) + (lerpU*tex.pAlphaTexels[v1 * tex.width + u1]);
return int( x * (1-lerpV) + (y*lerpV) );
}
void GetMapping( int shadowTextureIndex, int *pWidth, int *pHeight )
{
*pWidth = m_Textures[shadowTextureIndex].width;
*pHeight = m_Textures[shadowTextureIndex].height;
}
struct alphatexture_t
{
short width;
short height;
bool allowBackface;
bool clampU;
bool clampV;
unsigned char *pAlphaTexels;
void InitFromRGB8888( int w, int h, unsigned char *pTexels )
{
width = w;
height = h;
pAlphaTexels = new unsigned char[w*h];
for ( int i = 0; i < h; i++ )
{
for ( int j = 0; j < w; j++ )
{
int index = (i*w) + j;
pAlphaTexels[index] = pTexels[index*4 + 3];
}
}
}
};
struct materialentry_t
{
int textureIndex;
Vector2D uv[3];
};
// this is the list of textures we've loaded
// only load each one once
CUtlDict< alphatexture_t, unsigned short > m_Textures;
CUtlVector<materialentry_t> m_MaterialEntries;
};
// global to keep the shadow-casting texture list and their alpha bits
CShadowTextureList g_ShadowTextureList;
float ComputeCoverageFromTexture( float b0, float b1, float b2, int32 hitID )
{
const float alphaScale = 1.0f / 255.0f;
// UNDONE: Pass ray down to determine backfacing?
//Vector normal( tri.m_flNx, tri.m_flNy, tri.m_flNz );
//bool bBackface = DotProduct(delta, tri.N) > 0 ? true : false;
Vector coords(b0,b1,b2);
return alphaScale * g_ShadowTextureList.SampleMaterial( g_RtEnv.GetTriangleMaterial(hitID), coords, false );
}
// this is here to strip models/ or .mdl or whatnot
void CleanModelName( const char *pModelName, char *pOutput, int outLen )
{
// strip off leading models/ if it exists
const char *pModelDir = "models/";
int modelLen = Q_strlen(pModelDir);
if ( !Q_strnicmp(pModelName, pModelDir, modelLen ) )
{
pModelName += modelLen;
}
Q_strncpy( pOutput, pModelName, outLen );
// truncate any .mdl extension
char *dot = strchr(pOutput,'.');
if ( dot )
{
*dot = 0;
}
}
int LoadShadowTexture( const char *pMaterialName )
{
int textureIndex = -1;
// try to add each texture to the transparent shadow manager
char szPath[MAX_PATH];
Q_strncpy( szPath, "materials/", sizeof( szPath ) );
Q_strncat( szPath, pMaterialName, sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_strncat( szPath, ".vmt", sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_FixSlashes( szPath, CORRECT_PATH_SEPARATOR );
g_ShadowTextureList.FindOrLoadIfValid( szPath, &textureIndex );
return textureIndex;
}
int AddShadowTextureTriangle( int shadowTextureIndex, const Vector2D &t0, const Vector2D &t1, const Vector2D &t2 )
{
return g_ShadowTextureList.AddMaterialEntry(shadowTextureIndex, t0, t1, t2 );
}
float ComputeCoverageForTriangle( int shadowTextureIndex, const Vector2D &t0, const Vector2D &t1, const Vector2D &t2 )
{
return g_ShadowTextureList.ComputeCoverageForTriangle(shadowTextureIndex, t0, t1, t2 );
}
void GetShadowTextureMapping( int shadowTextureIndex, int *pWidth, int *pHeight )
{
g_ShadowTextureList.GetMapping( shadowTextureIndex, pWidth, pHeight );
}
void ForceTextureShadowsOnModel( const char *pModelName )
{
char buf[1024];
CleanModelName( pModelName, buf, sizeof(buf) );
if ( !g_ForcedTextureShadowsModels.Find(buf).IsValid())
{
g_ForcedTextureShadowsModels.AddString(buf);
}
}
bool IsModelTextureShadowsForced( const char *pModelName )
{
char buf[1024];
CleanModelName( pModelName, buf, sizeof(buf) );
return g_ForcedTextureShadowsModels.Find(buf).IsValid();
}
bool IsStaticPropBumpmapped( studiohdr_t *pStudioHdr )
{
if ( g_numVradStaticPropsLightingStreams == 1 )
{
return false;
}
// check if prop uses "$bumpmap" in any materials, use this as an indication of valid tangent data (availability of tangentdata does not imply it's valid/used)
for ( int textureIndex = 0; textureIndex < pStudioHdr->numtextures; textureIndex++ )
{
char szPath[MAX_PATH];
// iterate quietly through all specified directories until a valid material is found
for ( int i = 0; i < pStudioHdr->numcdtextures; i++ )
{
Q_strncpy( szPath, "materials/", sizeof( szPath ) );
Q_strncat( szPath, pStudioHdr->pCdtexture( i ), sizeof( szPath ) );
const char *textureName = pStudioHdr->pTexture( textureIndex )->pszName();
Q_strncat( szPath, textureName, sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_strncat( szPath, ".vmt", sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_FixSlashes( szPath, CORRECT_PATH_SEPARATOR );
KeyValues *pVMT = new KeyValues( "vmt" );
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
LoadFileIntoBuffer( buf, szPath );
if ( pVMT->LoadFromBuffer( szPath, buf ) )
{
if ( pVMT->FindKey( "$bumpmap" ) )
{
pVMT->deleteThis();
return true;
}
}
pVMT->deleteThis();
}
}
return false;
}
void StaticPropHasPhongBump( studiohdr_t *pStudioHdr, bool *pHasBumpmap, bool *pHasPhong )
{
if ( g_numVradStaticPropsLightingStreams == 1 )
{
return;
}
*pHasBumpmap = false;
*pHasPhong = false;
// check if prop uses "$bumpmap" in any materials, use this as an indication of valid tangent data (availability of tangentdata does not imply it's valid/used)
for ( int textureIndex = 0; textureIndex < pStudioHdr->numtextures; textureIndex++ )
{
char szPath[MAX_PATH];
// iterate quietly through all specified directories until a valid material is found
for ( int i = 0; i < pStudioHdr->numcdtextures; i++ )
{
Q_strncpy( szPath, "materials/", sizeof( szPath ) );
Q_strncat( szPath, pStudioHdr->pCdtexture( i ), sizeof( szPath ) );
const char *textureName = pStudioHdr->pTexture( textureIndex )->pszName();
Q_strncat( szPath, textureName, sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_strncat( szPath, ".vmt", sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_FixSlashes( szPath, CORRECT_PATH_SEPARATOR );
KeyValues *pVMT = new KeyValues( "vmt" );
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
LoadFileIntoBuffer( buf, szPath );
if ( pVMT->LoadFromBuffer( szPath, buf ) )
{
if ( pVMT->FindKey( "$bumpmap" ) )
{
*pHasBumpmap = true;
// is it also phong
if ( pVMT->FindKey( "$phong" ) )
{
*pHasPhong = true;
pVMT->deleteThis();
return;
}
}
}
pVMT->deleteThis();
}
}
return;
}
Vector ReadReflectivityFromVTF( const char *pName )
{
Vector vRefl( 0.18f, 0.18f, 0.18f );
char szPath[ MAX_PATH ];
Q_strncpy( szPath, "materials/", sizeof( szPath ) );
Q_strncat( szPath, pName, sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_strncat( szPath, ".vtf", sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_FixSlashes( szPath, CORRECT_PATH_SEPARATOR );
int nHeaderSize = VTFFileHeaderSize();
unsigned char *pMem = (unsigned char *)stackalloc( nHeaderSize );
CUtlBuffer buf( pMem, nHeaderSize );
if ( g_pFullFileSystem->ReadFile( szPath, NULL, buf, nHeaderSize ) )
{
IVTFTexture *pTex = CreateVTFTexture();
if ( pTex->Unserialize( buf, true ) )
{
vRefl = pTex->Reflectivity();
}
DestroyVTFTexture( pTex );
}
return vRefl;
}
Vector ComputeStaticPropReflectivity( studiohdr_t *pStudioHdr )
{
Vector vReflectivity( 0.18f, 0.18f, 0.18f );
for ( int textureIndex = 0; textureIndex < pStudioHdr->numtextures; textureIndex++ )
{
char szPath[ MAX_PATH ];
// iterate quietly through all specified directories until a valid material is found
for ( int i = 0; i < pStudioHdr->numcdtextures; i++ )
{
Q_strncpy( szPath, "materials/", sizeof( szPath ) );
Q_strncat( szPath, pStudioHdr->pCdtexture( i ), sizeof( szPath ) );
const char *textureName = pStudioHdr->pTexture( textureIndex )->pszName();
Q_strncat( szPath, textureName, sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_strncat( szPath, ".vmt", sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_FixSlashes( szPath, CORRECT_PATH_SEPARATOR );
Vector vVtfRefl( 1.0f, 1.0f, 1.0f );
Vector vTint( 1.0f, 1.0f, 1.0f );
KeyValues *pVMT = new KeyValues( "vmt" );
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
LoadFileIntoBuffer( buf, szPath );
if ( pVMT->LoadFromBuffer( szPath, buf ) )
{
KeyValues *pBaseTexture = pVMT->FindKey( "$basetexture" );
if ( pBaseTexture )
{
const char *pBaseTextureName = pBaseTexture->GetString();
if ( pBaseTextureName )
{
vVtfRefl = ReadReflectivityFromVTF( pBaseTextureName );
}
}
vReflectivity = vVtfRefl;
KeyValues *pColorTint = pVMT->FindKey( "color" );
if ( pColorTint )
{
const char *pColorString = pColorTint->GetString();
if ( pColorString[ 0 ] == '{' )
{
int r = 0;
int g = 0;
int b = 0;
sscanf( pColorString, "{%d %d %d}", &r, &g, &b );
vTint.x = SrgbGammaToLinear( clamp( float( r ) / 255.0f, 0.0f, 1.0f ) );
vTint.y = SrgbGammaToLinear( clamp( float( r ) / 255.0f, 0.0f, 1.0f ) );
vTint.z = SrgbGammaToLinear( clamp( float( r ) / 255.0f, 0.0f, 1.0f ) );
}
else if ( pColorString[ 0 ] == '[' )
{
sscanf( pColorString, "[%f %f %f]", &vTint.x, &vTint.y, &vTint.z );
vTint.x = clamp( vTint.x, 0.0f, 1.0f );
vTint.y = clamp( vTint.y, 0.0f, 1.0f );
vTint.z = clamp( vTint.z, 0.0f, 1.0f );
}
}
}
pVMT->deleteThis();
vReflectivity = vVtfRefl * vTint;
if ( vReflectivity.x == 1.0f && vReflectivity.y == 1.0f && vReflectivity.z == 1.0f )
{
vReflectivity.Init( 0.18f, 0.18f, 0.18f );
}
return vReflectivity;
}
}
return vReflectivity;
}
//-----------------------------------------------------------------------------
// Creates a collision model (based on the render geometry!)
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::CreateCollisionModel( char const* pModelName )
{
CUtlBuffer buf;
CUtlBuffer bufvtx;
CUtlBuffer bufphy;
int i = m_StaticPropDict.AddToTail();
m_StaticPropDict[i].m_pModel = NULL;
m_StaticPropDict[i].m_pStudioHdr = NULL;
if ( !LoadStudioModel( pModelName, buf ) )
{
VectorCopy( vec3_origin, m_StaticPropDict[i].m_Mins );
VectorCopy( vec3_origin, m_StaticPropDict[i].m_Maxs );
return;
}
studiohdr_t* pHdr = (studiohdr_t*)buf.Base();
VectorCopy( pHdr->hull_min, m_StaticPropDict[i].m_Mins );
VectorCopy( pHdr->hull_max, m_StaticPropDict[i].m_Maxs );
if ( LoadStudioCollisionModel( pModelName, bufphy ) )
{
phyheader_t header;
bufphy.Get( &header, sizeof(header) );
vcollide_t *pCollide = &m_StaticPropDict[i].m_loadedModel;
s_pPhysCollision->VCollideLoad( pCollide, header.solidCount, (const char *)bufphy.PeekGet(), bufphy.TellPut() - bufphy.TellGet() );
m_StaticPropDict[i].m_pModel = m_StaticPropDict[i].m_loadedModel.solids[0];
/*
static int propNum = 0;
char tmp[128];
sprintf( tmp, "staticprop%03d.txt", propNum );
DumpCollideToGlView( pCollide, tmp );
++propNum;
*/
}
else
{
// mark this as unused
m_StaticPropDict[i].m_loadedModel.solidCount = 0;
// CPhysCollide* pPhys = CreatePhysCollide( pHdr, pVtxHdr );
m_StaticPropDict[i].m_pModel = ComputeConvexHull( pHdr );
}
// clone it
m_StaticPropDict[i].m_pStudioHdr = (studiohdr_t *)malloc( buf.Size() );
memcpy( m_StaticPropDict[i].m_pStudioHdr, (studiohdr_t*)buf.Base(), buf.Size() );
if ( !LoadVTXFile( pModelName, m_StaticPropDict[i].m_pStudioHdr, m_StaticPropDict[i].m_VtxBuf ) )
{
// failed, leave state identified as disabled
m_StaticPropDict[i].m_VtxBuf.Purge();
}
if ( g_bTextureShadows )
{
if ( (pHdr->flags & STUDIOHDR_FLAGS_CAST_TEXTURE_SHADOWS) || IsModelTextureShadowsForced(pModelName) )
{
m_StaticPropDict[i].m_textureShadowIndex.RemoveAll();
m_StaticPropDict[i].m_triangleMaterialIndex.RemoveAll();
m_StaticPropDict[i].m_textureShadowIndex.AddMultipleToTail( pHdr->numtextures );
g_ShadowTextureList.LoadAllTexturesForModel( pHdr, m_StaticPropDict[i].m_textureShadowIndex.Base() );
}
}
// mark static props that use $bumpmap, $phong materials
StaticPropHasPhongBump( pHdr, &m_StaticPropDict[ i ].m_bHasBumpmap, &m_StaticPropDict[ i ].m_bHasPhong );
m_StaticPropDict[ i ].m_vReflectivity = ComputeStaticPropReflectivity( pHdr );
}
//-----------------------------------------------------------------------------
// Unserialize static prop model dictionary
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::UnserializeModelDict( CUtlBuffer& buf )
{
int count = buf.GetInt();
while ( --count >= 0 )
{
StaticPropDictLump_t lump;
buf.Get( &lump, sizeof(StaticPropDictLump_t) );
CreateCollisionModel( lump.m_Name );
}
// spew bump static prop info
if ( g_bDumpBumpStaticProps && (g_numVradStaticPropsLightingStreams == 3) )
{
char mapName[MAX_PATH];
Q_FileBase( source, mapName, sizeof( mapName ) );
char bumpPropFilename[MAX_PATH];
sprintf( bumpPropFilename, "vrad_bumpstaticprops_%s.txt", mapName);
Msg( "Writing %s...\n", bumpPropFilename );
FILE *fp = fopen( bumpPropFilename, "w" );
if ( !fp )
{
Msg( "Writing %s...failed\n", bumpPropFilename );
return;
}
fprintf( fp, "Bumpmap static prop list for %s\n", mapName );
int numBumpmapStaticProps = 0;
int numPhongStaticProps = 0;
for ( int i = m_StaticPropDict.Count(); --i >= 0; )
{
studiohdr_t *pStudioHdr = m_StaticPropDict[i].m_pStudioHdr;
if ( m_StaticPropDict[i].m_bHasBumpmap )
{
numBumpmapStaticProps++;
}
if ( m_StaticPropDict[i].m_bHasPhong )
{
numPhongStaticProps++;
}
if ( m_StaticPropDict[i].m_bHasBumpmap || m_StaticPropDict[i].m_bHasPhong )
{
fprintf( fp, "\nprop: %s\nvmt's containing $bumpmap, $phong:\n", pStudioHdr->pszName() );
for ( int textureIndex = 0; textureIndex < pStudioHdr->numtextures; textureIndex++ )
{
char szPath[MAX_PATH];
// iterate quietly through all specified directories until a valid material is found
for ( int i = 0; i < pStudioHdr->numcdtextures; i++ )
{
Q_strncpy( szPath, "materials/", sizeof( szPath ) );
Q_strncat( szPath, pStudioHdr->pCdtexture( i ), sizeof( szPath ) );
const char *textureName = pStudioHdr->pTexture( textureIndex )->pszName();
Q_strncat( szPath, textureName, sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_strncat( szPath, ".vmt", sizeof( szPath ), COPY_ALL_CHARACTERS );
Q_FixSlashes( szPath, CORRECT_PATH_SEPARATOR );
KeyValues *pVMT = new KeyValues( "vmt" );
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
LoadFileIntoBuffer( buf, szPath );
if ( pVMT->LoadFromBuffer( szPath, buf ) )
{
if ( pVMT->FindKey( "$bumpmap" ) )
{
if ( pVMT->FindKey( "$phong" ) )
{
fprintf( fp, "$bump, $phong: %s\n", szPath );
}
else
{
fprintf( fp, "$bump: %s\n", szPath );
}
}
else if ( pVMT->FindKey( "$phong" ) )
{
// not possible/error?
fprintf( fp, "$phong: %s\n", szPath );
}
}
pVMT->deleteThis();
}
}
}
}
fprintf( fp, "\n%d static props, %d bumped static props (%d phong static props)\n", m_StaticPropDict.Count(), numBumpmapStaticProps, numPhongStaticProps );
fclose( fp );
}
}
void CVradStaticPropMgr::UnserializeModels( CUtlBuffer& buf )
{
int count = buf.GetInt();
m_StaticProps.AddMultipleToTail(count);
for ( int i = 0; i < count; ++i )
{
StaticPropLump_t lump;
buf.Get( &lump, sizeof(StaticPropLump_t) );
VectorCopy( lump.m_Origin, m_StaticProps[i].m_Origin );
VectorCopy( lump.m_Angles, m_StaticProps[i].m_Angles );
VectorCopy( lump.m_LightingOrigin, m_StaticProps[i].m_LightingOrigin );
m_StaticProps[i].m_bLightingOriginValid = ( lump.m_Flags & STATIC_PROP_USE_LIGHTING_ORIGIN ) > 0;
m_StaticProps[i].m_ModelIdx = lump.m_PropType;
m_StaticProps[i].m_Handle = TREEDATA_INVALID_HANDLE;
m_StaticProps[i].m_Flags = lump.m_Flags;
m_StaticProps[ i ].m_FlagsEx = lump.m_FlagsEx;
m_StaticProps[ i ].m_vReflectivity.Init( SrgbGammaToLinear( float( lump.m_DiffuseModulation.r ) / 255.0f ),
SrgbGammaToLinear( float( lump.m_DiffuseModulation.g ) / 255.0f ),
SrgbGammaToLinear( float( lump.m_DiffuseModulation.b ) / 255.0f ) );
m_StaticProps[ i ].m_vReflectivity *= m_StaticPropDict[ m_StaticProps[ i ].m_ModelIdx ].m_vReflectivity;
}
}
//-----------------------------------------------------------------------------
// Unserialize static props
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::UnserializeStaticProps()
{
// Unserialize static props, insert them into the appropriate leaves
GameLumpHandle_t handle = g_GameLumps.GetGameLumpHandle( GAMELUMP_STATIC_PROPS );
int size = g_GameLumps.GameLumpSize( handle );
if (!size)
return;
if ( g_GameLumps.GetGameLumpVersion( handle ) != GAMELUMP_STATIC_PROPS_VERSION )
{
Error( "Cannot load the static props... encountered a stale map version. Re-vbsp the map." );
}
if ( g_GameLumps.GetGameLump( handle ) )
{
CUtlBuffer buf( g_GameLumps.GetGameLump(handle), size, CUtlBuffer::READ_ONLY );
UnserializeModelDict( buf );
// Skip the leaf list data
int count = buf.GetInt();
buf.SeekGet( CUtlBuffer::SEEK_CURRENT, count * sizeof(StaticPropLeafLump_t) );
UnserializeModels( buf );
}
}
//-----------------------------------------------------------------------------
// Level init, shutdown
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::Init()
{
CreateInterfaceFn physicsFactory = GetPhysicsFactory();
if ( !physicsFactory )
Error( "Unable to load vphysics DLL." );
s_pPhysCollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL );
if( !s_pPhysCollision )
{
Error( "Unable to get '%s' for physics interface.", VPHYSICS_COLLISION_INTERFACE_VERSION );
return;
}
// Read in static props that have been compiled into the bsp file
UnserializeStaticProps();
}
void CVradStaticPropMgr::Shutdown()
{
// Remove all static prop model data
for (int i = m_StaticPropDict.Count(); --i >= 0; )
{
studiohdr_t *pStudioHdr = m_StaticPropDict[i].m_pStudioHdr;
if ( pStudioHdr )
{
if ( pStudioHdr->VertexBase() )
{
free( pStudioHdr->VertexBase() );
pStudioHdr->SetVertexBase( nullptr );
}
free( pStudioHdr );
}
}
m_StaticProps.Purge();
m_StaticPropDict.Purge();
}
void ComputeLightmapColor( dface_t* pFace, Vector &color )
{
texinfo_t* pTex = &texinfo[pFace->texinfo];
if ( pTex->flags & SURF_SKY )
{
// sky ambient already accounted for in direct component
return;
}
}
bool PositionInSolid( Vector &position )
{
/* Testing enabling/disabling since it erroneously reports verts inside light blockers
and there are a number of position offsets applied elsewhere to avoid surface acne
that might well be enough */
if ( g_bDisableStaticPropVertexInSolidTest )
{
return false;
}
int ndxLeaf = PointLeafnum( position );
if ( dleafs[ndxLeaf].contents & CONTENTS_SOLID )
{
// position embedded in solid
return true;
}
return false;
}
bool PositionIn3DSkybox( Vector &position )
{
int iLeaf = PointLeafnum( position );
int area = dleafs[ iLeaf ].area;
return area_sky_cameras[ area ] >= 0;
}
//-----------------------------------------------------------------------------
// Trace from a vertex to each direct light source, accumulating its contribution.
//-----------------------------------------------------------------------------
void ComputeDirectLightingAtPoint( Vector &position, Vector *normals, Vector *outColors, float *outSunAmount, int numNormals, bool bSkipSkyLight, int iThread,
int static_prop_id_to_skip, int nLFlags )
{
SSE_sampleLightOutput_t sampleOutput;
for ( int k = 0; k < numNormals; ++ k )
{
outColors[k].Init();
outSunAmount[k] = 0.0f;
}
// Iterate over all direct lights and accumulate their contribution
int cluster = ClusterFromPoint( position );
for ( directlight_t *dl = activelights; dl != NULL; dl = dl->next )
{
if ( dl->light.style )
{
// skip lights with style
continue;
}
// is this lights cluster visible?
if ( !PVSCheck( dl->pvs, cluster ) )
continue;
// push the vertex towards the light to avoid surface acne
Vector adjusted_pos = position;
float flEpsilon = 0.0;
const float flFudgeFactor = 4.0;
if (dl->light.type != emit_skyambient)
{
// push towards the light
Vector fudge;
if ( dl->light.type == emit_skylight )
fudge = -( dl->light.normal);
else
{
fudge = dl->light.origin-position;
VectorNormalize( fudge );
}
fudge *= flFudgeFactor;
adjusted_pos += fudge;
}
else
{
// push out along normal
adjusted_pos += flFudgeFactor * normals[0];
// flEpsilon = 1.0;
}
FourVectors adjusted_pos4;
adjusted_pos4.DuplicateVector( adjusted_pos );
FourVectors normal4;
switch( numNormals )
{
case 4:
normal4.LoadAndSwizzle( normals[0], normals[1], normals[2], normals[3] );
break;
case 3:
normal4.LoadAndSwizzle( normals[0], normals[1], normals[2], normals[0] );
break;
default:
normal4.DuplicateVector( normals[0] );
break;
}
GatherSampleLightSSE( sampleOutput, dl, -1, adjusted_pos4, &normal4,
1, // really it's number of FourVectors passed
iThread, g_bFastStaticProps ? ( nLFlags | GATHERLFLAGS_FORCE_FAST ) : nLFlags,
static_prop_id_to_skip, flEpsilon );
for ( int k = 0; k < numNormals; ++k )
{
if ( !((dl->light.type == emit_skylight) && bSkipSkyLight) )
{
VectorMA( outColors[k],
sampleOutput.m_flFalloff.m128_f32[k] * sampleOutput.m_flDot[0].m128_f32[k],
dl->light.intensity,
outColors[k] );
}
outSunAmount[k] += SubFloat( sampleOutput.m_flSunAmount[0], k ) * (sampleOutput.m_flDot[0].m128_f32[0] > 0.0f ? 1.0f : 0.0f);
}
}
}
//-----------------------------------------------------------------------------
// version of above that just computes/returns the sun amount
//-----------------------------------------------------------------------------
void ComputeSunAmountAtPoint( Vector &position, Vector *normals, float *outSunAmount, int numNormals, int iThread,
int static_prop_id_to_skip = -1, int nLFlags = 0 )
{
SSE_sampleLightOutput_t sampleOutput;
for ( int k = 0; k < numNormals; ++k )
{
outSunAmount[k] = 0.0f;
}
// Iterate over all direct lights and accumulate their contribution
int cluster = ClusterFromPoint( position );
for ( directlight_t *dl = activelights; dl != NULL; dl = dl->next )
{
if ( dl->light.style )
{
// skip lights with style
continue;
}
if ( dl->light.type != emit_skylight )
{
// skip lights that don't contribue to sunamount
continue;
}
// is this lights cluster visible?
if ( !PVSCheck( dl->pvs, cluster ) )
continue;
// push the vertex towards the light to avoid surface acne
Vector adjusted_pos = position;
float flEpsilon = 0.0;
const float flFudgeFactor = 4.0;
// push towards the light
Vector fudge;
fudge = -(dl->light.normal);
fudge *= flFudgeFactor;
adjusted_pos += fudge;
FourVectors adjusted_pos4;
adjusted_pos4.DuplicateVector( adjusted_pos );
FourVectors normal4;
switch ( numNormals )
{
case 4:
normal4.LoadAndSwizzle( normals[0], normals[1], normals[2], normals[3] );
break;
case 3:
normal4.LoadAndSwizzle( normals[0], normals[1], normals[2], normals[0] );
break;
default:
normal4.DuplicateVector( normals[0] );
break;
}
GatherSampleLightSSE( sampleOutput, dl, -1, adjusted_pos4, &normal4,
1, // really it's number of FourVectors passed
iThread, g_bFastStaticProps ? (nLFlags | GATHERLFLAGS_FORCE_FAST) : nLFlags,
static_prop_id_to_skip, flEpsilon );
for ( int k = 0; k < numNormals; ++k )
{
outSunAmount[k] += SubFloat( sampleOutput.m_flSunAmount[0], k ) * (sampleOutput.m_flDot[0].m128_f32[0] > 0.0f ? 1.0f : 0.0f);
}
}
}
//-----------------------------------------------------------------------------
// Takes the results from a ComputeLighting call and applies it to the static prop in question.
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::ApplyLightingToStaticProp( CStaticProp &prop, const CComputeStaticPropLightingResults *pResults )
{
if ( pResults->m_ColorVertsArrays.Count() == 0 )
return;
StaticPropDict_t &dict = m_StaticPropDict[prop.m_ModelIdx];
studiohdr_t *pStudioHdr = dict.m_pStudioHdr;
OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)dict.m_VtxBuf.Base();
Assert( pStudioHdr && pVtxHdr );
int const numVertexLightComponents = g_numVradStaticPropsLightingStreams;
int iCurColorVertsArray = 0;
for ( int bodyID = 0; bodyID < pStudioHdr->numbodyparts; ++bodyID )
{
OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart( bodyID );
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyID );
for ( int modelID = 0; modelID < pBodyPart->nummodels; ++modelID )
{
OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel( modelID );
mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID );
const CUtlVector<colorVertex_t> &colorVerts = *pResults->m_ColorVertsArrays[iCurColorVertsArray++];
for ( int nLod = 0; nLod < pVtxHdr->numLODs; nLod++ )
{
OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLod );
for ( int nMesh = 0; nMesh < pStudioModel->nummeshes; ++nMesh )
{
mstudiomesh_t* pMesh = pStudioModel->pMesh( nMesh );
OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh( nMesh );
for ( int nGroup = 0; nGroup < pVtxMesh->numStripGroups; ++nGroup )
{
OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup( nGroup );
int nMeshIdx = prop.m_MeshData.AddToTail();
prop.m_MeshData[nMeshIdx].m_VertColorData.AddMultipleToTail( pStripGroup->numVerts * numVertexLightComponents );
prop.m_MeshData[nMeshIdx].m_numVerts = pStripGroup->numVerts;
prop.m_MeshData[nMeshIdx].m_nLod = nLod;
for ( int nVertex = 0; nVertex < pStripGroup->numVerts; ++nVertex )
{
int nIndex = pMesh->vertexoffset + pStripGroup->pVertex( nVertex )->origMeshVertID;
Assert( nIndex < pStudioModel->numvertices );
if ( numVertexLightComponents <= 1 )
{
prop.m_MeshData[nMeshIdx].m_VertColorData[nVertex].AsVector3D() = colorVerts[nIndex].m_Colors[0];
prop.m_MeshData[nMeshIdx].m_VertColorData[nVertex].w = colorVerts[nIndex].m_SunAmount[0];
}
else for ( int k = 0 ; k < numVertexLightComponents; ++ k )
{
prop.m_MeshData[nMeshIdx].m_VertColorData[nVertex * numVertexLightComponents + k].AsVector3D() = colorVerts[nIndex].m_Colors[k + 1];
prop.m_MeshData[nMeshIdx].m_VertColorData[nVertex * numVertexLightComponents + k].w = colorVerts[nIndex].m_SunAmount[k + 1];
}
}
}
}
}
}
}
}
//-----------------------------------------------------------------------------
// Trace rays from each unique vertex, accumulating direct and indirect
// sources at each ray termination. Use the winding data to distribute the unique vertexes
// into the rendering layout.
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::ComputeLighting( CStaticProp &prop, int iThread, int prop_index, CComputeStaticPropLightingResults *pResults )
{
CUtlVector<badVertex_t> badVerts;
StaticPropDict_t &dict = m_StaticPropDict[prop.m_ModelIdx];
studiohdr_t *pStudioHdr = dict.m_pStudioHdr;
OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)dict.m_VtxBuf.Base();
if ( !pStudioHdr || !pVtxHdr )
{
// must have model and its verts for lighting computation
// game will fallback to fullbright
return;
}
int nGatherFlags = (prop.m_Flags & STATIC_PROP_IGNORE_NORMALS) ? GATHERLFLAGS_IGNORE_NORMALS : 0;
nGatherFlags |= (prop.m_Flags & STATIC_PROP_NO_PER_VERTEX_LIGHTING) ? GATHERLFLAGS_NO_OCCLUSION : 0;
if ( dict.m_bHasPhong )
{
nGatherFlags &= ~GATHERLFLAGS_IGNORE_NORMALS;
}
nGatherFlags |= GATHERLFLAGS_STATICPROP;
VMPI_SetCurrentStage( "ComputeLighting" );
int numSampleNormals = (g_numVradStaticPropsLightingStreams > 1) ? (NUM_BUMP_VECTS + 1) : 1;
bool bCanUseTangents = dict.m_bHasBumpmap;
bool bSkipDirectSkylight = true; // Only computing indirect GI for all static props now. Direct sunlight applied in shader.
if ( PositionIn3DSkybox( prop.m_Origin ) )
{
bSkipDirectSkylight = false;
}
for ( int bodyID = 0; bodyID < pStudioHdr->numbodyparts; ++bodyID )
{
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyID );
for ( int modelID = 0; modelID < pBodyPart->nummodels; ++modelID )
{
mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID );
// light all unique vertexes
CUtlVector<colorVertex_t> *pColorVertsArray = new CUtlVector<colorVertex_t>;
pResults->m_ColorVertsArrays.AddToTail( pColorVertsArray );
CUtlVector<colorVertex_t> &colorVerts = *pColorVertsArray;
colorVerts.EnsureCount( pStudioModel->numvertices );
memset( colorVerts.Base(), 0, colorVerts.Count() * sizeof(colorVertex_t) );
int numVertexes = 0;
for ( int meshID = 0; meshID < pStudioModel->nummeshes; ++meshID )
{
mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( meshID );
const mstudio_meshvertexdata_t *vertData = pStudioMesh->GetVertexData((void *)pStudioHdr);
Assert( vertData ); // This can only return NULL on X360 for now
for ( int vertexID = 0; vertexID < pStudioMesh->numvertices; ++vertexID )
{
Vector sampleNormals[ NUM_BUMP_VECTS + 1 ];
Vector samplePosition;
// transform position and normal into world coordinate system
matrix3x4_t matrix;
AngleMatrix( prop.m_Angles, prop.m_Origin, matrix );
VectorTransform( *vertData->Position( vertexID ), matrix, samplePosition );
AngleMatrix( prop.m_Angles, matrix );
VectorTransform( *vertData->Normal( vertexID ), matrix, sampleNormals[0] );
if( numSampleNormals > 1 )
{
Vector *bumpVects = &sampleNormals[1];
Vector4D *vecTangentS = vertData->HasTangentData() ? vertData->TangentS( vertexID ) : NULL;
if ( vecTangentS && bCanUseTangents )
{
Vector vecTexS;
VectorTransform( vecTangentS->AsVector3D(), matrix, vecTexS );
Vector vecTexT;
CrossProduct( sampleNormals[0], vecTexS, vecTexT );
vecTexT.NormalizeInPlace();
// recompute S-vector to have S, T, N as an orthonormal basis for hl2 vectors
CrossProduct( vecTexT, sampleNormals[0], vecTexS );
// respect the flip-factor for T-vector
vecTexT *= vecTangentS->w;
GetStaticPropBumpNormals(
vecTexS, vecTexT,
sampleNormals[0],
sampleNormals[0],
bumpVects );
sampleNormals[0].NormalizeInPlace();
sampleNormals[1].NormalizeInPlace();
sampleNormals[2].NormalizeInPlace();
sampleNormals[3].NormalizeInPlace();
}
else
{
sampleNormals[1] = sampleNormals[0];
sampleNormals[2] = sampleNormals[0];
sampleNormals[3] = sampleNormals[0];
}
}
if ( PositionInSolid( samplePosition ) )
{
// vertex is in solid, add to the bad list, and recover later
badVertex_t badVertex;
badVertex.m_ColorVertex = numVertexes;
badVertex.m_Position = samplePosition;
memcpy( badVertex.m_Normals, sampleNormals, sizeof( badVertex.m_Normals ) );
badVerts.AddToTail( badVertex );
}
else
{
Vector direct_pos=samplePosition;
int skip_prop = -1;
if ( g_bDisablePropSelfShadowing || ( prop.m_Flags & STATIC_PROP_NO_SELF_SHADOWING ) )
{
skip_prop = prop_index;
}
Vector directColors[ NUM_BUMP_VECTS + 1 ];
float sunAmount[ NUM_BUMP_VECTS + 1 ];
memset( directColors, 0, sizeof( directColors ) );
memset( sunAmount, 0, sizeof( sunAmount ) );
if ( bCanUseTangents )
{
ComputeDirectLightingAtPoint( direct_pos,
sampleNormals, directColors, sunAmount, numSampleNormals, bSkipDirectSkylight,
iThread,
skip_prop, nGatherFlags );
}
else
{
ComputeDirectLightingAtPoint( direct_pos,
sampleNormals, directColors, sunAmount, 1, bSkipDirectSkylight,
iThread,
skip_prop, nGatherFlags );
directColors[1] = directColors[0];
directColors[2] = directColors[0];
directColors[3] = directColors[0];
sunAmount[1] = sunAmount[0];
sunAmount[2] = sunAmount[0];
sunAmount[3] = sunAmount[0];
}
if ( numSampleNormals > 1 )
{
// doing this for direct and indirect separately helps eliminate errors with CSM blending
NormalizeVertexBumpedLighting( directColors, directColors + 1 );
}
Vector indirectColors[ NUM_BUMP_VECTS + 1 ];
memset( indirectColors, 0, sizeof( indirectColors ) );
if (g_bShowStaticPropNormals)
{
directColors[0] = sampleNormals[0];
directColors[0] += Vector(1.0,1.0,1.0);
directColors[0] *= 50.0;
directColors[1] = directColors[0];
directColors[2] = directColors[0];
directColors[3] = directColors[0];
}
else
{
if (numbounce >= 1)
{
if ( bCanUseTangents )
{
ComputeIndirectLightingAtPoint(
samplePosition, sampleNormals,
indirectColors, numSampleNormals, iThread, g_bFastStaticProps,
( prop.m_Flags & STATIC_PROP_IGNORE_NORMALS ) != 0, prop_index );
}
else
{
ComputeIndirectLightingAtPoint(
samplePosition, sampleNormals,
indirectColors, 1, iThread, g_bFastStaticProps,
( prop.m_Flags & STATIC_PROP_IGNORE_NORMALS ) != 0, prop_index );
indirectColors[1] = indirectColors[0];
indirectColors[2] = indirectColors[0];
indirectColors[3] = indirectColors[0];
}
if ( numSampleNormals > 1 )
{
// doing this for direct and indirect separately helps eliminate errors with CSM blending
NormalizeVertexBumpedLighting( indirectColors, indirectColors + 1 );
}
}
}
colorVerts[numVertexes].m_bValid = true;
colorVerts[numVertexes].m_Position = samplePosition;
for ( int k = 0; k < numSampleNormals; ++ k )
{
VectorAdd( directColors[k], indirectColors[k], colorVerts[numVertexes].m_Colors[k] );
colorVerts[numVertexes].m_SunAmount[k] = sunAmount[k];
}
if ( numSampleNormals > 1 )
{
float *pSunAmountUnbumped = &colorVerts[numVertexes].m_SunAmount[0];
NormalizeVertexBumpedSunAmount( pSunAmountUnbumped, pSunAmountUnbumped+1, pSunAmountUnbumped+2, pSunAmountUnbumped+3 );
}
}
numVertexes++;
}
}
// color in the bad vertexes
// when entire model has no lighting origin and no valid neighbors
// must punt, leave black coloring
if ( badVerts.Count() && ( prop.m_bLightingOriginValid || badVerts.Count() != numVertexes ) )
{
for ( int nBadVertex = 0; nBadVertex < badVerts.Count(); nBadVertex++ )
{
Vector bestPosition;
if ( prop.m_bLightingOriginValid )
{
// use the specified lighting origin
VectorCopy( prop.m_LightingOrigin, bestPosition );
}
else
{
// find the closest valid neighbor
int best = 0;
float closest = FLT_MAX;
for ( int nColorVertex = 0; nColorVertex < numVertexes; nColorVertex++ )
{
if ( !colorVerts[nColorVertex].m_bValid )
{
// skip invalid neighbors
continue;
}
Vector delta;
VectorSubtract( colorVerts[nColorVertex].m_Position, badVerts[nBadVertex].m_Position, delta );
float distance = VectorLength( delta );
if ( distance < closest )
{
closest = distance;
best = nColorVertex;
}
}
// use the best neighbor as the direction to crawl
VectorCopy( colorVerts[best].m_Position, bestPosition );
}
// crawl toward best position
// subdivide to determine a closer valid point to the bad vertex, and re-light
Vector midPosition;
int numIterations = 20;
while ( --numIterations > 0 )
{
VectorAdd( bestPosition, badVerts[nBadVertex].m_Position, midPosition );
VectorScale( midPosition, 0.5f, midPosition );
if ( PositionInSolid( midPosition ) )
break;
bestPosition = midPosition;
}
Vector directColors[ NUM_BUMP_VECTS + 1 ];
memset( directColors, 0, sizeof( directColors ) );
Vector indirectColors[ NUM_BUMP_VECTS + 1 ];
memset( indirectColors, 0, sizeof( indirectColors ) );
float sunAmount[NUM_BUMP_VECTS + 1];
memset( sunAmount, 0, sizeof( sunAmount ) );
// re-light from better position
if ( bCanUseTangents )
{
ComputeDirectLightingAtPoint( bestPosition, badVerts[nBadVertex].m_Normals,
directColors, sunAmount, numSampleNormals, bSkipDirectSkylight, iThread );
ComputeIndirectLightingAtPoint( bestPosition, badVerts[nBadVertex].m_Normals,
indirectColors, numSampleNormals, iThread, true, false, prop_index );
}
else
{
ComputeDirectLightingAtPoint( bestPosition, badVerts[nBadVertex].m_Normals,
directColors, sunAmount, 1, bSkipDirectSkylight, iThread );
// doing this for direct and indirect separately helps eliminate errors with CSM blending
ComputeIndirectLightingAtPoint( bestPosition, badVerts[nBadVertex].m_Normals,
indirectColors, 1, iThread, true, false, prop_index );
for ( int k = 1; k < numSampleNormals; ++k )
{
directColors[k] = directColors[0];
indirectColors[k] = indirectColors[0];
sunAmount[k] = sunAmount[0];
}
}
if ( numSampleNormals > 1 )
{
// doing this for direct and indirect separately helps eliminate errors with CSM blending
NormalizeVertexBumpedLighting( directColors, directColors + 1 );
NormalizeVertexBumpedLighting( indirectColors, indirectColors + 1 );
}
// save results, not changing valid status
// to ensure this offset position is not considered as a viable candidate
const int idxColorVertex = badVerts[nBadVertex].m_ColorVertex;
colorVerts[idxColorVertex].m_Position = bestPosition;
for ( int k = 0; k < numSampleNormals; ++ k )
{
VectorAdd( directColors[k], indirectColors[k], colorVerts[idxColorVertex].m_Colors[k] );
colorVerts[idxColorVertex].m_SunAmount[k] = sunAmount[k];
}
if ( numSampleNormals > 1 )
{
float *pSunAmountUnbumped = &colorVerts[idxColorVertex].m_SunAmount[0];
NormalizeVertexBumpedSunAmount( pSunAmountUnbumped, pSunAmountUnbumped + 1, pSunAmountUnbumped + 2, pSunAmountUnbumped + 3 );
}
}
}
// discard bad verts
badVerts.Purge();
}
}
}
//-----------------------------------------------------------------------------
// Write the lighting to bsp pak lump
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::SerializeLighting()
{
char filename[MAX_PATH];
CUtlBuffer utlBuf;
// illuminate them all
int count = m_StaticProps.Count();
if ( !count )
{
// nothing to do
return;
}
char mapName[MAX_PATH];
Q_FileBase( source, mapName, sizeof( mapName ) );
int size;
for (int i = 0; i < count; ++i)
{
if (g_bHDR)
{
sprintf( filename, "sp_hdr_%d.vhv", i );
}
else
{
sprintf( filename, "sp_%d.vhv", i );
}
int totalVertexes = 0;
for ( int j=0; j<m_StaticProps[i].m_MeshData.Count(); j++ )
{
totalVertexes += m_StaticProps[i].m_MeshData[j].m_numVerts;
}
int numLightingComponents = g_numVradStaticPropsLightingStreams;
// allocate a buffer with enough padding for alignment
size = sizeof( HardwareVerts::FileHeader_t ) +
m_StaticProps[i].m_MeshData.Count()*sizeof(HardwareVerts::MeshHeader_t) +
totalVertexes*4*numLightingComponents + 2*512;
utlBuf.EnsureCapacity( size );
Q_memset( utlBuf.Base(), 0, size );
HardwareVerts::FileHeader_t *pVhvHdr = (HardwareVerts::FileHeader_t *)utlBuf.Base();
// align to start of vertex data
unsigned char *pVertexData = (unsigned char *)(sizeof( HardwareVerts::FileHeader_t ) + m_StaticProps[i].m_MeshData.Count()*sizeof(HardwareVerts::MeshHeader_t));
pVertexData = (unsigned char*)pVhvHdr + ALIGN_TO_POW2( (unsigned int)pVertexData, 512 );
// construct header
pVhvHdr->m_nVersion = VHV_VERSION;
pVhvHdr->m_nChecksum = m_StaticPropDict[m_StaticProps[i].m_ModelIdx].m_pStudioHdr->checksum;
pVhvHdr->m_nVertexFlags = ( numLightingComponents > 1 ) ? VERTEX_NORMAL : VERTEX_COLOR;
pVhvHdr->m_nVertexSize = 4 * numLightingComponents;
pVhvHdr->m_nVertexes = totalVertexes;
pVhvHdr->m_nMeshes = m_StaticProps[i].m_MeshData.Count();
for (int n=0; n<pVhvHdr->m_nMeshes; n++)
{
// construct mesh dictionary
HardwareVerts::MeshHeader_t *pMesh = pVhvHdr->pMesh( n );
pMesh->m_nLod = m_StaticProps[i].m_MeshData[n].m_nLod;
pMesh->m_nVertexes = m_StaticProps[i].m_MeshData[n].m_numVerts;
pMesh->m_nOffset = (unsigned int)pVertexData - (unsigned int)pVhvHdr;
// construct vertexes
for (int k=0; k<m_StaticProps[i].m_MeshData[n].m_VertColorData.Count(); k++)
{
Vector &vector = m_StaticProps[i].m_MeshData[n].m_VertColorData[k].AsVector3D();
//if ( (vector.x > 1024.0f) || (vector.y > 1024.0f) || (vector.z > 1024.0f) )s
// Msg(" *** out of range prop lighting *** \n");
ColorRGBExp32 rgbColor;
VectorToColorRGBExp32( vector, rgbColor );
unsigned char dstColor[4];
ConvertRGBExp32ToRGBA8888( &rgbColor, dstColor );
// b,g,r,a order
pVertexData[0] = dstColor[2];
pVertexData[1] = dstColor[1];
pVertexData[2] = dstColor[0];
// Use the unmodified lighting data to generate the sun percentage, not the output of the RGBE conversions above!
float flSunAmount = m_StaticProps[i].m_MeshData[n].m_VertColorData[k].w;
pVertexData[3] = uint8( clamp( flSunAmount, 0.0f, 1.0f ) * 255.0f + 0.5f );
pVertexData += 4;
}
}
// align to end of file
pVertexData = (unsigned char *)((unsigned int)pVertexData - (unsigned int)pVhvHdr);
pVertexData = (unsigned char*)pVhvHdr + ALIGN_TO_POW2( (unsigned int)pVertexData, 512 );
AddBufferToPak( GetPakFile(), filename, (void*)pVhvHdr, pVertexData - (unsigned char*)pVhvHdr, false );
}
}
void CVradStaticPropMgr::VMPI_ProcessStaticProp_Static( int iThread, uint64 iStaticProp, MessageBuffer *pBuf )
{
g_StaticPropMgr.VMPI_ProcessStaticProp( iThread, iStaticProp, pBuf );
}
void CVradStaticPropMgr::VMPI_ReceiveStaticPropResults_Static( uint64 iStaticProp, MessageBuffer *pBuf, int iWorker )
{
g_StaticPropMgr.VMPI_ReceiveStaticPropResults( iStaticProp, pBuf, iWorker );
}
//-----------------------------------------------------------------------------
// Called on workers to do the computation for a static prop and send
// it to the master.
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::VMPI_ProcessStaticProp( int iThread, int iStaticProp, MessageBuffer *pBuf )
{
// Compute the lighting.
CComputeStaticPropLightingResults results;
ComputeLighting( m_StaticProps[iStaticProp], iThread, iStaticProp, &results );
VMPI_SetCurrentStage( "EncodeLightingResults" );
// Encode the results.
int nLists = results.m_ColorVertsArrays.Count();
pBuf->write( &nLists, sizeof( nLists ) );
for ( int i=0; i < nLists; i++ )
{
CUtlVector<colorVertex_t> &curList = *results.m_ColorVertsArrays[i];
int count = curList.Count();
pBuf->write( &count, sizeof( count ) );
pBuf->write( curList.Base(), curList.Count() * sizeof( colorVertex_t ) );
}
}
//-----------------------------------------------------------------------------
// Called on the master when a worker finishes processing a static prop.
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::VMPI_ReceiveStaticPropResults( int iStaticProp, MessageBuffer *pBuf, int iWorker )
{
// Read in the results.
CComputeStaticPropLightingResults results;
int nLists;
pBuf->read( &nLists, sizeof( nLists ) );
for ( int i=0; i < nLists; i++ )
{
CUtlVector<colorVertex_t> *pList = new CUtlVector<colorVertex_t>;
results.m_ColorVertsArrays.AddToTail( pList );
int count;
pBuf->read( &count, sizeof( count ) );
pList->SetSize( count );
pBuf->read( pList->Base(), count * sizeof( colorVertex_t ) );
}
// Apply the results.
ApplyLightingToStaticProp( m_StaticProps[iStaticProp], &results );
}
void CVradStaticPropMgr::ComputeLightingForProp( int iThread, int iStaticProp )
{
// Compute the lighting.
CComputeStaticPropLightingResults results;
ComputeLighting( m_StaticProps[iStaticProp], iThread, iStaticProp, &results );
ApplyLightingToStaticProp( m_StaticProps[iStaticProp], &results );
}
void CVradStaticPropMgr::ThreadComputeStaticPropLighting( int iThread, void *pUserData )
{
while (1)
{
int j = GetThreadWork ();
if (j == -1)
break;
CComputeStaticPropLightingResults results;
g_StaticPropMgr.ComputeLightingForProp( iThread, j );
}
}
//-----------------------------------------------------------------------------
// Computes lighting for the static props.
// Must be after all other surface lighting has been computed for the indirect sampling.
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::ComputeLighting( int iThread )
{
// illuminate them all
int count = m_StaticProps.Count();
if ( !count )
{
// nothing to do
return;
}
double start = Plat_FloatTime();
StartPacifier( "Computing static prop lighting : " );
#if 0
CGlViewBuffer glViewBuf;
glViewBuf.WriteKDTree( &g_RtEnv );
g_pFullFileSystem->WriteFile( "maps/rtenv.gl", "GAME", glViewBuf );
#endif
// ensure any traces against us are ignored because we have no inherit lighting contribution
m_bIgnoreStaticPropTrace = true;
if ( g_bUseMPI )
{
// Distribute the work among the workers.
VMPI_SetCurrentStage( "CVradStaticPropMgr::ComputeLighting" );
DistributeWork(
count,
&CVradStaticPropMgr::VMPI_ProcessStaticProp_Static,
&CVradStaticPropMgr::VMPI_ReceiveStaticPropResults_Static );
}
else
{
RunThreadsOn(count, true, ThreadComputeStaticPropLighting);
}
// restore default
m_bIgnoreStaticPropTrace = false;
// save data to bsp
SerializeLighting();
EndPacifier( true );
double end = Plat_FloatTime();
DumpElapsedTime( (int)(end - start) );
}
//-----------------------------------------------------------------------------
// Adds all static prop polys to the ray trace store.
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::AddPolysForRayTrace( void )
{
int count = m_StaticProps.Count();
if ( !count )
{
// nothing to do
return;
}
// Triangle coverage of 1 (full coverage)
Vector fullCoverage;
fullCoverage.x = 1.0f;
for ( int nProp = 0; nProp < count; ++nProp )
{
CStaticProp &prop = m_StaticProps[nProp];
StaticPropDict_t &dict = m_StaticPropDict[prop.m_ModelIdx];
if ( prop.m_Flags & STATIC_PROP_NO_SHADOW )
continue;
// If not using static prop polys, use AABB
if ( !g_bStaticPropPolys )
{
if ( dict.m_pModel )
{
VMatrix xform;
xform.SetupMatrixOrgAngles ( prop.m_Origin, prop.m_Angles );
ICollisionQuery *queryModel = s_pPhysCollision->CreateQueryModel( dict.m_pModel );
for ( int nConvex = 0; nConvex < queryModel->ConvexCount(); ++nConvex )
{
for ( int nTri = 0; nTri < queryModel->TriangleCount( nConvex ); ++nTri )
{
Vector verts[3];
queryModel->GetTriangleVerts( nConvex, nTri, verts );
for ( int nVert = 0; nVert < 3; ++nVert )
verts[nVert] = xform.VMul4x3(verts[nVert]);
g_RtEnv.AddTriangle ( TRACE_ID_STATICPROP | nProp, verts[0], verts[1], verts[2], fullCoverage );
}
}
s_pPhysCollision->DestroyQueryModel( queryModel );
}
else
{
VectorAdd ( dict.m_Mins, prop.m_Origin, prop.m_mins );
VectorAdd ( dict.m_Maxs, prop.m_Origin, prop.m_maxs );
g_RtEnv.AddAxisAlignedRectangularSolid ( TRACE_ID_STATICPROP | nProp, prop.m_mins, prop.m_maxs, fullCoverage );
}
continue;
}
studiohdr_t *pStudioHdr = dict.m_pStudioHdr;
OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)dict.m_VtxBuf.Base();
if ( !pStudioHdr || !pVtxHdr )
{
// must have model and its verts for decoding triangles
// must have model and its verts for decoding triangles
printf( "Can't get studio header (%p) and vertex data (%p) for %s\n", pStudioHdr, pVtxHdr,
pStudioHdr ? pStudioHdr->name : "***unknown***" );
continue;
}
// only init the triangle table the first time
bool bInitTriangles = dict.m_triangleMaterialIndex.Count() ? false : true;
int triangleIndex = 0;
// transform position into world coordinate system
matrix3x4_t matrix;
AngleMatrix( prop.m_Angles, prop.m_Origin, matrix );
// meshes are deeply hierarchial, divided between three stores, follow the white rabbit
// body parts -> models -> lod meshes -> strip groups -> strips
// the vertices and indices are pooled, the trick is knowing the offset to determine your indexed base
for ( int bodyID = 0; bodyID < pStudioHdr->numbodyparts; ++bodyID )
{
OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart( bodyID );
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyID );
for ( int modelID = 0; modelID < pBodyPart->nummodels; ++modelID )
{
OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel( modelID );
mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID );
// assuming lod 0, could iterate if required
int nLod = 0;
OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLod );
for ( int nMesh = 0; nMesh < pStudioModel->nummeshes; ++nMesh )
{
// check if this mesh's material is in the no shadow material name list
mstudiomesh_t* pMesh = pStudioModel->pMesh( nMesh );
mstudiotexture_t *pTxtr=pStudioHdr->pTexture(pMesh->material);
//printf("mat idx=%d mat name=%s\n",pMesh->material,pTxtr->pszName());
bool bSkipThisMesh = false;
for(int check=0; check<g_NonShadowCastingMaterialStrings.Count(); check++)
{
if ( Q_stristr( pTxtr->pszName(),
g_NonShadowCastingMaterialStrings[check] ) )
{
//printf("skip mat name=%s\n",pTxtr->pszName());
bSkipThisMesh = true;
break;
}
}
if ( bSkipThisMesh)
continue;
int shadowTextureIndex = -1;
if ( dict.m_textureShadowIndex.Count() )
{
shadowTextureIndex = dict.m_textureShadowIndex[pMesh->material];
}
OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh( nMesh );
const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData( (void *)pStudioHdr );
Assert( vertData ); // This can only return NULL on X360 for now
for ( int nGroup = 0; nGroup < pVtxMesh->numStripGroups; ++nGroup )
{
OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup( nGroup );
int nStrip;
for ( nStrip = 0; nStrip < pStripGroup->numStrips; nStrip++ )
{
OptimizedModel::StripHeader_t *pStrip = pStripGroup->pStrip( nStrip );
for ( int i = 0; i < pStrip->numIndices; i += 3 )
{
int idx = pStrip->indexOffset + i;
unsigned short i1 = *pStripGroup->pIndex( idx );
unsigned short i2 = *pStripGroup->pIndex( idx + 1 );
unsigned short i3 = *pStripGroup->pIndex( idx + 2 );
int vertex1 = pStripGroup->pVertex( i1 )->origMeshVertID;
int vertex2 = pStripGroup->pVertex( i2 )->origMeshVertID;
int vertex3 = pStripGroup->pVertex( i3 )->origMeshVertID;
// transform position into world coordinate system
matrix3x4_t matrix;
AngleMatrix( prop.m_Angles, prop.m_Origin, matrix );
Vector position1;
Vector position2;
Vector position3;
VectorTransform( *vertData->Position( vertex1 ), matrix, position1 );
VectorTransform( *vertData->Position( vertex2 ), matrix, position2 );
VectorTransform( *vertData->Position( vertex3 ), matrix, position3 );
unsigned short flags = 0;
int materialIndex = -1;
Vector color = vec3_origin;
if ( shadowTextureIndex >= 0 )
{
if ( bInitTriangles )
{
// add texture space and texture index to material database
// now
float coverage = g_ShadowTextureList.ComputeCoverageForTriangle(shadowTextureIndex, *vertData->Texcoord(vertex1), *vertData->Texcoord(vertex2), *vertData->Texcoord(vertex3) );
if ( coverage < 1.0f )
{
materialIndex = g_ShadowTextureList.AddMaterialEntry( shadowTextureIndex, *vertData->Texcoord(vertex1), *vertData->Texcoord(vertex2), *vertData->Texcoord(vertex3) );
color.x = coverage;
}
else
{
materialIndex = -1;
}
dict.m_triangleMaterialIndex.AddToTail(materialIndex);
}
else
{
materialIndex = dict.m_triangleMaterialIndex[triangleIndex];
triangleIndex++;
}
if ( materialIndex >= 0 )
{
flags = FCACHETRI_TRANSPARENT;
}
}
// printf( "\ngl 3\n" );
// printf( "gl %6.3f %6.3f %6.3f 1 0 0\n", XYZ(position1));
// printf( "gl %6.3f %6.3f %6.3f 0 1 0\n", XYZ(position2));
// printf( "gl %6.3f %6.3f %6.3f 0 0 1\n", XYZ(position3));
g_RtEnv.AddTriangle( TRACE_ID_STATICPROP | nProp,
position1, position2, position3,
color, flags, materialIndex);
}
}
}
}
}
}
}
}
struct tl_tri_t
{
Vector p0;
Vector p1;
Vector p2;
Vector n0;
Vector n1;
Vector n2;
bool operator == (const tl_tri_t &t) const
{
return ( p0 == t.p0 &&
p1 == t.p1 &&
p2 == t.p2 &&
n0 == t.n0 &&
n1 == t.n1 &&
n2 == t.n2 );
}
};
struct tl_vert_t
{
Vector m_position;
CUtlLinkedList< tl_tri_t, int > m_triList;
};
void AddTriVertsToList( CUtlVector< tl_vert_t > &triListVerts, int vertIndex, Vector vertPosition, Vector p0, Vector p1, Vector p2, Vector n0, Vector n1, Vector n2 )
{
tl_tri_t tlTri;
tlTri.p0 = p0;
tlTri.p1 = p1;
tlTri.p2 = p2;
tlTri.n0 = n0;
tlTri.n1 = n1;
tlTri.n2 = n2;
triListVerts.EnsureCapacity( vertIndex+1 );
triListVerts[vertIndex].m_position = vertPosition;
int index = triListVerts[vertIndex].m_triList.Find( tlTri );
if ( !triListVerts[vertIndex].m_triList.IsValidIndex( index ) )
{
// not in list, add to list of triangles
triListVerts[vertIndex].m_triList.AddToTail( tlTri );
}
}
//-----------------------------------------------------------------------------
// Builds a list of tris for every vertex
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::BuildTriList( CStaticProp &prop )
{
// the generated list will consist of a list of verts
// each vert will have a linked list of triangles that it belongs to
CUtlVector< tl_vert_t > triListVerts;
StaticPropDict_t &dict = m_StaticPropDict[prop.m_ModelIdx];
studiohdr_t *pStudioHdr = dict.m_pStudioHdr;
OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)dict.m_VtxBuf.Base();
if ( !pStudioHdr || !pVtxHdr )
{
// must have model and its verts for decoding triangles
return;
}
// meshes are deeply hierarchial, divided between three stores, follow the white rabbit
// body parts -> models -> lod meshes -> strip groups -> strips
// the vertices and indices are pooled, the trick is knowing the offset to determine your indexed base
for ( int bodyID = 0; bodyID < pStudioHdr->numbodyparts; ++bodyID )
{
OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart( bodyID );
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyID );
for ( int modelID = 0; modelID < pBodyPart->nummodels; ++modelID )
{
OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel( modelID );
mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID );
// get the specified lod, assuming lod 0
int nLod = 0;
OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLod );
// must reset because each model has their own vertexes [0..n]
// in order for this to be monolithic for the entire prop the list must be segmented
triListVerts.Purge();
for ( int nMesh = 0; nMesh < pStudioModel->nummeshes; ++nMesh )
{
mstudiomesh_t* pMesh = pStudioModel->pMesh( nMesh );
OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh( nMesh );
const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData( (void *)pStudioHdr );
Assert( vertData ); // This can only return NULL on X360 for now
for ( int nGroup = 0; nGroup < pVtxMesh->numStripGroups; ++nGroup )
{
OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup( nGroup );
int nStrip;
for ( nStrip = 0; nStrip < pStripGroup->numStrips; nStrip++ )
{
OptimizedModel::StripHeader_t *pStrip = pStripGroup->pStrip( nStrip );
for ( int i = 0; i < pStrip->numIndices; i += 3 )
{
int idx = pStrip->indexOffset + i;
unsigned short i1 = *pStripGroup->pIndex( idx );
unsigned short i2 = *pStripGroup->pIndex( idx + 1 );
unsigned short i3 = *pStripGroup->pIndex( idx + 2 );
int vertex1 = pStripGroup->pVertex( i1 )->origMeshVertID;
int vertex2 = pStripGroup->pVertex( i2 )->origMeshVertID;
int vertex3 = pStripGroup->pVertex( i3 )->origMeshVertID;
// transform position into world coordinate system
matrix3x4_t matrix;
AngleMatrix( prop.m_Angles, prop.m_Origin, matrix );
Vector position1;
Vector position2;
Vector position3;
VectorTransform( *vertData->Position( vertex1 ), matrix, position1 );
VectorTransform( *vertData->Position( vertex2 ), matrix, position2 );
VectorTransform( *vertData->Position( vertex3 ), matrix, position3 );
Vector normal1;
Vector normal2;
Vector normal3;
VectorTransform( *vertData->Normal( vertex1 ), matrix, normal1 );
VectorTransform( *vertData->Normal( vertex2 ), matrix, normal2 );
VectorTransform( *vertData->Normal( vertex3 ), matrix, normal3 );
AddTriVertsToList( triListVerts, pMesh->vertexoffset + vertex1, position1, position1, position2, position3, normal1, normal2, normal3 );
AddTriVertsToList( triListVerts, pMesh->vertexoffset + vertex2, position2, position1, position2, position3, normal1, normal2, normal3 );
AddTriVertsToList( triListVerts, pMesh->vertexoffset + vertex3, position3, position1, position2, position3, normal1, normal2, normal3 );
}
}
}
}
}
}
}
const vertexFileHeader_t * mstudiomodel_t::CacheVertexData( void *pModelData )
{
studiohdr_t *pActiveStudioHdr = static_cast<studiohdr_t *>(pModelData);
Assert( pActiveStudioHdr );
if ( pActiveStudioHdr->VertexBase() )
{
return (vertexFileHeader_t *)pActiveStudioHdr->VertexBase();
}
// mandatory callback to make requested data resident
// load and persist the vertex file
char fileName[MAX_PATH];
strcpy( fileName, "models/" );
strcat( fileName, pActiveStudioHdr->pszName() );
Q_StripExtension( fileName, fileName, sizeof( fileName ) );
strcat( fileName, ".vvd" );
// load the model
CUtlBuffer bufData;
if ( !LoadFile( fileName, bufData ) )
{
Error( "Unable to load vertex data \"%s\"\n", fileName );
}
// Get the file size
int vvdSize = bufData.TellPut();
if ( vvdSize == 0 )
{
Error( "Bad size for vertex data \"%s\"\n", fileName );
}
vertexFileHeader_t *pVvdHdr = (vertexFileHeader_t *) bufData.Base();
// check header
if ( pVvdHdr->id != MODEL_VERTEX_FILE_ID )
{
Error("Error Vertex File %s id %d should be %d\n", fileName, pVvdHdr->id, MODEL_VERTEX_FILE_ID);
}
if ( pVvdHdr->version != MODEL_VERTEX_FILE_VERSION )
{
Error("Error Vertex File %s version %d should be %d\n", fileName, pVvdHdr->version, MODEL_VERTEX_FILE_VERSION);
}
if ( pVvdHdr->checksum != pActiveStudioHdr->checksum )
{
Error("Error Vertex File %s checksum %d should be %d\n", fileName, pVvdHdr->checksum, pActiveStudioHdr->checksum);
}
// need to perform mesh relocation fixups
// allocate a new copy
vertexFileHeader_t *pNewVvdHdr = (vertexFileHeader_t *)malloc( vvdSize );
if ( !pNewVvdHdr )
{
Error( "Error allocating %d bytes for Vertex File '%s'\n", vvdSize, fileName );
}
// load vertexes and run fixups
bool bExtraData = (pActiveStudioHdr->flags & STUDIOHDR_FLAGS_EXTRA_VERTEX_DATA) != 0;
Studio_LoadVertexes(pVvdHdr, pNewVvdHdr, 0, true, bExtraData);
// discard original
pVvdHdr = pNewVvdHdr;
pActiveStudioHdr->SetVertexBase( (void*)pVvdHdr );
return pVvdHdr;
}
extern float totalarea;
extern unsigned num_degenerate_faces;
extern int fakeplanes;
extern int PlaneTypeForNormal( Vector& normal );
void MakePatchForTriangle( winding_t *w, Vector vRefl, int nStaticPropIdx )
{
float area;
CPatch *patch;
Vector centroid( 0, 0, 0 );
area = WindingArea( w );
if ( area <= 0 )
{
num_degenerate_faces++;
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 = false;
patch->staticPropIdx = nStaticPropIdx;
patch->scale[ 0 ] = patch->scale[ 1 ] = 1.0f;
patch->area = area;
patch->sky = false;
// chop scaled up lightmaps coarser
patch->luxscale = 16.0f;
patch->chop = maxchop;
patch->winding = w;
patch->plane = new dplane_t;
Vector vecNormal;
CrossProduct( w->p[ 2 ] - w->p[ 0 ], w->p[ 1 ] - w->p[ 0 ], vecNormal );
VectorNormalize( vecNormal );
VectorCopy( vecNormal, patch->plane->normal );
patch->plane->dist = vecNormal.Dot( w->p[ 0 ] );
patch->plane->type = PlaneTypeForNormal( patch->plane->normal );
patch->planeDist = patch->plane->dist;
patch->faceNumber = -1; // This is a bit hacky and is used to identify static prop patches in other parts of the code
WindingCenter( w, patch->origin );
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 );
patch->baselight.Init( 0.0f, 0.0f, 0.0f );
patch->basearea = 1;
patch->reflectivity = vRefl;
}
void CVradStaticPropMgr::MakePatches()
{
int count = m_StaticProps.Count();
if ( !count )
{
// nothing to do
return;
}
// Triangle coverage of 1 (full coverage)
Vector fullCoverage;
fullCoverage.x = 1.0f;
int nPatchCount = 0;
//IScratchPad3D *pPad = ScratchPad3D_Create();
//pPad->SetAutoFlush( false );
for ( int nProp = 0; nProp < count; ++nProp )
{
CStaticProp &prop = m_StaticProps[ nProp ];
if ( ( prop.m_FlagsEx & STATIC_PROP_FLAGS_EX_ENABLE_LIGHT_BOUNCE ) == 0 )
{
continue;
}
StaticPropDict_t &dict = m_StaticPropDict[ prop.m_ModelIdx ];
if ( dict.m_pModel )
{
// Get material, get reflectivity
VMatrix xform;
xform.SetupMatrixOrgAngles( prop.m_Origin, prop.m_Angles );
ICollisionQuery *queryModel = s_pPhysCollision->CreateQueryModel( dict.m_pModel );
for ( int nConvex = 0; nConvex < queryModel->ConvexCount(); ++nConvex )
{
for ( int nTri = 0; nTri < queryModel->TriangleCount( nConvex ); ++nTri )
{
Vector verts[ 3 ];
queryModel->GetTriangleVerts( nConvex, nTri, verts );
for ( int nVert = 0; nVert < 3; ++nVert )
verts[ nVert ] = xform.VMul4x3( verts[ nVert ] );
//pPad->DrawPolygon( CSPVertList( verts, 3, CSPColor( prop.m_vReflectivity ) ) );
//pPad->DrawLine( CSPVert( g_Patches.Tail().origin ), CSPVert( g_Patches.Tail().origin + 5.0f * g_Patches.Tail().normal) );
winding_t *w = AllocWinding( 3 );
for ( int i = 0; i < 3; i++ )
{
w->p[ i ] = verts[ i ];
}
w->numpoints = 3;
MakePatchForTriangle( w, prop.m_vReflectivity, nProp );
//pPad->DrawPolygon( CSPVertList( verts, 3 ) );
//pPad->DrawLine( CSPVert( g_Patches.Tail().origin ), CSPVert( g_Patches.Tail().origin + 5.0f * g_Patches.Tail().normal) );
g_RtEnv_RadiosityPatches.AddTriangle( TRACE_ID_PATCH | (g_Patches.Count() - 1), verts[ 0 ], verts[ 1 ], verts[ 2 ], Vector( 1.0f, 1.0f, 1.0f ) );
nPatchCount++;
}
}
s_pPhysCollision->DestroyQueryModel( queryModel );
}
else
{
// FIXME
#if 0
VectorAdd( dict.m_Mins, prop.m_Origin, prop.m_mins );
VectorAdd( dict.m_Maxs, prop.m_Origin, prop.m_maxs );
g_RtEnv.AddAxisAlignedRectangularSolid( TRACE_ID_STATICPROP | nProp, prop.m_mins, prop.m_maxs, fullCoverage );
#endif
}
}
//pPad->Release();
g_RtEnv_RadiosityPatches.SetupAccelerationStructure();
qprintf( "%i static prop patches\n", nPatchCount );
}