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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include <tier0/platform.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <stdlib.h>
#include "bitmap/float_bm.h"
#include "vstdlib/vstdlib.h"
#include "raytrace.h"
#include "mathlib/bumpvects.h"
#include "mathlib/halton.h"
#include "tier0/threadtools.h"
#include "tier0/progressbar.h"
// In order to handle intersections with wrapped copies, we repeat the bitmap triangles this many
// times
#define NREPS_TILE 1
extern int n_intersection_calculations;
struct SSBumpCalculationContext // what each thread needs to see
{ RayTracingEnvironment *m_pRtEnv; FloatBitMap_t *ret_bm; // the bitmnap we are building
FloatBitMap_t const *src_bm; int nrays_to_trace_per_pixel; float bump_scale; Vector *trace_directions; // light source directions to trace
Vector *normals; int min_y; // range of scanlines to computer for
int max_y; uint32 m_nOptionFlags; int thread_number; };
static unsigned SSBumpCalculationThreadFN( void * ctx1 ) { SSBumpCalculationContext *ctx = ( SSBumpCalculationContext * ) ctx1;
RayStream ray_trace_stream_ctx;
RayTracingSingleResult * rslts = new RayTracingSingleResult[ctx->ret_bm->Width * ctx->nrays_to_trace_per_pixel];
for( int y = ctx->min_y; y <= ctx->max_y; y++ ) { if ( ctx->thread_number == 0 ) ReportProgress("Computing output",(1+ctx->max_y-ctx->min_y),y-ctx->min_y); for( int r = 0; r < ctx->nrays_to_trace_per_pixel; r++ ) { for( int x = 0; x < ctx->ret_bm->Width; x++ ) { Vector surf_pnt( x, y, ctx->bump_scale * ctx->src_bm->Pixel( x, y, 3 ) ); // move the ray origin up a hair
surf_pnt.z += 0.55; Vector trace_end = surf_pnt; Vector trace_dir = ctx->trace_directions[ r ]; trace_dir *= ( 1 + NREPS_TILE * 2 ) * max( ctx->src_bm->Width, ctx->src_bm->Height ); trace_end += trace_dir; ctx->m_pRtEnv->AddToRayStream( ray_trace_stream_ctx, surf_pnt, trace_end, & ( rslts[ r + ctx->nrays_to_trace_per_pixel * ( x )] )); } } if ( ctx->nrays_to_trace_per_pixel ) ctx->m_pRtEnv->FinishRayStream( ray_trace_stream_ctx ); // now, all ray tracing results are in the results buffer. Determine the visible self-shadowed
// bump map lighting at each vertex in each basis direction
for( int x = 0; x < ctx->src_bm->Width; x++ ) { int nNumChannels = ( ctx->m_nOptionFlags & SSBUMP_OPTION_NONDIRECTIONAL ) ? 1 : 3; for( int c = 0; c < nNumChannels; c++ ) { float sum_dots = 0; float sum_possible_dots = 0; Vector ldir = g_localBumpBasis[c]; float ndotl = DotProduct( ldir, ctx->normals[x + y * ctx->src_bm->Width] ); if ( ndotl < 0 ) ctx->ret_bm->Pixel( x, y, c ) = 0; else { if ( ctx->nrays_to_trace_per_pixel ) { RayTracingSingleResult *this_rslt = rslts + ctx->nrays_to_trace_per_pixel * ( x ); for( int r = 0; r < ctx->nrays_to_trace_per_pixel; r++ ) { float dot; if ( ctx->m_nOptionFlags & SSBUMP_OPTION_NONDIRECTIONAL ) dot = ctx->trace_directions[r].z; else dot = DotProduct( ldir, ctx->trace_directions[r] ); if ( dot > 0 ) { sum_possible_dots += dot; if ( this_rslt[r].HitID == - 1 ) sum_dots += dot; } } } else { sum_dots = sum_possible_dots = 1.0; } ctx->ret_bm->Pixel( x, y, c ) = ( ndotl * sum_dots ) / sum_possible_dots; } } if ( ctx->m_nOptionFlags & SSBUMP_OPTION_NONDIRECTIONAL ) { ctx->ret_bm->Pixel( x, y, 1 ) = ctx->ret_bm->Pixel( x, y, 0 ); // copy height
ctx->ret_bm->Pixel( x, y, 2 ) = ctx->ret_bm->Pixel( x, y, 0 ); // copy height
ctx->ret_bm->Pixel( x, y, 3 ) = ctx->ret_bm->Pixel( x, y, 0 ); // copy height
} else { ctx->ret_bm->Pixel( x, y, 3 ) = ctx->src_bm->Pixel( x, y, 3 ); // copy height
} } } delete[] rslts; return 0; }
void FloatBitMap_t::ComputeVertexPositionsAndNormals( float flHeightScale, Vector **ppPosOut, Vector **ppNormalOut ) const { Vector *verts = new Vector[Width * Height]; // first, calculate vertex positions
for( int y = 0; y < Height; y++ ) for( int x = 0; x < Width; x++ ) { Vector * out = verts + x + y * Width; out->x = x; out->y = y; out->z = flHeightScale * Pixel( x, y, 3 ); }
Vector *normals = new Vector[Width * Height]; // now, calculate normals, smoothed
for( int y = 0; y < Height; y++ ) for( int x = 0; x < Width; x++ ) { // now, calculcate average normal
Vector avg_normal( 0, 0, 0 ); for( int xofs =- 1;xofs <= 1;xofs++ ) for( int yofs =- 1;yofs <= 1;yofs++ ) { int x0 = ( x + xofs ); if ( x0 < 0 ) x0 += Width; int y0 = ( y + yofs ); if ( y0 < 0 ) y0 += Height; x0 = x0 % Width; y0 = y0 % Height; int x1 = ( x0 + 1 ) % Width; int y1 = ( y0 + 1 ) % Height; // now, form the two triangles from this vertex
Vector p0 = verts[x0 + y0 * Width]; Vector e1 = verts[x1 + y0 * Width]; e1 -= p0; Vector e2 = verts[x0 + y1 * Width]; e2 -= p0; Vector n1; CrossProduct( e1, e2, n1 ); if ( n1.z < 0 ) n1.Negate(); e1 = verts[x + y1 * Width]; e1 -= p0; e2 = verts[x1 + y1 * Width]; e2 -= p0; Vector n2; CrossProduct( e1, e2, n2 ); if ( n2.z < 0 ) n2.Negate(); n1.NormalizeInPlace(); n2.NormalizeInPlace(); avg_normal += n1; avg_normal += n2; } avg_normal.NormalizeInPlace(); normals[x + y * Width]= avg_normal; } *ppPosOut = verts; *ppNormalOut = normals; }
FloatBitMap_t *FloatBitMap_t::ComputeSelfShadowedBumpmapFromHeightInAlphaChannel( float bump_scale, int nrays_to_trace_per_pixel, uint32 nOptionFlags ) const {
// first, add all the triangles from the height map to the "world".
// we will make multiple copies to handle wrapping
int tcnt = 1;
Vector * verts; Vector * normals; ComputeVertexPositionsAndNormals( bump_scale, & verts, & normals );
RayTracingEnvironment rtEnv; rtEnv.Flags |= RTE_FLAGS_DONT_STORE_TRIANGLE_COLORS; // save some ram
if ( nrays_to_trace_per_pixel ) { rtEnv.MakeRoomForTriangles( ( 1 + 2 * NREPS_TILE ) * ( 1 + 2 * NREPS_TILE ) * 2 * Height * Width );
// now, add a whole mess of triangles to trace against
for( int tilex =- NREPS_TILE; tilex <= NREPS_TILE; tilex++ ) for( int tiley =- NREPS_TILE; tiley <= NREPS_TILE; tiley++ ) { int min_x = 0; int max_x = Width - 1; int min_y = 0; int max_y = Height - 1; if ( tilex < 0 ) min_x = Width / 2; if ( tilex > 0 ) max_x = Width / 2; if ( tiley < 0 ) min_y = Height / 2; if ( tiley > 0 ) max_y = Height / 2; for( int y = min_y; y <= max_y; y++ ) for( int x = min_x; x <= max_x; x++ ) { Vector ofs( tilex * Width, tiley * Height, 0 ); int x1 = ( x + 1 ) % Width; int y1 = ( y + 1 ) % Height; Vector v0 = verts[x + y * Width]; Vector v1 = verts[x1 + y * Width]; Vector v2 = verts[x1 + y1 * Width]; Vector v3 = verts[x + y1 * Width]; v0.x = x; v0.y = y; v1.x = x + 1; v1.y = y; v2.x = x + 1; v2.y = y + 1; v3.x = x; v3.y = y + 1; v0 += ofs; v1 += ofs; v2 += ofs; v3 += ofs; rtEnv.AddTriangle( tcnt++, v0, v1, v2, Vector( 1, 1, 1 ) ); rtEnv.AddTriangle( tcnt++, v0, v3, v2, Vector( 1, 1, 1 ) ); } } //printf("added %d triangles\n",tcnt-1);
ReportProgress("Creating kd-tree",0,0); rtEnv.SetupAccelerationStructure(); // ok, now we have built a structure for ray intersection. we will take advantage
// of the SSE ray tracing code by intersecting rays as a batch.
}
// We need to calculate for each vertex (i.e. pixel) of the heightmap, how "much" of the world
// it can see in each basis direction. we will do this by sampling a sphere of rays around the
// vertex, and using dot-product weighting to measure the lighting contribution in each basis
// direction. note that the surface normal is not used here. The surface normal will end up
// being reflected in the result because of rays being blocked when they try to pass through
// the planes of the triangles touching the vertex.
// note that there is no reason inter-bounced lighting could not be folded into this
// calculation.
FloatBitMap_t * ret = new FloatBitMap_t( Width, Height );
Vector *trace_directions=new Vector[nrays_to_trace_per_pixel]; DirectionalSampler_t my_sphere_sampler; for( int r=0; r < nrays_to_trace_per_pixel; r++) { Vector trace_dir=my_sphere_sampler.NextValue(); // trace_dir=Vector(1,0,0);
trace_dir.z=fabs(trace_dir.z); // upwards facing only
trace_directions[ r ]= trace_dir; }
volatile SSBumpCalculationContext ctxs[32]; ctxs[0].m_pRtEnv =& rtEnv; ctxs[0].ret_bm = ret; ctxs[0].src_bm = this; ctxs[0].nrays_to_trace_per_pixel = nrays_to_trace_per_pixel; ctxs[0].bump_scale = bump_scale; ctxs[0].trace_directions = trace_directions; ctxs[0].normals = normals; ctxs[0].min_y = 0; ctxs[0].max_y = Height - 1; ctxs[0].m_nOptionFlags = nOptionFlags; int nthreads = min( 32, (int)GetCPUInformation()->m_nPhysicalProcessors );
ThreadHandle_t waithandles[32]; int starty = 0; int ystep = Height / nthreads; for( int t = 0;t < nthreads; t++ ) { if ( t ) memcpy( (void * ) ( & ctxs[t] ), ( void * ) & ctxs[0], sizeof( ctxs[0] )); ctxs[t].thread_number = t; ctxs[t].min_y = starty; if ( t != nthreads - 1 ) ctxs[t].max_y = min( Height - 1, starty + ystep - 1 ); else ctxs[t].max_y = Height - 1; waithandles[t]= CreateSimpleThread( SSBumpCalculationThreadFN, ( SSBumpCalculationContext * ) & ctxs[t] ); starty += ystep; } for(int t=0;t<nthreads;t++) { ThreadJoin( waithandles[t] ); } if ( nOptionFlags & SSBUMP_MOD2X_DETAIL_TEXTURE ) { const float flOutputScale = 0.5 * ( 1.0 / .57735026 ); // normalize so that a flat normal yields 0.5
// scale output weights by color channel
for( int nY = 0; nY < Height; nY++ ) for( int nX = 0; nX < Width; nX++ ) { float flScale = flOutputScale * (2.0/3.0) * ( Pixel( nX, nY, 0 ) + Pixel( nX, nY, 1 ) + Pixel( nX, nY, 2 ) ); ret->Pixel( nX, nY, 0 ) *= flScale; ret->Pixel( nX, nY, 1 ) *= flScale; ret->Pixel( nX, nY, 2 ) *= flScale; } } delete[] verts; delete[] trace_directions; delete[] normals; return ret; // destructor will clean up rtenv
}
// generate a conventional normal map from a source with height stored in alpha.
FloatBitMap_t *FloatBitMap_t::ComputeBumpmapFromHeightInAlphaChannel( float bump_scale ) const { Vector *verts; Vector *normals; ComputeVertexPositionsAndNormals( bump_scale, &verts, &normals ); FloatBitMap_t *ret=new FloatBitMap_t( Width, Height ); for( int y = 0; y < Height; y++ ) for( int x = 0; x < Width; x++ ) { Vector const & N = normals[ x + y * Width ]; ret->Pixel( x, y, 0 ) = 0.5+ 0.5 * N.x; ret->Pixel( x, y, 1 ) = 0.5+ 0.5 * N.y; ret->Pixel( x, y, 2 ) = 0.5+ 0.5 * N.z; ret->Pixel( x, y, 3 ) = Pixel( x, y, 3 ); } return ret; }
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