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2960 lines
72 KiB
2960 lines
72 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// vrad.c
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#include "vrad.h"
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#include "physdll.h"
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#include "lightmap.h"
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#include "tier1/strtools.h"
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#include "vmpi.h"
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#include "macro_texture.h"
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#include "vmpi_tools_shared.h"
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#include "leaf_ambient_lighting.h"
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#include "tools_minidump.h"
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#include "loadcmdline.h"
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#include "byteswap.h"
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#define ALLOWDEBUGOPTIONS (0 || _DEBUG)
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static FileHandle_t pFpTrans = NULL;
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/*
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NOTES
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-----
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every surface must be divided into at least two patches each axis
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*/
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CUtlVector<CPatch> g_Patches;
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CUtlVector<int> g_FacePatches; // contains all patches, children first
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CUtlVector<int> faceParents; // contains only root patches, use next parent to iterate
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CUtlVector<int> clusterChildren;
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CUtlVector<Vector> emitlight;
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CUtlVector<bumplights_t> addlight;
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int num_sky_cameras;
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sky_camera_t sky_cameras[MAX_MAP_AREAS];
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int area_sky_cameras[MAX_MAP_AREAS];
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entity_t *face_entity[MAX_MAP_FACES];
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Vector face_offset[MAX_MAP_FACES]; // for rotating bmodels
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int fakeplanes;
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unsigned numbounce = 100; // 25; /* Originally this was 8 */
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float maxchop = 4; // coarsest allowed number of luxel widths for a patch
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float minchop = 4; // "-chop" tightest number of luxel widths for a patch, used on edges
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float dispchop = 8.0f; // number of luxel widths for a patch
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float g_MaxDispPatchRadius = 1500.0f; // Maximum radius allowed for displacement patches
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qboolean g_bDumpPatches;
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bool bDumpNormals = false;
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bool g_bDumpRtEnv = false;
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bool bRed2Black = true;
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bool g_bFastAmbient = false;
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bool g_bNoSkyRecurse = false;
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bool g_bDumpPropLightmaps = false;
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int junk;
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Vector ambient( 0, 0, 0 );
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float lightscale = 1.0;
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float dlight_threshold = 0.1; // was DIRECT_LIGHT constant
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char source[MAX_PATH] = "";
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char level_name[MAX_PATH] = ""; // map filename, without extension or path info
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char global_lights[MAX_PATH] = "";
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char designer_lights[MAX_PATH] = "";
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char level_lights[MAX_PATH] = "";
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char vismatfile[_MAX_PATH] = "";
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char incrementfile[_MAX_PATH] = "";
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IIncremental *g_pIncremental = 0;
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bool g_bInterrupt = false; // Wsed with background lighting in WC. Tells VRAD
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// to stop lighting.
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float g_SunAngularExtent=0.0;
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float g_flSkySampleScale = 1.0;
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bool g_bLargeDispSampleRadius = false;
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bool g_bOnlyStaticProps = false;
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bool g_bShowStaticPropNormals = false;
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float gamma = 0.5;
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float indirect_sun = 1.0;
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float reflectivityScale = 1.0;
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qboolean do_extra = true;
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bool debug_extra = false;
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qboolean do_fast = false;
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qboolean do_centersamples = false;
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int extrapasses = 4;
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float smoothing_threshold = 0.7071067; // cos(45.0*(M_PI/180))
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// Cosine of smoothing angle(in radians)
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float coring = 1.0; // Light threshold to force to blackness(minimizes lightmaps)
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qboolean texscale = true;
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int dlight_map = 0; // Setting to 1 forces direct lighting into different lightmap than radiosity
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float luxeldensity = 1.0;
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unsigned num_degenerate_faces;
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qboolean g_bLowPriority = false;
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qboolean g_bLogHashData = false;
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bool g_bNoDetailLighting = false;
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double g_flStartTime;
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bool g_bStaticPropLighting = false;
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bool g_bStaticPropPolys = false;
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bool g_bTextureShadows = false;
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bool g_bDisablePropSelfShadowing = false;
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CUtlVector<byte> g_FacesVisibleToLights;
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RayTracingEnvironment g_RtEnv;
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dface_t *g_pFaces=0;
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// this is a list of material names used on static props which shouldn't cast shadows. a
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// sequential search is used since we allow substring matches. its not time critical, and this
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// functionality is a stopgap until vrad starts reading .vmt files.
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CUtlVector<char const *> g_NonShadowCastingMaterialStrings;
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/*
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===================================================================
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MISC
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===================================================================
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*/
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int leafparents[MAX_MAP_LEAFS];
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int nodeparents[MAX_MAP_NODES];
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void MakeParents (int nodenum, int parent)
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{
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int i, j;
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dnode_t *node;
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nodeparents[nodenum] = parent;
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node = &dnodes[nodenum];
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for (i=0 ; i<2 ; i++)
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{
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j = node->children[i];
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if (j < 0)
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leafparents[-j - 1] = nodenum;
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else
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MakeParents (j, nodenum);
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}
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}
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/*
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===================================================================
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TEXTURE LIGHT VALUES
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===================================================================
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*/
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typedef struct
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{
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char name[256];
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Vector value;
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char *filename;
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} texlight_t;
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#define MAX_TEXLIGHTS 128
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texlight_t texlights[MAX_TEXLIGHTS];
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int num_texlights;
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/*
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============
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ReadLightFile
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============
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*/
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void ReadLightFile (char *filename)
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{
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char buf[1024];
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int file_texlights = 0;
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FileHandle_t f = g_pFileSystem->Open( filename, "r" );
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if (!f)
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{
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Warning("Warning: Couldn't open texlight file %s.\n", filename);
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return;
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}
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Msg("[Reading texlights from '%s']\n", filename);
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while ( CmdLib_FGets( buf, sizeof( buf ), f ) )
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{
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// check ldr/hdr
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char * scan = buf;
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if ( !strnicmp( "hdr:", scan, 4) )
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{
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scan += 4;
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if ( ! g_bHDR )
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{
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continue;
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}
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}
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if ( !strnicmp( "ldr:", scan, 4) )
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{
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scan += 4;
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if ( g_bHDR )
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{
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continue;
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}
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}
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scan += strspn( scan, " \t" );
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char NoShadName[1024];
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if ( sscanf(scan,"noshadow %s",NoShadName)==1)
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{
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char * dot = strchr( NoShadName, '.' );
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if ( dot ) // if they specify .vmt, kill it
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* dot = 0;
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//printf("add %s as a non shadow casting material\n",NoShadName);
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g_NonShadowCastingMaterialStrings.AddToTail( strdup( NoShadName ));
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}
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else if ( sscanf( scan, "forcetextureshadow %s", NoShadName ) == 1 )
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{
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//printf("add %s as a non shadow casting material\n",NoShadName);
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ForceTextureShadowsOnModel( NoShadName );
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}
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else
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{
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char szTexlight[256];
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Vector value;
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if ( num_texlights == MAX_TEXLIGHTS )
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Error ("Too many texlights, max = %d", MAX_TEXLIGHTS);
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int argCnt = sscanf (scan, "%s ",szTexlight );
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if( argCnt != 1 )
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{
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if ( strlen( scan ) > 4 )
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Msg( "ignoring bad texlight '%s' in %s", scan, filename );
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continue;
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}
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LightForString( scan + strlen( szTexlight ) + 1, value );
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int j = 0;
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for( j; j < num_texlights; j ++ )
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{
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if ( strcmp( texlights[j].name, szTexlight ) == 0 )
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{
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if ( strcmp( texlights[j].filename, filename ) == 0 )
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{
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Msg( "ERROR\a: Duplication of '%s' in file '%s'!\n",
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texlights[j].name, texlights[j].filename );
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}
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else if ( texlights[j].value[0] != value[0]
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|| texlights[j].value[1] != value[1]
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|| texlights[j].value[2] != value[2] )
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{
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Warning( "Warning: Overriding '%s' from '%s' with '%s'!\n",
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texlights[j].name, texlights[j].filename, filename );
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}
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else
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{
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Warning( "Warning: Redundant '%s' def in '%s' AND '%s'!\n",
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texlights[j].name, texlights[j].filename, filename );
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}
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break;
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}
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}
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strcpy( texlights[j].name, szTexlight );
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VectorCopy( value, texlights[j].value );
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texlights[j].filename = filename;
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file_texlights ++;
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num_texlights = max( num_texlights, j + 1 );
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}
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}
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qprintf ( "[%i texlights parsed from '%s']\n\n", file_texlights, filename);
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g_pFileSystem->Close( f );
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}
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/*
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============
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LightForTexture
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============
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*/
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void LightForTexture( const char *name, Vector& result )
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{
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int i;
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result[ 0 ] = result[ 1 ] = result[ 2 ] = 0;
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char baseFilename[ MAX_PATH ];
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if ( Q_strncmp( "maps/", name, 5 ) == 0 )
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{
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// this might be a patch texture for cubemaps. try to parse out the original filename.
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if ( Q_strncmp( level_name, name + 5, Q_strlen( level_name ) ) == 0 )
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{
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const char *base = name + 5 + Q_strlen( level_name );
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if ( *base == '/' )
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{
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++base; // step past the path separator
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// now we've gotten rid of the 'maps/level_name/' part, so we're left with
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// 'originalName_%d_%d_%d'.
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strcpy( baseFilename, base );
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bool foundSeparators = true;
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for ( int i=0; i<3; ++i )
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{
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char *underscore = Q_strrchr( baseFilename, '_' );
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if ( underscore && *underscore )
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{
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*underscore = '\0';
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}
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else
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{
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foundSeparators = false;
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}
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}
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if ( foundSeparators )
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{
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name = baseFilename;
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}
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}
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}
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}
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for (i=0 ; i<num_texlights ; i++)
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{
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if (!Q_strcasecmp (name, texlights[i].name))
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{
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VectorCopy( texlights[i].value, result );
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return;
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}
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}
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}
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/*
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=======================================================================
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MAKE FACES
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=======================================================================
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*/
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/*
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=============
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WindingFromFace
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=============
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*/
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winding_t *WindingFromFace (dface_t *f, Vector& origin )
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{
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int i;
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int se;
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dvertex_t *dv;
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int v;
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winding_t *w;
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w = AllocWinding (f->numedges);
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w->numpoints = f->numedges;
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for (i=0 ; i<f->numedges ; i++)
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{
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se = dsurfedges[f->firstedge + i];
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if (se < 0)
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v = dedges[-se].v[1];
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else
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v = dedges[se].v[0];
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dv = &dvertexes[v];
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VectorAdd (dv->point, origin, w->p[i]);
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}
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RemoveColinearPoints (w);
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return w;
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}
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/*
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=============
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BaseLightForFace
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=============
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*/
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void BaseLightForFace( dface_t *f, Vector& light, float *parea, Vector& reflectivity )
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{
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texinfo_t *tx;
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dtexdata_t *texdata;
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//
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// check for light emited by texture
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//
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tx = &texinfo[f->texinfo];
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texdata = &dtexdata[tx->texdata];
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LightForTexture (TexDataStringTable_GetString( texdata->nameStringTableID ), light);
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*parea = texdata->height * texdata->width;
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VectorScale( texdata->reflectivity, reflectivityScale, reflectivity );
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// always keep this less than 1 or the solution will not converge
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for ( int i = 0; i < 3; i++ )
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{
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if ( reflectivity[i] > 0.99 )
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reflectivity[i] = 0.99;
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}
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}
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qboolean IsSky (dface_t *f)
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{
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texinfo_t *tx;
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tx = &texinfo[f->texinfo];
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if (tx->flags & SURF_SKY)
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return true;
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return false;
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}
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#ifdef STATIC_FOG
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/*=============
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IsFog
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=============*/
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qboolean IsFog( dface_t *f )
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{
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texinfo_t *tx;
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tx = &texinfo[f->texinfo];
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// % denotes a fog texture
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if( tx->texture[0] == '%' )
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return true;
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return false;
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}
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#endif
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void ProcessSkyCameras()
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{
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int i;
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num_sky_cameras = 0;
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for (i = 0; i < numareas; ++i)
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{
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area_sky_cameras[i] = -1;
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}
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for (i = 0; i < num_entities; ++i)
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{
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entity_t *e = &entities[i];
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const char *name = ValueForKey (e, "classname");
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if (stricmp (name, "sky_camera"))
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continue;
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Vector origin;
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GetVectorForKey( e, "origin", origin );
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int node = PointLeafnum( origin );
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int area = -1;
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if (node >= 0 && node < numleafs) area = dleafs[node].area;
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float scale = FloatForKey( e, "scale" );
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if (scale > 0.0f)
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{
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sky_cameras[num_sky_cameras].origin = origin;
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sky_cameras[num_sky_cameras].sky_to_world = scale;
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sky_cameras[num_sky_cameras].world_to_sky = 1.0f / scale;
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sky_cameras[num_sky_cameras].area = area;
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if (area >= 0 && area < numareas)
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{
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area_sky_cameras[area] = num_sky_cameras;
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}
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++num_sky_cameras;
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}
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}
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}
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/*
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=============
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MakePatchForFace
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=============
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*/
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float totalarea;
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void MakePatchForFace (int fn, winding_t *w)
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{
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dface_t *f = g_pFaces + fn;
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float area;
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CPatch *patch;
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Vector centroid(0,0,0);
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int i, j;
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texinfo_t *tx;
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// get texture info
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tx = &texinfo[f->texinfo];
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// No patches at all for fog!
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#ifdef STATIC_FOG
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if ( IsFog( f ) )
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return;
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#endif
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// the sky needs patches or the form factors don't work out correctly
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// if (IsSky( f ) )
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// return;
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area = WindingArea (w);
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if (area <= 0)
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{
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num_degenerate_faces++;
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// Msg("degenerate face\n");
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return;
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}
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totalarea += area;
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// get a patch
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int ndxPatch = g_Patches.AddToTail();
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patch = &g_Patches[ndxPatch];
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memset( patch, 0, sizeof( CPatch ) );
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patch->ndxNext = g_Patches.InvalidIndex();
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patch->ndxNextParent = g_Patches.InvalidIndex();
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patch->ndxNextClusterChild = g_Patches.InvalidIndex();
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patch->child1 = g_Patches.InvalidIndex();
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patch->child2 = g_Patches.InvalidIndex();
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patch->parent = g_Patches.InvalidIndex();
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patch->needsBumpmap = tx->flags & SURF_BUMPLIGHT ? true : false;
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// link and save patch data
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patch->ndxNext = g_FacePatches.Element( fn );
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g_FacePatches[fn] = ndxPatch;
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// patch->next = face_g_Patches[fn];
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// face_g_Patches[fn] = patch;
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// compute a separate scale for chop - since the patch "scale" is the texture scale
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// we want textures with higher resolution lighting to be chopped up more
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float chopscale[2];
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chopscale[0] = chopscale[1] = 16.0f;
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if ( texscale )
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{
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// Compute the texture "scale" in s,t
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for( i=0; i<2; i++ )
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{
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patch->scale[i] = 0.0f;
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chopscale[i] = 0.0f;
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for( j=0; j<3; j++ )
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{
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patch->scale[i] +=
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tx->textureVecsTexelsPerWorldUnits[i][j] *
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tx->textureVecsTexelsPerWorldUnits[i][j];
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chopscale[i] +=
|
|
tx->lightmapVecsLuxelsPerWorldUnits[i][j] *
|
|
tx->lightmapVecsLuxelsPerWorldUnits[i][j];
|
|
}
|
|
patch->scale[i] = sqrt( patch->scale[i] );
|
|
chopscale[i] = sqrt( chopscale[i] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
patch->scale[0] = patch->scale[1] = 1.0f;
|
|
}
|
|
|
|
patch->area = area;
|
|
|
|
patch->sky = IsSky( f );
|
|
|
|
// chop scaled up lightmaps coarser
|
|
patch->luxscale = ((chopscale[0]+chopscale[1])/2);
|
|
patch->chop = maxchop;
|
|
|
|
|
|
#ifdef STATIC_FOG
|
|
patch->fog = FALSE;
|
|
#endif
|
|
|
|
patch->winding = w;
|
|
|
|
patch->plane = &dplanes[f->planenum];
|
|
|
|
// make a new plane to adjust for origined bmodels
|
|
if (face_offset[fn][0] || face_offset[fn][1] || face_offset[fn][2] )
|
|
{
|
|
dplane_t *pl;
|
|
|
|
// origin offset faces must create new planes
|
|
if (numplanes + fakeplanes >= MAX_MAP_PLANES)
|
|
{
|
|
Error ("numplanes + fakeplanes >= MAX_MAP_PLANES");
|
|
}
|
|
pl = &dplanes[numplanes + fakeplanes];
|
|
fakeplanes++;
|
|
|
|
*pl = *(patch->plane);
|
|
pl->dist += DotProduct (face_offset[fn], pl->normal);
|
|
patch->plane = pl;
|
|
}
|
|
|
|
patch->faceNumber = fn;
|
|
WindingCenter (w, patch->origin);
|
|
|
|
// Save "center" for generating the face normals later.
|
|
VectorSubtract( patch->origin, face_offset[fn], face_centroids[fn] );
|
|
|
|
VectorCopy( patch->plane->normal, patch->normal );
|
|
|
|
WindingBounds (w, patch->face_mins, patch->face_maxs);
|
|
VectorCopy( patch->face_mins, patch->mins );
|
|
VectorCopy( patch->face_maxs, patch->maxs );
|
|
|
|
BaseLightForFace( f, patch->baselight, &patch->basearea, patch->reflectivity );
|
|
|
|
// Chop all texlights very fine.
|
|
if ( !VectorCompare( patch->baselight, vec3_origin ) )
|
|
{
|
|
// patch->chop = do_extra ? maxchop / 2 : maxchop;
|
|
tx->flags |= SURF_LIGHT;
|
|
}
|
|
|
|
// get rid of do extra functionality on displacement surfaces
|
|
if( ValidDispFace( f ) )
|
|
{
|
|
patch->chop = maxchop;
|
|
}
|
|
|
|
// FIXME: If we wanted to add a dependency from vrad to the material system,
|
|
// we could do this. It would add a bunch of file accesses, though:
|
|
|
|
/*
|
|
// Check for a material var which would override the patch chop
|
|
bool bFound;
|
|
const char *pMaterialName = TexDataStringTable_GetString( dtexdata[ tx->texdata ].nameStringTableID );
|
|
MaterialSystemMaterial_t hMaterial = FindMaterial( pMaterialName, &bFound, false );
|
|
if ( bFound )
|
|
{
|
|
const char *pChopValue = GetMaterialVar( hMaterial, "%chop" );
|
|
if ( pChopValue )
|
|
{
|
|
float flChopValue;
|
|
if ( sscanf( pChopValue, "%f", &flChopValue ) > 0 )
|
|
{
|
|
patch->chop = flChopValue;
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
|
|
entity_t *EntityForModel (int modnum)
|
|
{
|
|
int i;
|
|
char *s;
|
|
char name[16];
|
|
|
|
sprintf (name, "*%i", modnum);
|
|
// search the entities for one using modnum
|
|
for (i=0 ; i<num_entities ; i++)
|
|
{
|
|
s = ValueForKey (&entities[i], "model");
|
|
if (!strcmp (s, name))
|
|
return &entities[i];
|
|
}
|
|
|
|
return &entities[0];
|
|
}
|
|
|
|
/*
|
|
=============
|
|
MakePatches
|
|
=============
|
|
*/
|
|
void MakePatches (void)
|
|
{
|
|
int i, j;
|
|
dface_t *f;
|
|
int fn;
|
|
winding_t *w;
|
|
dmodel_t *mod;
|
|
Vector origin;
|
|
entity_t *ent;
|
|
|
|
ParseEntities ();
|
|
qprintf ("%i faces\n", numfaces);
|
|
|
|
for (i=0 ; i<nummodels ; i++)
|
|
{
|
|
mod = dmodels+i;
|
|
ent = EntityForModel (i);
|
|
VectorCopy (vec3_origin, origin);
|
|
|
|
// bmodels with origin brushes need to be offset into their
|
|
// in-use position
|
|
GetVectorForKey (ent, "origin", origin);
|
|
|
|
for (j=0 ; j<mod->numfaces ; j++)
|
|
{
|
|
fn = mod->firstface + j;
|
|
face_entity[fn] = ent;
|
|
VectorCopy (origin, face_offset[fn]);
|
|
f = &g_pFaces[fn];
|
|
if( f->dispinfo == -1 )
|
|
{
|
|
w = WindingFromFace (f, origin );
|
|
MakePatchForFace( fn, w );
|
|
}
|
|
}
|
|
}
|
|
|
|
if (num_degenerate_faces > 0)
|
|
{
|
|
qprintf("%d degenerate faces\n", num_degenerate_faces );
|
|
}
|
|
|
|
qprintf ("%i square feet [%.2f square inches]\n", (int)(totalarea/144), totalarea );
|
|
|
|
// make the displacement surface patches
|
|
StaticDispMgr()->MakePatches();
|
|
}
|
|
|
|
/*
|
|
=======================================================================
|
|
|
|
SUBDIVIDE
|
|
|
|
=======================================================================
|
|
*/
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: does this surface take/emit light
|
|
//-----------------------------------------------------------------------------
|
|
bool PreventSubdivision( CPatch *patch )
|
|
{
|
|
dface_t *f = g_pFaces + patch->faceNumber;
|
|
texinfo_t *tx = &texinfo[f->texinfo];
|
|
|
|
if (tx->flags & SURF_NOCHOP)
|
|
return true;
|
|
|
|
if (tx->flags & SURF_NOLIGHT && !(tx->flags & SURF_LIGHT))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: subdivide the "parent" patch
|
|
//-----------------------------------------------------------------------------
|
|
int CreateChildPatch( int nParentIndex, winding_t *pWinding, float flArea, const Vector &vecCenter )
|
|
{
|
|
int nChildIndex = g_Patches.AddToTail();
|
|
|
|
CPatch *child = &g_Patches[nChildIndex];
|
|
CPatch *parent = &g_Patches[nParentIndex];
|
|
|
|
// copy all elements of parent patch to children
|
|
*child = *parent;
|
|
|
|
// Set up links
|
|
child->ndxNext = g_Patches.InvalidIndex();
|
|
child->ndxNextParent = g_Patches.InvalidIndex();
|
|
child->ndxNextClusterChild = g_Patches.InvalidIndex();
|
|
child->child1 = g_Patches.InvalidIndex();
|
|
child->child2 = g_Patches.InvalidIndex();
|
|
child->parent = nParentIndex;
|
|
child->m_IterationKey = 0;
|
|
|
|
child->winding = pWinding;
|
|
child->area = flArea;
|
|
|
|
VectorCopy( vecCenter, child->origin );
|
|
if ( ValidDispFace( g_pFaces + child->faceNumber ) )
|
|
{
|
|
// shouldn't get here anymore!!
|
|
Msg( "SubdividePatch: Error - Should not be here!\n" );
|
|
StaticDispMgr()->GetDispSurfNormal( child->faceNumber, child->origin, child->normal, true );
|
|
}
|
|
else
|
|
{
|
|
GetPhongNormal( child->faceNumber, child->origin, child->normal );
|
|
}
|
|
|
|
child->planeDist = child->plane->dist;
|
|
WindingBounds(child->winding, child->mins, child->maxs);
|
|
|
|
if ( !VectorCompare( child->baselight, vec3_origin ) )
|
|
{
|
|
// don't check edges on surf lights
|
|
return nChildIndex;
|
|
}
|
|
|
|
// Subdivide patch towards minchop if on the edge of the face
|
|
Vector total;
|
|
VectorSubtract( child->maxs, child->mins, total );
|
|
VectorScale( total, child->luxscale, total );
|
|
if ( child->chop > minchop && (total[0] < child->chop) && (total[1] < child->chop) && (total[2] < child->chop) )
|
|
{
|
|
for ( int i=0; i<3; ++i )
|
|
{
|
|
if ( (child->face_maxs[i] == child->maxs[i] || child->face_mins[i] == child->mins[i] )
|
|
&& total[i] > minchop )
|
|
{
|
|
child->chop = max( minchop, child->chop / 2 );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return nChildIndex;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: subdivide the "parent" patch
|
|
//-----------------------------------------------------------------------------
|
|
void SubdividePatch( int ndxPatch )
|
|
{
|
|
winding_t *w, *o1, *o2;
|
|
Vector total;
|
|
Vector split;
|
|
vec_t dist;
|
|
vec_t widest = -1;
|
|
int i, widest_axis = -1;
|
|
bool bSubdivide = false;
|
|
|
|
// get the current patch
|
|
CPatch *patch = &g_Patches.Element( ndxPatch );
|
|
if ( !patch )
|
|
return;
|
|
|
|
// never subdivide sky patches
|
|
if ( patch->sky )
|
|
return;
|
|
|
|
// get the patch winding
|
|
w = patch->winding;
|
|
|
|
// subdivide along the widest axis
|
|
VectorSubtract (patch->maxs, patch->mins, total);
|
|
VectorScale( total, patch->luxscale, total );
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
if ( total[i] > widest )
|
|
{
|
|
widest_axis = i;
|
|
widest = total[i];
|
|
}
|
|
|
|
if ( (total[i] >= patch->chop) && (total[i] >= minchop) )
|
|
{
|
|
bSubdivide = true;
|
|
}
|
|
}
|
|
|
|
if ((!bSubdivide) && widest_axis != -1)
|
|
{
|
|
// make more square
|
|
if (total[widest_axis] > total[(widest_axis + 1) % 3] * 2 && total[widest_axis] > total[(widest_axis + 2) % 3] * 2)
|
|
{
|
|
if (patch->chop > minchop)
|
|
{
|
|
bSubdivide = true;
|
|
patch->chop = max( minchop, patch->chop / 2 );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !bSubdivide )
|
|
return;
|
|
|
|
// split the winding
|
|
VectorCopy (vec3_origin, split);
|
|
split[widest_axis] = 1;
|
|
dist = (patch->mins[widest_axis] + patch->maxs[widest_axis])*0.5f;
|
|
ClipWindingEpsilon (w, split, dist, ON_EPSILON, &o1, &o2);
|
|
|
|
// calculate the area of the patches to see if they are "significant"
|
|
Vector center1, center2;
|
|
float area1 = WindingAreaAndBalancePoint( o1, center1 );
|
|
float area2 = WindingAreaAndBalancePoint( o2, center2 );
|
|
|
|
if( area1 == 0 || area2 == 0 )
|
|
{
|
|
Msg( "zero area child patch\n" );
|
|
return;
|
|
}
|
|
|
|
// create new child patches
|
|
int ndxChild1Patch = CreateChildPatch( ndxPatch, o1, area1, center1 );
|
|
int ndxChild2Patch = CreateChildPatch( ndxPatch, o2, area2, center2 );
|
|
|
|
// FIXME: This could go into CreateChildPatch if child1, child2 were stored in the patch as child[0], child[1]
|
|
patch = &g_Patches.Element( ndxPatch );
|
|
patch->child1 = ndxChild1Patch;
|
|
patch->child2 = ndxChild2Patch;
|
|
|
|
SubdividePatch( ndxChild1Patch );
|
|
SubdividePatch( ndxChild2Patch );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
SubdividePatches
|
|
=============
|
|
*/
|
|
void SubdividePatches (void)
|
|
{
|
|
unsigned i, num;
|
|
|
|
if (numbounce == 0)
|
|
return;
|
|
|
|
unsigned int uiPatchCount = g_Patches.Size();
|
|
qprintf ("%i patches before subdivision\n", uiPatchCount);
|
|
|
|
for (i = 0; i < uiPatchCount; i++)
|
|
{
|
|
CPatch *pCur = &g_Patches.Element( i );
|
|
pCur->planeDist = pCur->plane->dist;
|
|
|
|
pCur->ndxNextParent = faceParents.Element( pCur->faceNumber );
|
|
faceParents[pCur->faceNumber] = pCur - g_Patches.Base();
|
|
}
|
|
|
|
for (i=0 ; i< uiPatchCount; i++)
|
|
{
|
|
CPatch *patch = &g_Patches.Element( i );
|
|
patch->parent = -1;
|
|
if ( PreventSubdivision(patch) )
|
|
continue;
|
|
|
|
if (!do_fast)
|
|
{
|
|
if( g_pFaces[patch->faceNumber].dispinfo == -1 )
|
|
{
|
|
SubdividePatch( i );
|
|
}
|
|
else
|
|
{
|
|
StaticDispMgr()->SubdividePatch( i );
|
|
}
|
|
}
|
|
}
|
|
|
|
// fixup next pointers
|
|
for (i = 0; i < (unsigned)numfaces; i++)
|
|
{
|
|
g_FacePatches[i] = g_FacePatches.InvalidIndex();
|
|
}
|
|
|
|
uiPatchCount = g_Patches.Size();
|
|
for (i = 0; i < uiPatchCount; i++)
|
|
{
|
|
CPatch *pCur = &g_Patches.Element( i );
|
|
pCur->ndxNext = g_FacePatches.Element( pCur->faceNumber );
|
|
g_FacePatches[pCur->faceNumber] = pCur - g_Patches.Base();
|
|
|
|
#if 0
|
|
CPatch *prev;
|
|
prev = face_g_Patches[g_Patches[i].faceNumber];
|
|
g_Patches[i].next = prev;
|
|
face_g_Patches[g_Patches[i].faceNumber] = &g_Patches[i];
|
|
#endif
|
|
}
|
|
|
|
// Cache off the leaf number:
|
|
// We have to do this after subdivision because some patches span leaves.
|
|
// (only the faces for model #0 are split by it's BSP which is what governs the PVS, and the leaves we're interested in)
|
|
// Sub models (1-255) are only split for the BSP that their model forms.
|
|
// When those patches are subdivided their origins can end up in a different leaf.
|
|
// The engine will split (clip) those faces at run time to the world BSP because the models
|
|
// are dynamic and can be moved. In the software renderer, they must be split exactly in order
|
|
// to sort per polygon.
|
|
for ( i = 0; i < uiPatchCount; i++ )
|
|
{
|
|
g_Patches[i].clusterNumber = ClusterFromPoint( g_Patches[i].origin );
|
|
|
|
//
|
|
// test for point in solid space (can happen with detail and displacement surfaces)
|
|
//
|
|
if( g_Patches[i].clusterNumber == -1 )
|
|
{
|
|
for( int j = 0; j < g_Patches[i].winding->numpoints; j++ )
|
|
{
|
|
int clusterNumber = ClusterFromPoint( g_Patches[i].winding->p[j] );
|
|
if( clusterNumber != -1 )
|
|
{
|
|
g_Patches[i].clusterNumber = clusterNumber;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// build the list of patches that need to be lit
|
|
for ( num = 0; num < uiPatchCount; num++ )
|
|
{
|
|
// do them in reverse order
|
|
i = uiPatchCount - num - 1;
|
|
|
|
// skip patches with children
|
|
CPatch *pCur = &g_Patches.Element( i );
|
|
if( pCur->child1 == g_Patches.InvalidIndex() )
|
|
{
|
|
if( pCur->clusterNumber != - 1 )
|
|
{
|
|
pCur->ndxNextClusterChild = clusterChildren.Element( pCur->clusterNumber );
|
|
clusterChildren[pCur->clusterNumber] = pCur - g_Patches.Base();
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
if (g_Patches[i].child1 == g_Patches.InvalidIndex() )
|
|
{
|
|
if( g_Patches[i].clusterNumber != -1 )
|
|
{
|
|
g_Patches[i].nextclusterchild = cluster_children[g_Patches[i].clusterNumber];
|
|
cluster_children[g_Patches[i].clusterNumber] = &g_Patches[i];
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
qprintf ("%i patches after subdivision\n", uiPatchCount);
|
|
}
|
|
|
|
|
|
//=====================================================================
|
|
|
|
/*
|
|
=============
|
|
MakeScales
|
|
|
|
This is the primary time sink.
|
|
It can be run multi threaded.
|
|
=============
|
|
*/
|
|
int total_transfer;
|
|
int max_transfer;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Computes the form factor from a polygon patch to a differential patch
|
|
// using formula 81 of Philip Dutre's Global Illumination Compendium,
|
|
// [email protected], http://www.graphics.cornell.edu/~phil/GI/
|
|
//-----------------------------------------------------------------------------
|
|
float FormFactorPolyToDiff ( CPatch *pPolygon, CPatch* pDifferential )
|
|
{
|
|
winding_t *pWinding = pPolygon->winding;
|
|
|
|
float flFormFactor = 0.0f;
|
|
|
|
for ( int iPoint = 0; iPoint < pWinding->numpoints; iPoint++ )
|
|
{
|
|
int iNextPoint = ( iPoint < pWinding->numpoints - 1 ) ? iPoint + 1 : 0;
|
|
|
|
Vector vGammaVector, vVector1, vVector2;
|
|
VectorSubtract( pWinding->p[ iPoint ], pDifferential->origin, vVector1 );
|
|
VectorSubtract( pWinding->p[ iNextPoint ], pDifferential->origin, vVector2 );
|
|
VectorNormalize( vVector1 );
|
|
VectorNormalize( vVector2 );
|
|
CrossProduct( vVector1, vVector2, vGammaVector );
|
|
float flSinAlpha = VectorNormalize( vGammaVector );
|
|
if (flSinAlpha < -1.0f || flSinAlpha > 1.0f)
|
|
return 0.0f;
|
|
vGammaVector *= asin( flSinAlpha );
|
|
|
|
flFormFactor += DotProduct( vGammaVector, pDifferential->normal );
|
|
}
|
|
|
|
flFormFactor *= ( 0.5f / pPolygon->area ); // divide by pi later, multiply by area later
|
|
|
|
return flFormFactor;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Computes the form factor from a differential element to a differential
|
|
// element. This is okay when the distance between patches is 5 times
|
|
// greater than patch size. Lecture slides by Pat Hanrahan,
|
|
// http://graphics.stanford.edu/courses/cs348b-00/lectures/lecture17/radiosity.2.pdf
|
|
//-----------------------------------------------------------------------------
|
|
float FormFactorDiffToDiff ( CPatch *pDiff1, CPatch* pDiff2 )
|
|
{
|
|
Vector vDelta;
|
|
VectorSubtract( pDiff1->origin, pDiff2->origin, vDelta );
|
|
float flLength = VectorNormalize( vDelta );
|
|
|
|
return -DotProduct( vDelta, pDiff1->normal ) * DotProduct( vDelta, pDiff2->normal ) / ( flLength * flLength );
|
|
}
|
|
|
|
|
|
|
|
void MakeTransfer( int ndxPatch1, int ndxPatch2, transfer_t *all_transfers )
|
|
//void MakeTransfer (CPatch *patch, CPatch *patch2, transfer_t *all_transfers )
|
|
{
|
|
Vector delta;
|
|
vec_t scale;
|
|
float trans;
|
|
transfer_t *transfer;
|
|
|
|
//
|
|
// get patches
|
|
//
|
|
if( ndxPatch1 == g_Patches.InvalidIndex() || ndxPatch2 == g_Patches.InvalidIndex() )
|
|
return;
|
|
|
|
CPatch *pPatch1 = &g_Patches.Element( ndxPatch1 );
|
|
CPatch *pPatch2 = &g_Patches.Element( ndxPatch2 );
|
|
|
|
if (IsSky( &g_pFaces[ pPatch2->faceNumber ] ) )
|
|
return;
|
|
|
|
// overflow check!
|
|
if ( pPatch1->numtransfers >= MAX_PATCHES)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// hack for patch areas that area <= 0 (degenerate)
|
|
if ( pPatch2->area <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
transfer = &all_transfers[pPatch1->numtransfers];
|
|
|
|
scale = FormFactorDiffToDiff( pPatch2, pPatch1 );
|
|
|
|
// patch normals may be > 90 due to smoothing groups
|
|
if (scale <= 0)
|
|
{
|
|
//Msg("scale <= 0\n");
|
|
return;
|
|
}
|
|
|
|
// Test 5 times rule
|
|
Vector vDelta;
|
|
VectorSubtract( pPatch1->origin, pPatch2->origin, vDelta );
|
|
float flThreshold = ( M_PI * 0.04 ) * DotProduct( vDelta, vDelta );
|
|
|
|
if (flThreshold < pPatch2->area)
|
|
{
|
|
scale = FormFactorPolyToDiff( pPatch2, pPatch1 );
|
|
if (scale <= 0.0)
|
|
return;
|
|
}
|
|
|
|
trans = (pPatch2->area*scale);
|
|
|
|
if (trans <= TRANSFER_EPSILON)
|
|
{
|
|
return;
|
|
}
|
|
|
|
transfer->patch = pPatch2 - g_Patches.Base();
|
|
|
|
// FIXME: why is this not trans?
|
|
transfer->transfer = trans;
|
|
|
|
#if 0
|
|
// DEBUG! Dump patches and transfer connection for displacements. This creates a lot of data, so only
|
|
// use it when you really want it - that is why it is #if-ed out.
|
|
if ( g_bDumpPatches )
|
|
{
|
|
if ( !pFpTrans )
|
|
{
|
|
pFpTrans = g_pFileSystem->Open( "trans.txt", "w" );
|
|
}
|
|
Vector light = pPatch1->totallight.light[0] + pPatch1->directlight;
|
|
WriteWinding( pFpTrans, pPatch1->winding, light );
|
|
light = pPatch2->totallight.light[0] + pPatch2->directlight;
|
|
WriteWinding( pFpTrans, pPatch2->winding, light );
|
|
WriteLine( pFpTrans, pPatch1->origin, pPatch2->origin, Vector( 255, 0, 255 ) );
|
|
}
|
|
#endif
|
|
|
|
pPatch1->numtransfers++;
|
|
}
|
|
|
|
|
|
void MakeScales ( int ndxPatch, transfer_t *all_transfers )
|
|
{
|
|
int j;
|
|
float total;
|
|
transfer_t *t, *t2;
|
|
total = 0;
|
|
|
|
if( ndxPatch == g_Patches.InvalidIndex() )
|
|
return;
|
|
CPatch *patch = &g_Patches.Element( ndxPatch );
|
|
|
|
// copy the transfers out
|
|
if (patch->numtransfers)
|
|
{
|
|
if (patch->numtransfers > max_transfer)
|
|
{
|
|
max_transfer = patch->numtransfers;
|
|
}
|
|
|
|
|
|
patch->transfers = ( transfer_t* )calloc (1, patch->numtransfers * sizeof(transfer_t));
|
|
if (!patch->transfers)
|
|
Error ("Memory allocation failure");
|
|
|
|
// get total transfer energy
|
|
t2 = all_transfers;
|
|
|
|
// overflow check!
|
|
for (j=0 ; j<patch->numtransfers ; j++, t2++)
|
|
{
|
|
total += t2->transfer;
|
|
}
|
|
|
|
// the total transfer should be PI, but we need to correct errors due to overlaping surfaces
|
|
if (total > M_PI)
|
|
total = 1.0f/total;
|
|
else
|
|
total = 1.0f/M_PI;
|
|
|
|
t = patch->transfers;
|
|
t2 = all_transfers;
|
|
for (j=0 ; j<patch->numtransfers ; j++, t++, t2++)
|
|
{
|
|
t->transfer = t2->transfer*total;
|
|
t->patch = t2->patch;
|
|
}
|
|
if (patch->numtransfers > max_transfer)
|
|
{
|
|
max_transfer = patch->numtransfers;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Error - patch has no transfers
|
|
// patch->totallight[2] = 255;
|
|
}
|
|
|
|
ThreadLock ();
|
|
total_transfer += patch->numtransfers;
|
|
ThreadUnlock ();
|
|
}
|
|
|
|
/*
|
|
=============
|
|
WriteWorld
|
|
=============
|
|
*/
|
|
void WriteWorld (char *name, int iBump)
|
|
{
|
|
unsigned j;
|
|
FileHandle_t out;
|
|
CPatch *patch;
|
|
|
|
out = g_pFileSystem->Open( name, "w" );
|
|
if (!out)
|
|
Error ("Couldn't open %s", name);
|
|
|
|
unsigned int uiPatchCount = g_Patches.Size();
|
|
for (j=0; j<uiPatchCount; j++)
|
|
{
|
|
patch = &g_Patches.Element( j );
|
|
|
|
// skip parent patches
|
|
if (patch->child1 != g_Patches.InvalidIndex() )
|
|
continue;
|
|
|
|
if( patch->clusterNumber == -1 )
|
|
{
|
|
Vector vGreen;
|
|
VectorClear( vGreen );
|
|
vGreen[1] = 256.0f;
|
|
WriteWinding( out, patch->winding, vGreen );
|
|
}
|
|
else
|
|
{
|
|
Vector light = patch->totallight.light[iBump] + patch->directlight;
|
|
WriteWinding( out, patch->winding, light );
|
|
if( bDumpNormals )
|
|
{
|
|
WriteNormal( out, patch->origin, patch->plane->normal, 15.0f, patch->plane->normal * 255.0f );
|
|
}
|
|
}
|
|
}
|
|
|
|
g_pFileSystem->Close( out );
|
|
}
|
|
|
|
void WriteRTEnv (char *name)
|
|
{
|
|
FileHandle_t out;
|
|
|
|
out = g_pFileSystem->Open( name, "w" );
|
|
if (!out)
|
|
Error ("Couldn't open %s", name);
|
|
|
|
winding_t *triw = AllocWinding( 3 );
|
|
triw->numpoints = 3;
|
|
|
|
for( int i = 0; i < g_RtEnv.OptimizedTriangleList.Size(); i++ )
|
|
{
|
|
triw->p[0] = g_RtEnv.OptimizedTriangleList[i].Vertex( 0);
|
|
triw->p[1] = g_RtEnv.OptimizedTriangleList[i].Vertex( 1);
|
|
triw->p[2] = g_RtEnv.OptimizedTriangleList[i].Vertex( 2);
|
|
int id = g_RtEnv.OptimizedTriangleList[i].m_Data.m_GeometryData.m_nTriangleID;
|
|
Vector color(0, 0, 0);
|
|
if (id & TRACE_ID_OPAQUE) color.Init(0, 255, 0);
|
|
if (id & TRACE_ID_SKY) color.Init(0, 0, 255);
|
|
if (id & TRACE_ID_STATICPROP) color.Init(255, 0, 0);
|
|
WriteWinding(out, triw, color);
|
|
}
|
|
FreeWinding(triw);
|
|
|
|
g_pFileSystem->Close( out );
|
|
}
|
|
|
|
void WriteWinding (FileHandle_t out, winding_t *w, Vector& color )
|
|
{
|
|
int i;
|
|
|
|
CmdLib_FPrintf (out, "%i\n", w->numpoints);
|
|
for (i=0 ; i<w->numpoints ; i++)
|
|
{
|
|
CmdLib_FPrintf (out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n",
|
|
w->p[i][0],
|
|
w->p[i][1],
|
|
w->p[i][2],
|
|
color[ 0 ] / 256,
|
|
color[ 1 ] / 256,
|
|
color[ 2 ] / 256 );
|
|
}
|
|
}
|
|
|
|
|
|
void WriteNormal( FileHandle_t out, Vector const &nPos, Vector const &nDir,
|
|
float length, Vector const &color )
|
|
{
|
|
CmdLib_FPrintf( out, "2\n" );
|
|
CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n",
|
|
nPos.x, nPos.y, nPos.z,
|
|
color.x / 256, color.y / 256, color.z / 256 );
|
|
CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n",
|
|
nPos.x + ( nDir.x * length ),
|
|
nPos.y + ( nDir.y * length ),
|
|
nPos.z + ( nDir.z * length ),
|
|
color.x / 256, color.y / 256, color.z / 256 );
|
|
}
|
|
|
|
void WriteLine( FileHandle_t out, const Vector &vecPos1, const Vector &vecPos2, const Vector &color )
|
|
{
|
|
CmdLib_FPrintf( out, "2\n" );
|
|
CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n",
|
|
vecPos1.x, vecPos1.y, vecPos1.z,
|
|
color.x / 256, color.y / 256, color.z / 256 );
|
|
CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n",
|
|
vecPos2.x, vecPos2.y, vecPos2.z,
|
|
color.x / 256, color.y / 256, color.z / 256 );
|
|
}
|
|
|
|
void WriteTrace( const char *pFileName, const FourRays &rays, const RayTracingResult& result )
|
|
{
|
|
FileHandle_t out;
|
|
|
|
out = g_pFileSystem->Open( pFileName, "a" );
|
|
if (!out)
|
|
Error ("Couldn't open %s", pFileName);
|
|
|
|
// Draws rays
|
|
for ( int i = 0; i < 4; ++i )
|
|
{
|
|
Vector vecOrigin = rays.origin.Vec(i);
|
|
Vector vecEnd = rays.direction.Vec(i);
|
|
VectorNormalize( vecEnd );
|
|
vecEnd *= SubFloat( result.HitDistance, i );
|
|
vecEnd += vecOrigin;
|
|
WriteLine( out, vecOrigin, vecEnd, Vector( 256, 0, 0 ) );
|
|
WriteNormal( out, vecEnd, result.surface_normal.Vec(i), 10.0f, Vector( 256, 265, 0 ) );
|
|
}
|
|
|
|
g_pFileSystem->Close( out );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
CollectLight
|
|
=============
|
|
*/
|
|
// patch's totallight += new light received to each patch
|
|
// patch's emitlight = addlight (newly received light from GatherLight)
|
|
// patch's addlight = 0
|
|
// pull received light from children.
|
|
void CollectLight( Vector& total )
|
|
{
|
|
int i, j;
|
|
CPatch *patch;
|
|
|
|
VectorFill( total, 0 );
|
|
|
|
// process patches in reverse order so that children are processed before their parents
|
|
unsigned int uiPatchCount = g_Patches.Size();
|
|
for( i = uiPatchCount - 1; i >= 0; i-- )
|
|
{
|
|
patch = &g_Patches.Element( i );
|
|
int normalCount = patch->needsBumpmap ? NUM_BUMP_VECTS+1 : 1;
|
|
// sky's never collect light, it is just dropped
|
|
if (patch->sky)
|
|
{
|
|
VectorFill( emitlight[ i ], 0 );
|
|
}
|
|
else if ( patch->child1 == g_Patches.InvalidIndex() )
|
|
{
|
|
// This is a leaf node.
|
|
for ( j = 0; j < normalCount; j++ )
|
|
{
|
|
VectorAdd( patch->totallight.light[j], addlight[i].light[j], patch->totallight.light[j] );
|
|
}
|
|
VectorCopy( addlight[i].light[0], emitlight[i] );
|
|
VectorAdd( total, emitlight[i], total );
|
|
}
|
|
else
|
|
{
|
|
// This is an interior node.
|
|
// Pull received light from children.
|
|
float s1, s2;
|
|
CPatch *child1;
|
|
CPatch *child2;
|
|
|
|
child1 = &g_Patches[patch->child1];
|
|
child2 = &g_Patches[patch->child2];
|
|
|
|
// BUG: This doesn't do anything?
|
|
if ((int)patch->area != (int)(child1->area + child2->area))
|
|
s1 = 0;
|
|
|
|
s1 = child1->area / (child1->area + child2->area);
|
|
s2 = child2->area / (child1->area + child2->area);
|
|
|
|
// patch->totallight = s1 * child1->totallight + s2 * child2->totallight
|
|
for ( j = 0; j < normalCount; j++ )
|
|
{
|
|
VectorScale( child1->totallight.light[j], s1, patch->totallight.light[j] );
|
|
VectorMA( patch->totallight.light[j], s2, child2->totallight.light[j], patch->totallight.light[j] );
|
|
}
|
|
|
|
// patch->emitlight = s1 * child1->emitlight + s2 * child2->emitlight
|
|
VectorScale( emitlight[patch->child1], s1, emitlight[i] );
|
|
VectorMA( emitlight[i], s2, emitlight[patch->child2], emitlight[i] );
|
|
}
|
|
for ( j = 0; j < NUM_BUMP_VECTS+1; j++ )
|
|
{
|
|
VectorFill( addlight[ i ].light[j], 0 );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
GatherLight
|
|
|
|
Get light from other patches
|
|
Run multi-threaded
|
|
=============
|
|
*/
|
|
|
|
#ifdef _WIN32
|
|
#pragma warning (disable:4701)
|
|
#endif
|
|
|
|
extern void GetBumpNormals( const float* sVect, const float* tVect, const Vector& flatNormal,
|
|
const Vector& phongNormal, Vector bumpNormals[NUM_BUMP_VECTS] );
|
|
|
|
|
|
void PreGetBumpNormalsForDisp( texinfo_t *pTexinfo, Vector &vecU, Vector &vecV, Vector &vecNormal )
|
|
{
|
|
Vector vecTexU( pTexinfo->textureVecsTexelsPerWorldUnits[0][0], pTexinfo->textureVecsTexelsPerWorldUnits[0][1], pTexinfo->textureVecsTexelsPerWorldUnits[0][2] );
|
|
Vector vecTexV( pTexinfo->textureVecsTexelsPerWorldUnits[1][0], pTexinfo->textureVecsTexelsPerWorldUnits[1][1], pTexinfo->textureVecsTexelsPerWorldUnits[1][2] );
|
|
Vector vecLightU( pTexinfo->lightmapVecsLuxelsPerWorldUnits[0][0], pTexinfo->lightmapVecsLuxelsPerWorldUnits[0][1], pTexinfo->lightmapVecsLuxelsPerWorldUnits[0][2] );
|
|
Vector vecLightV( pTexinfo->lightmapVecsLuxelsPerWorldUnits[1][0], pTexinfo->lightmapVecsLuxelsPerWorldUnits[1][1], pTexinfo->lightmapVecsLuxelsPerWorldUnits[1][2] );
|
|
|
|
VectorNormalize( vecTexU );
|
|
VectorNormalize( vecTexV );
|
|
VectorNormalize( vecLightU );
|
|
VectorNormalize( vecLightV );
|
|
|
|
bool bDoConversion = false;
|
|
if ( fabs( vecTexU.Dot( vecLightU ) ) < 0.999f )
|
|
{
|
|
bDoConversion = true;
|
|
}
|
|
|
|
if ( fabs( vecTexV.Dot( vecLightV ) ) < 0.999f )
|
|
{
|
|
bDoConversion = true;
|
|
}
|
|
|
|
if ( bDoConversion )
|
|
{
|
|
matrix3x4_t matTex( vecTexU, vecTexV, vecNormal, vec3_origin );
|
|
matrix3x4_t matLight( vecLightU, vecLightV, vecNormal, vec3_origin );
|
|
matrix3x4_t matTmp;
|
|
ConcatTransforms ( matLight, matTex, matTmp );
|
|
MatrixGetColumn( matTmp, 0, vecU );
|
|
MatrixGetColumn( matTmp, 1, vecV );
|
|
MatrixGetColumn( matTmp, 2, vecNormal );
|
|
|
|
Assert( fabs( vecTexU.Dot( vecTexV ) ) <= 0.001f );
|
|
return;
|
|
}
|
|
|
|
vecU = vecTexU;
|
|
vecV = vecTexV;
|
|
}
|
|
|
|
void GatherLight (int threadnum, void *pUserData)
|
|
{
|
|
int i, j, k;
|
|
transfer_t *trans;
|
|
int num;
|
|
CPatch *patch;
|
|
Vector sum, v;
|
|
|
|
while (1)
|
|
{
|
|
j = GetThreadWork ();
|
|
if (j == -1)
|
|
break;
|
|
|
|
patch = &g_Patches[j];
|
|
|
|
trans = patch->transfers;
|
|
num = patch->numtransfers;
|
|
if ( patch->needsBumpmap )
|
|
{
|
|
Vector delta;
|
|
Vector bumpSum[NUM_BUMP_VECTS+1];
|
|
Vector normals[NUM_BUMP_VECTS+1];
|
|
|
|
// Disps
|
|
bool bDisp = ( g_pFaces[patch->faceNumber].dispinfo != -1 );
|
|
if ( bDisp )
|
|
{
|
|
normals[0] = patch->normal;
|
|
texinfo_t *pTexinfo = &texinfo[g_pFaces[patch->faceNumber].texinfo];
|
|
Vector vecTexU, vecTexV;
|
|
PreGetBumpNormalsForDisp( pTexinfo, vecTexU, vecTexV, normals[0] );
|
|
|
|
// use facenormal along with the smooth normal to build the three bump map vectors
|
|
GetBumpNormals( vecTexU, vecTexV, normals[0], normals[0], &normals[1] );
|
|
}
|
|
else
|
|
{
|
|
GetPhongNormal( patch->faceNumber, patch->origin, normals[0] );
|
|
|
|
texinfo_t *pTexinfo = &texinfo[g_pFaces[patch->faceNumber].texinfo];
|
|
// use facenormal along with the smooth normal to build the three bump map vectors
|
|
GetBumpNormals( pTexinfo->textureVecsTexelsPerWorldUnits[0],
|
|
pTexinfo->textureVecsTexelsPerWorldUnits[1], patch->normal,
|
|
normals[0], &normals[1] );
|
|
}
|
|
|
|
// force the base lightmap to use the flat normal instead of the phong normal
|
|
// FIXME: why does the patch not use the phong normal?
|
|
normals[0] = patch->normal;
|
|
|
|
for ( i = 0; i < NUM_BUMP_VECTS+1; i++ )
|
|
{
|
|
VectorFill( bumpSum[i], 0 );
|
|
}
|
|
|
|
float dot;
|
|
for (k=0 ; k<num ; k++, trans++)
|
|
{
|
|
CPatch *patch2 = &g_Patches[trans->patch];
|
|
|
|
// get vector to other patch
|
|
VectorSubtract (patch2->origin, patch->origin, delta);
|
|
VectorNormalize (delta);
|
|
// find light emitted from other patch
|
|
for(i=0; i<3; i++)
|
|
{
|
|
v[i] = emitlight[trans->patch][i] * patch2->reflectivity[i];
|
|
}
|
|
// remove normal already factored into transfer steradian
|
|
float scale = 1.0f / DotProduct (delta, patch->normal);
|
|
VectorScale( v, trans->transfer * scale, v );
|
|
|
|
Vector bumpTransfer;
|
|
for ( i = 0; i < NUM_BUMP_VECTS+1; i++ )
|
|
{
|
|
dot = DotProduct( delta, normals[i] );
|
|
if ( dot <= 0 )
|
|
{
|
|
// Assert( i > 0 ); // if this hits, then the transfer shouldn't be here. It doesn't face the flat normal of this face!
|
|
continue;
|
|
}
|
|
bumpTransfer = v * dot;
|
|
VectorAdd( bumpSum[i], bumpTransfer, bumpSum[i] );
|
|
}
|
|
}
|
|
for ( i = 0; i < NUM_BUMP_VECTS+1; i++ )
|
|
{
|
|
VectorCopy( bumpSum[i], addlight[j].light[i] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorFill( sum, 0 );
|
|
for (k=0 ; k<num ; k++, trans++)
|
|
{
|
|
for(i=0; i<3; i++)
|
|
{
|
|
v[i] = emitlight[trans->patch][i] * g_Patches[trans->patch].reflectivity[i];
|
|
}
|
|
VectorScale( v, trans->transfer, v );
|
|
VectorAdd( sum, v, sum );
|
|
}
|
|
VectorCopy( sum, addlight[j].light[0] );
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef _WIN32
|
|
#pragma warning (default:4701)
|
|
#endif
|
|
|
|
|
|
/*
|
|
=============
|
|
BounceLight
|
|
=============
|
|
*/
|
|
void BounceLight (void)
|
|
{
|
|
unsigned i;
|
|
Vector added;
|
|
char name[64];
|
|
qboolean bouncing = numbounce > 0;
|
|
|
|
unsigned int uiPatchCount = g_Patches.Size();
|
|
for (i=0 ; i<uiPatchCount; i++)
|
|
{
|
|
// totallight has a copy of the direct lighting. Move it to the emitted light and zero it out (to integrate bounces only)
|
|
VectorCopy( g_Patches[i].totallight.light[0], emitlight[i] );
|
|
|
|
// NOTE: This means that only the bounced light is integrated into totallight!
|
|
VectorFill( g_Patches[i].totallight.light[0], 0 );
|
|
}
|
|
|
|
#if 0
|
|
FileHandle_t dFp = g_pFileSystem->Open( "lightemit.txt", "w" );
|
|
|
|
unsigned int uiPatchCount = g_Patches.Size();
|
|
for (i=0 ; i<uiPatchCount; i++)
|
|
{
|
|
CmdLib_FPrintf( dFp, "Emit %d: %f %f %f\n", i, emitlight[i].x, emitlight[i].y, emitlight[i].z );
|
|
}
|
|
|
|
g_pFileSystem->Close( dFp );
|
|
|
|
for (i=0; i<num_patches ; i++)
|
|
{
|
|
Vector total;
|
|
|
|
VectorSubtract (g_Patches[i].maxs, g_Patches[i].mins, total);
|
|
Msg("%4d %4d %4d %4d (%d) %.0f", i, g_Patches[i].parent, g_Patches[i].child1, g_Patches[i].child2, g_Patches[i].samples, g_Patches[i].area );
|
|
Msg(" [%.0f %.0f %.0f]", total[0], total[1], total[2] );
|
|
if (g_Patches[i].child1 != g_Patches.InvalidIndex() )
|
|
{
|
|
Vector tmp;
|
|
VectorScale( g_Patches[i].totallight.light[0], g_Patches[i].area, tmp );
|
|
|
|
VectorMA( tmp, -g_Patches[g_Patches[i].child1].area, g_Patches[g_Patches[i].child1].totallight.light[0], tmp );
|
|
VectorMA( tmp, -g_Patches[g_Patches[i].child2].area, g_Patches[g_Patches[i].child2].totallight.light[0], tmp );
|
|
// Msg("%.0f ", VectorLength( tmp ) );
|
|
// Msg("%d ", g_Patches[i].samples - g_Patches[g_Patches[i].child1].samples - g_Patches[g_Patches[i].child2].samples );
|
|
// Msg("%d ", g_Patches[i].samples );
|
|
}
|
|
Msg("\n");
|
|
}
|
|
#endif
|
|
|
|
i = 0;
|
|
while ( bouncing )
|
|
{
|
|
// transfer light from to the leaf patches from other patches via transfers
|
|
// this moves shooter->emitlight to receiver->addlight
|
|
unsigned int uiPatchCount = g_Patches.Size();
|
|
RunThreadsOn (uiPatchCount, true, GatherLight);
|
|
// move newly received light (addlight) to light to be sent out (emitlight)
|
|
// start at children and pull light up to parents
|
|
// light is always received to leaf patches
|
|
CollectLight( added );
|
|
|
|
qprintf ("\tBounce #%i added RGB(%.0f, %.0f, %.0f)\n", i+1, added[0], added[1], added[2] );
|
|
|
|
if ( i+1 == numbounce || (added[0] < 1.0 && added[1] < 1.0 && added[2] < 1.0) )
|
|
bouncing = false;
|
|
|
|
i++;
|
|
if ( g_bDumpPatches && !bouncing && i != 1)
|
|
{
|
|
sprintf (name, "bounce%i.txt", i);
|
|
WriteWorld (name, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Counts the number of clusters in a map with no visibility
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CountClusters( void )
|
|
{
|
|
int clusterCount = 0;
|
|
|
|
for ( int i = 0; i < numleafs; i++ )
|
|
{
|
|
if ( dleafs[i].cluster > clusterCount )
|
|
clusterCount = dleafs[i].cluster;
|
|
}
|
|
|
|
return clusterCount + 1;
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RadWorld
|
|
=============
|
|
*/
|
|
void RadWorld_Start()
|
|
{
|
|
unsigned i;
|
|
|
|
if (luxeldensity < 1.0)
|
|
{
|
|
// Remember the old lightmap vectors.
|
|
float oldLightmapVecs[MAX_MAP_TEXINFO][2][4];
|
|
for (i = 0; i < texinfo.Count(); i++)
|
|
{
|
|
for( int j=0; j < 2; j++ )
|
|
{
|
|
for( int k=0; k < 3; k++ )
|
|
{
|
|
oldLightmapVecs[i][j][k] = texinfo[i].lightmapVecsLuxelsPerWorldUnits[j][k];
|
|
}
|
|
}
|
|
}
|
|
|
|
// rescale luxels to be no denser than "luxeldensity"
|
|
for (i = 0; i < texinfo.Count(); i++)
|
|
{
|
|
texinfo_t *tx = &texinfo[i];
|
|
|
|
for (int j = 0; j < 2; j++ )
|
|
{
|
|
Vector tmp( tx->lightmapVecsLuxelsPerWorldUnits[j][0], tx->lightmapVecsLuxelsPerWorldUnits[j][1], tx->lightmapVecsLuxelsPerWorldUnits[j][2] );
|
|
float scale = VectorNormalize( tmp );
|
|
// only rescale them if the current scale is "tighter" than the desired scale
|
|
// FIXME: since this writes out to the BSP file every run, once it's set high it can't be reset
|
|
// to a lower value.
|
|
if (fabs( scale ) > luxeldensity)
|
|
{
|
|
if (scale < 0)
|
|
{
|
|
scale = -luxeldensity;
|
|
}
|
|
else
|
|
{
|
|
scale = luxeldensity;
|
|
}
|
|
VectorScale( tmp, scale, tmp );
|
|
tx->lightmapVecsLuxelsPerWorldUnits[j][0] = tmp.x;
|
|
tx->lightmapVecsLuxelsPerWorldUnits[j][1] = tmp.y;
|
|
tx->lightmapVecsLuxelsPerWorldUnits[j][2] = tmp.z;
|
|
}
|
|
}
|
|
}
|
|
|
|
UpdateAllFaceLightmapExtents();
|
|
}
|
|
|
|
MakeParents (0, -1);
|
|
|
|
BuildClusterTable();
|
|
|
|
// turn each face into a single patch
|
|
MakePatches ();
|
|
PairEdges ();
|
|
|
|
// store the vertex normals calculated in PairEdges
|
|
// so that the can be written to the bsp file for
|
|
// use in the engine
|
|
SaveVertexNormals();
|
|
|
|
// subdivide patches to a maximum dimension
|
|
SubdividePatches ();
|
|
|
|
// add displacement faces to cluster table
|
|
AddDispsToClusterTable();
|
|
|
|
// create directlights out of patches and lights
|
|
CreateDirectLights ();
|
|
|
|
// set up sky cameras
|
|
ProcessSkyCameras();
|
|
}
|
|
|
|
|
|
// This function should fill in the indices into g_pFaces[] for the faces
|
|
// with displacements that touch the specified leaf.
|
|
void STUB_GetDisplacementsTouchingLeaf( int iLeaf, CUtlVector<int> &dispFaces )
|
|
{
|
|
}
|
|
|
|
|
|
void BuildFacesVisibleToLights( bool bAllVisible )
|
|
{
|
|
g_FacesVisibleToLights.SetSize( numfaces/8 + 1 );
|
|
|
|
if( bAllVisible )
|
|
{
|
|
memset( g_FacesVisibleToLights.Base(), 0xFF, g_FacesVisibleToLights.Count() );
|
|
return;
|
|
}
|
|
|
|
// First merge all the light PVSes.
|
|
CUtlVector<byte> aggregate;
|
|
aggregate.SetSize( (dvis->numclusters/8) + 1 );
|
|
memset( aggregate.Base(), 0, aggregate.Count() );
|
|
|
|
int nDWords = aggregate.Count() / 4;
|
|
int nBytes = aggregate.Count() - nDWords*4;
|
|
|
|
for( directlight_t *dl = activelights; dl != NULL; dl = dl->next )
|
|
{
|
|
byte *pIn = dl->pvs;
|
|
byte *pOut = aggregate.Base();
|
|
for( int iDWord=0; iDWord < nDWords; iDWord++ )
|
|
{
|
|
*((unsigned long*)pOut) |= *((unsigned long*)pIn);
|
|
pIn += 4;
|
|
pOut += 4;
|
|
}
|
|
|
|
for( int iByte=0; iByte < nBytes; iByte++ )
|
|
{
|
|
*pOut |= *pIn;
|
|
++pOut;
|
|
++pIn;
|
|
}
|
|
}
|
|
|
|
|
|
// Now tag any faces that are visible to this monster PVS.
|
|
for( int iCluster=0; iCluster < dvis->numclusters; iCluster++ )
|
|
{
|
|
if( g_ClusterLeaves[iCluster].leafCount )
|
|
{
|
|
if( aggregate[iCluster>>3] & (1 << (iCluster & 7)) )
|
|
{
|
|
for ( int i = 0; i < g_ClusterLeaves[iCluster].leafCount; i++ )
|
|
{
|
|
int iLeaf = g_ClusterLeaves[iCluster].leafs[i];
|
|
|
|
// Tag all the faces.
|
|
int iFace;
|
|
for( iFace=0; iFace < dleafs[iLeaf].numleaffaces; iFace++ )
|
|
{
|
|
int index = dleafs[iLeaf].firstleafface + iFace;
|
|
index = dleaffaces[index];
|
|
|
|
assert( index < numfaces );
|
|
g_FacesVisibleToLights[index >> 3] |= (1 << (index & 7));
|
|
}
|
|
|
|
// Fill in STUB_GetDisplacementsTouchingLeaf when it's available
|
|
// so displacements get relit.
|
|
CUtlVector<int> dispFaces;
|
|
STUB_GetDisplacementsTouchingLeaf( iLeaf, dispFaces );
|
|
for( iFace=0; iFace < dispFaces.Count(); iFace++ )
|
|
{
|
|
int index = dispFaces[iFace];
|
|
g_FacesVisibleToLights[index >> 3] |= (1 << (index & 7));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// For stats.. figure out how many faces it's going to touch.
|
|
int nFacesToProcess = 0;
|
|
for( int i=0; i < numfaces; i++ )
|
|
{
|
|
if( g_FacesVisibleToLights[i>>3] & (1 << (i & 7)) )
|
|
++nFacesToProcess;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void MakeAllScales (void)
|
|
{
|
|
// determine visibility between patches
|
|
BuildVisMatrix ();
|
|
|
|
// release visibility matrix
|
|
FreeVisMatrix ();
|
|
|
|
Msg("transfers %d, max %d\n", total_transfer, max_transfer );
|
|
|
|
qprintf ("transfer lists: %5.1f megs\n"
|
|
, (float)total_transfer * sizeof(transfer_t) / (1024*1024));
|
|
}
|
|
|
|
|
|
// Helper function. This can be useful to visualize the world and faces and see which face
|
|
// corresponds to which dface.
|
|
#if 0
|
|
#include "iscratchpad3d.h"
|
|
void ScratchPad_DrawWorld()
|
|
{
|
|
IScratchPad3D *pPad = ScratchPad3D_Create();
|
|
pPad->SetAutoFlush( false );
|
|
|
|
for ( int i=0; i < numfaces; i++ )
|
|
{
|
|
dface_t *f = &g_pFaces[i];
|
|
|
|
// Draw the face's outline, then put text for its face index on it too.
|
|
CUtlVector<Vector> points;
|
|
for ( int iEdge = 0; iEdge < f->numedges; iEdge++ )
|
|
{
|
|
int v;
|
|
int se = dsurfedges[f->firstedge + iEdge];
|
|
if ( se < 0 )
|
|
v = dedges[-se].v[1];
|
|
else
|
|
v = dedges[se].v[0];
|
|
|
|
dvertex_t *dv = &dvertexes[v];
|
|
points.AddToTail( dv->point );
|
|
}
|
|
|
|
// Draw the outline.
|
|
Vector vCenter( 0, 0, 0 );
|
|
for ( iEdge=0; iEdge < points.Count(); iEdge++ )
|
|
{
|
|
pPad->DrawLine( CSPVert( points[iEdge] ), CSPVert( points[(iEdge+1)%points.Count()] ) );
|
|
vCenter += points[iEdge];
|
|
}
|
|
vCenter /= points.Count();
|
|
|
|
// Draw the text.
|
|
char str[512];
|
|
Q_snprintf( str, sizeof( str ), "%d", i );
|
|
|
|
CTextParams params;
|
|
|
|
params.m_bCentered = true;
|
|
params.m_bOutline = true;
|
|
params.m_flLetterWidth = 2;
|
|
params.m_vColor.Init( 1, 0, 0 );
|
|
|
|
VectorAngles( dplanes[f->planenum].normal, params.m_vAngles );
|
|
params.m_bTwoSided = true;
|
|
|
|
params.m_vPos = vCenter;
|
|
|
|
pPad->DrawText( str, params );
|
|
}
|
|
|
|
pPad->Release();
|
|
}
|
|
#endif
|
|
|
|
|
|
bool RadWorld_Go()
|
|
{
|
|
g_iCurFace = 0;
|
|
|
|
InitMacroTexture( source );
|
|
|
|
if( g_pIncremental )
|
|
{
|
|
g_pIncremental->PrepareForLighting();
|
|
|
|
// Cull out faces that aren't visible to any of the lights that we're updating with.
|
|
BuildFacesVisibleToLights( false );
|
|
}
|
|
else
|
|
{
|
|
// Mark all faces visible.. when not doing incremental lighting, it's highly
|
|
// likely that all faces are going to be touched by at least one light so don't
|
|
// waste time here.
|
|
BuildFacesVisibleToLights( true );
|
|
}
|
|
|
|
// build initial facelights
|
|
if (g_bUseMPI)
|
|
{
|
|
// RunThreadsOnIndividual (numfaces, true, BuildFacelights);
|
|
RunMPIBuildFacelights();
|
|
}
|
|
else
|
|
{
|
|
RunThreadsOnIndividual (numfaces, true, BuildFacelights);
|
|
}
|
|
|
|
// Was the process interrupted?
|
|
if( g_pIncremental && (g_iCurFace != numfaces) )
|
|
return false;
|
|
|
|
// Figure out the offset into lightmap data for each face.
|
|
PrecompLightmapOffsets();
|
|
|
|
// If we're doing incremental lighting, stop here.
|
|
if( g_pIncremental )
|
|
{
|
|
g_pIncremental->Finalize();
|
|
}
|
|
else
|
|
{
|
|
// free up the direct lights now that we have facelights
|
|
ExportDirectLightsToWorldLights();
|
|
|
|
if ( g_bDumpPatches )
|
|
{
|
|
for( int iBump = 0; iBump < 4; ++iBump )
|
|
{
|
|
char szName[64];
|
|
sprintf ( szName, "bounce0_%d.txt", iBump );
|
|
WriteWorld( szName, iBump );
|
|
}
|
|
}
|
|
|
|
if (numbounce > 0)
|
|
{
|
|
// allocate memory for emitlight/addlight
|
|
emitlight.SetSize( g_Patches.Size() );
|
|
memset( emitlight.Base(), 0, g_Patches.Size() * sizeof( Vector ) );
|
|
addlight.SetSize( g_Patches.Size() );
|
|
memset( addlight.Base(), 0, g_Patches.Size() * sizeof( bumplights_t ) );
|
|
|
|
MakeAllScales ();
|
|
|
|
// spread light around
|
|
BounceLight ();
|
|
}
|
|
|
|
//
|
|
// displacement surface luxel accumulation (make threaded!!!)
|
|
//
|
|
StaticDispMgr()->StartTimer( "Build Patch/Sample Hash Table(s)....." );
|
|
StaticDispMgr()->InsertSamplesDataIntoHashTable();
|
|
StaticDispMgr()->InsertPatchSampleDataIntoHashTable();
|
|
StaticDispMgr()->EndTimer();
|
|
|
|
// blend bounced light into direct light and save
|
|
VMPI_SetCurrentStage( "FinalLightFace" );
|
|
if ( !g_bUseMPI || g_bMPIMaster )
|
|
RunThreadsOnIndividual (numfaces, true, FinalLightFace);
|
|
|
|
// Distribute the lighting data to workers.
|
|
VMPI_DistributeLightData();
|
|
|
|
Msg("FinalLightFace Done\n"); fflush(stdout);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// declare the sample file pointer -- the whole debug print system should
|
|
// be reworked at some point!!
|
|
FileHandle_t pFileSamples[4][4];
|
|
|
|
void LoadPhysicsDLL( void )
|
|
{
|
|
PhysicsDLLPath( "VPHYSICS.DLL" );
|
|
}
|
|
|
|
|
|
void InitDumpPatchesFiles()
|
|
{
|
|
for( int iStyle = 0; iStyle < 4; ++iStyle )
|
|
{
|
|
for ( int iBump = 0; iBump < 4; ++iBump )
|
|
{
|
|
char szFilename[MAX_PATH];
|
|
sprintf( szFilename, "samples_style%d_bump%d.txt", iStyle, iBump );
|
|
pFileSamples[iStyle][iBump] = g_pFileSystem->Open( szFilename, "w" );
|
|
if( !pFileSamples[iStyle][iBump] )
|
|
{
|
|
Error( "Can't open %s for -dump.\n", szFilename );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
extern IFileSystem *g_pOriginalPassThruFileSystem;
|
|
|
|
void VRAD_LoadBSP( char const *pFilename )
|
|
{
|
|
ThreadSetDefault ();
|
|
|
|
g_flStartTime = Plat_FloatTime();
|
|
|
|
if( g_bLowPriority )
|
|
{
|
|
SetLowPriority();
|
|
}
|
|
|
|
strcpy( level_name, source );
|
|
|
|
// This must come after InitFileSystem because the file system pointer might change.
|
|
if ( g_bDumpPatches )
|
|
InitDumpPatchesFiles();
|
|
|
|
// This part is just for VMPI. VMPI's file system needs the basedir in front of all filenames,
|
|
// so we prepend qdir here.
|
|
strcpy( source, ExpandPath( source ) );
|
|
|
|
if ( !g_bUseMPI )
|
|
{
|
|
// Setup the logfile.
|
|
char logFile[512];
|
|
_snprintf( logFile, sizeof(logFile), "%s.log", source );
|
|
SetSpewFunctionLogFile( logFile );
|
|
}
|
|
|
|
LoadPhysicsDLL();
|
|
|
|
// Set the required global lights filename and try looking in qproject
|
|
strcpy( global_lights, "lights.rad" );
|
|
if ( !g_pFileSystem->FileExists( global_lights ) )
|
|
{
|
|
// Otherwise, try looking in the BIN directory from which we were run from
|
|
Msg( "Could not find lights.rad in %s.\nTrying VRAD BIN directory instead...\n",
|
|
global_lights );
|
|
GetModuleFileName( NULL, global_lights, sizeof( global_lights ) );
|
|
Q_ExtractFilePath( global_lights, global_lights, sizeof( global_lights ) );
|
|
strcat( global_lights, "lights.rad" );
|
|
}
|
|
|
|
// Set the optional level specific lights filename
|
|
strcpy( level_lights, source );
|
|
|
|
Q_DefaultExtension( level_lights, ".rad", sizeof( level_lights ) );
|
|
if ( !g_pFileSystem->FileExists( level_lights ) )
|
|
*level_lights = 0;
|
|
|
|
ReadLightFile(global_lights); // Required
|
|
if ( *designer_lights ) ReadLightFile(designer_lights); // Command-line
|
|
if ( *level_lights ) ReadLightFile(level_lights); // Optional & implied
|
|
|
|
strcpy(incrementfile, source);
|
|
Q_DefaultExtension(incrementfile, ".r0", sizeof(incrementfile));
|
|
Q_DefaultExtension(source, ".bsp", sizeof( source ));
|
|
|
|
Msg( "Loading %s\n", source );
|
|
VMPI_SetCurrentStage( "LoadBSPFile" );
|
|
LoadBSPFile (source);
|
|
|
|
// Add this bsp to our search path so embedded resources can be found
|
|
if ( g_bUseMPI && g_bMPIMaster )
|
|
{
|
|
// MPI Master, MPI workers don't need to do anything
|
|
g_pOriginalPassThruFileSystem->AddSearchPath(source, "GAME", PATH_ADD_TO_HEAD);
|
|
g_pOriginalPassThruFileSystem->AddSearchPath(source, "MOD", PATH_ADD_TO_HEAD);
|
|
}
|
|
else if ( !g_bUseMPI )
|
|
{
|
|
// Non-MPI
|
|
g_pFullFileSystem->AddSearchPath(source, "GAME", PATH_ADD_TO_HEAD);
|
|
g_pFullFileSystem->AddSearchPath(source, "MOD", PATH_ADD_TO_HEAD);
|
|
}
|
|
|
|
// now, set whether or not static prop lighting is present
|
|
if (g_bStaticPropLighting)
|
|
g_LevelFlags |= g_bHDR? LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_HDR : LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_NONHDR;
|
|
else
|
|
{
|
|
g_LevelFlags &= ~( LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_HDR | LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_NONHDR );
|
|
}
|
|
|
|
// now, we need to set our face ptr depending upon hdr, and if hdr, init it
|
|
if (g_bHDR)
|
|
{
|
|
g_pFaces = dfaces_hdr;
|
|
if (numfaces_hdr==0)
|
|
{
|
|
numfaces_hdr = numfaces;
|
|
memcpy( dfaces_hdr, dfaces, numfaces*sizeof(dfaces[0]) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
g_pFaces = dfaces;
|
|
}
|
|
|
|
|
|
ParseEntities ();
|
|
ExtractBrushEntityShadowCasters();
|
|
|
|
StaticPropMgr()->Init();
|
|
StaticDispMgr()->Init();
|
|
|
|
if (!visdatasize)
|
|
{
|
|
Msg("No vis information, direct lighting only.\n");
|
|
numbounce = 0;
|
|
ambient[0] = ambient[1] = ambient[2] = 0.1f;
|
|
dvis->numclusters = CountClusters();
|
|
}
|
|
|
|
//
|
|
// patches and referencing data (ensure capacity)
|
|
//
|
|
// TODO: change the maxes to the amount from the bsp!!
|
|
//
|
|
// g_Patches.EnsureCapacity( MAX_PATCHES );
|
|
|
|
g_FacePatches.SetSize( MAX_MAP_FACES );
|
|
faceParents.SetSize( MAX_MAP_FACES );
|
|
clusterChildren.SetSize( MAX_MAP_CLUSTERS );
|
|
|
|
int ndx;
|
|
for ( ndx = 0; ndx < MAX_MAP_FACES; ndx++ )
|
|
{
|
|
g_FacePatches[ndx] = g_FacePatches.InvalidIndex();
|
|
faceParents[ndx] = faceParents.InvalidIndex();
|
|
}
|
|
|
|
for ( ndx = 0; ndx < MAX_MAP_CLUSTERS; ndx++ )
|
|
{
|
|
clusterChildren[ndx] = clusterChildren.InvalidIndex();
|
|
}
|
|
|
|
// Setup ray tracer
|
|
AddBrushesForRayTrace();
|
|
StaticDispMgr()->AddPolysForRayTrace();
|
|
StaticPropMgr()->AddPolysForRayTrace();
|
|
|
|
// Dump raytracer for glview
|
|
if ( g_bDumpRtEnv )
|
|
WriteRTEnv("trace.txt");
|
|
|
|
// Build acceleration structure
|
|
printf ( "Setting up ray-trace acceleration structure... ");
|
|
float start = Plat_FloatTime();
|
|
g_RtEnv.SetupAccelerationStructure();
|
|
float end = Plat_FloatTime();
|
|
printf ( "Done (%.2f seconds)\n", end-start );
|
|
|
|
#if 0 // To test only k-d build
|
|
exit(0);
|
|
#endif
|
|
|
|
RadWorld_Start();
|
|
|
|
// Setup incremental lighting.
|
|
if( g_pIncremental )
|
|
{
|
|
if( !g_pIncremental->Init( source, incrementfile ) )
|
|
{
|
|
Error( "Unable to load incremental lighting file in %s.\n", incrementfile );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void VRAD_ComputeOtherLighting()
|
|
{
|
|
// Compute lighting for the bsp file
|
|
if ( !g_bNoDetailLighting )
|
|
{
|
|
ComputeDetailPropLighting( THREADINDEX_MAIN );
|
|
}
|
|
|
|
ComputePerLeafAmbientLighting();
|
|
|
|
// bake the static props high quality vertex lighting into the bsp
|
|
if ( !do_fast && g_bStaticPropLighting )
|
|
{
|
|
StaticPropMgr()->ComputeLighting( THREADINDEX_MAIN );
|
|
}
|
|
}
|
|
|
|
extern void CloseDispLuxels();
|
|
|
|
void VRAD_Finish()
|
|
{
|
|
Msg( "Ready to Finish\n" );
|
|
fflush( stdout );
|
|
|
|
if ( verbose )
|
|
{
|
|
PrintBSPFileSizes();
|
|
}
|
|
|
|
Msg( "Writing %s\n", source );
|
|
VMPI_SetCurrentStage( "WriteBSPFile" );
|
|
WriteBSPFile(source);
|
|
|
|
if ( g_bDumpPatches )
|
|
{
|
|
for ( int iStyle = 0; iStyle < 4; ++iStyle )
|
|
{
|
|
for ( int iBump = 0; iBump < 4; ++iBump )
|
|
{
|
|
g_pFileSystem->Close( pFileSamples[iStyle][iBump] );
|
|
}
|
|
}
|
|
}
|
|
|
|
CloseDispLuxels();
|
|
|
|
StaticPropMgr()->Shutdown();
|
|
|
|
double end = Plat_FloatTime();
|
|
|
|
char str[512];
|
|
GetHourMinuteSecondsString( (int)( end - g_flStartTime ), str, sizeof( str ) );
|
|
Msg( "%s elapsed\n", str );
|
|
|
|
ReleasePakFileLumps();
|
|
}
|
|
|
|
|
|
// Run startup code like initialize mathlib (called from main() and from the
|
|
// WorldCraft interface into vrad).
|
|
void VRAD_Init()
|
|
{
|
|
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f, false, false, false, false );
|
|
InstallAllocationFunctions();
|
|
InstallSpewFunction();
|
|
}
|
|
|
|
|
|
int ParseCommandLine( int argc, char **argv, bool *onlydetail )
|
|
{
|
|
*onlydetail = false;
|
|
|
|
int mapArg = -1;
|
|
|
|
// default to LDR
|
|
SetHDRMode( false );
|
|
int i;
|
|
for( i=1 ; i<argc ; i++ )
|
|
{
|
|
if ( !Q_stricmp( argv[i], "-StaticPropLighting" ) )
|
|
{
|
|
g_bStaticPropLighting = true;
|
|
}
|
|
else if ( !stricmp( argv[i], "-StaticPropNormals" ) )
|
|
{
|
|
g_bShowStaticPropNormals = true;
|
|
}
|
|
else if ( !stricmp( argv[i], "-OnlyStaticProps" ) )
|
|
{
|
|
g_bOnlyStaticProps = true;
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-StaticPropPolys" ) )
|
|
{
|
|
g_bStaticPropPolys = true;
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-nossprops" ) )
|
|
{
|
|
g_bDisablePropSelfShadowing = true;
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-textureshadows" ) )
|
|
{
|
|
g_bTextureShadows = true;
|
|
}
|
|
else if ( !strcmp(argv[i], "-dump") )
|
|
{
|
|
g_bDumpPatches = true;
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-nodetaillight" ) )
|
|
{
|
|
g_bNoDetailLighting = true;
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-rederrors" ) )
|
|
{
|
|
bRed2Black = false;
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-dumpnormals" ) )
|
|
{
|
|
bDumpNormals = true;
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-dumptrace" ) )
|
|
{
|
|
g_bDumpRtEnv = true;
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-LargeDispSampleRadius" ) )
|
|
{
|
|
g_bLargeDispSampleRadius = true;
|
|
}
|
|
else if (!Q_stricmp( argv[i], "-dumppropmaps"))
|
|
{
|
|
g_bDumpPropLightmaps = true;
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-bounce"))
|
|
{
|
|
if ( ++i < argc )
|
|
{
|
|
int bounceParam = atoi (argv[i]);
|
|
if ( bounceParam < 0 )
|
|
{
|
|
Warning("Error: expected non-negative value after '-bounce'\n" );
|
|
return -1;
|
|
}
|
|
numbounce = (unsigned)bounceParam;
|
|
}
|
|
else
|
|
{
|
|
Warning("Error: expected a value after '-bounce'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-verbose") || !Q_stricmp(argv[i],"-v"))
|
|
{
|
|
verbose = true;
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-threads"))
|
|
{
|
|
if ( ++i < argc )
|
|
{
|
|
numthreads = atoi (argv[i]);
|
|
if ( numthreads <= 0 )
|
|
{
|
|
Warning("Error: expected positive value after '-threads'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Warning("Error: expected a value after '-threads'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if ( !Q_stricmp(argv[i], "-lights" ) )
|
|
{
|
|
if ( ++i < argc && *argv[i] )
|
|
{
|
|
strcpy( designer_lights, argv[i] );
|
|
}
|
|
else
|
|
{
|
|
Warning("Error: expected a filepath after '-lights'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-noextra"))
|
|
{
|
|
do_extra = false;
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-debugextra"))
|
|
{
|
|
debug_extra = true;
|
|
}
|
|
else if ( !Q_stricmp(argv[i], "-fastambient") )
|
|
{
|
|
g_bFastAmbient = true;
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-fast"))
|
|
{
|
|
do_fast = true;
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-noskyboxrecurse"))
|
|
{
|
|
g_bNoSkyRecurse = true;
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-final"))
|
|
{
|
|
g_flSkySampleScale = 16.0;
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-extrasky"))
|
|
{
|
|
if ( ++i < argc && *argv[i] )
|
|
{
|
|
g_flSkySampleScale = atof( argv[i] );
|
|
}
|
|
else
|
|
{
|
|
Warning("Error: expected a scale factor after '-extrasky'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-centersamples"))
|
|
{
|
|
do_centersamples = true;
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-smooth"))
|
|
{
|
|
if ( ++i < argc )
|
|
{
|
|
smoothing_threshold = (float)cos(atof(argv[i])*(M_PI/180.0));
|
|
}
|
|
else
|
|
{
|
|
Warning("Error: expected an angle after '-smooth'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-dlightmap"))
|
|
{
|
|
dlight_map = 1;
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-luxeldensity"))
|
|
{
|
|
if ( ++i < argc )
|
|
{
|
|
luxeldensity = (float)atof (argv[i]);
|
|
if (luxeldensity > 1.0)
|
|
luxeldensity = 1.0 / luxeldensity;
|
|
}
|
|
else
|
|
{
|
|
Warning("Error: expected a value after '-luxeldensity'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if( !Q_stricmp( argv[i], "-low" ) )
|
|
{
|
|
g_bLowPriority = true;
|
|
}
|
|
else if( !Q_stricmp( argv[i], "-loghash" ) )
|
|
{
|
|
g_bLogHashData = true;
|
|
}
|
|
else if( !Q_stricmp( argv[i], "-onlydetail" ) )
|
|
{
|
|
*onlydetail = true;
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-softsun"))
|
|
{
|
|
if ( ++i < argc )
|
|
{
|
|
g_SunAngularExtent=atof(argv[i]);
|
|
g_SunAngularExtent=sin((M_PI/180.0)*g_SunAngularExtent);
|
|
printf("sun extent=%f\n",g_SunAngularExtent);
|
|
}
|
|
else
|
|
{
|
|
Warning("Error: expected an angular extent value (0..180) '-softsun'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-maxdispsamplesize" ) )
|
|
{
|
|
if ( ++i < argc )
|
|
{
|
|
g_flMaxDispSampleSize = ( float )atof( argv[i] );
|
|
}
|
|
else
|
|
{
|
|
Warning( "Error: expected a sample size after '-maxdispsamplesize'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if ( stricmp( argv[i], "-StopOnExit" ) == 0 )
|
|
{
|
|
g_bStopOnExit = true;
|
|
}
|
|
else if ( stricmp( argv[i], "-steam" ) == 0 )
|
|
{
|
|
}
|
|
else if ( stricmp( argv[i], "-allowdebug" ) == 0 )
|
|
{
|
|
// Don't need to do anything, just don't error out.
|
|
}
|
|
else if ( !Q_stricmp( argv[i], CMDLINEOPTION_NOVCONFIG ) )
|
|
{
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-vproject" ) || !Q_stricmp( argv[i], "-game" ) || !Q_stricmp( argv[i], "-insert_search_path" ) )
|
|
{
|
|
++i;
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-FullMinidumps" ) )
|
|
{
|
|
EnableFullMinidumps( true );
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-hdr" ) )
|
|
{
|
|
SetHDRMode( true );
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-ldr" ) )
|
|
{
|
|
SetHDRMode( false );
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-maxchop"))
|
|
{
|
|
if ( ++i < argc )
|
|
{
|
|
maxchop = (float)atof (argv[i]);
|
|
if ( maxchop < 1 )
|
|
{
|
|
Warning("Error: expected positive value after '-maxchop'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Warning("Error: expected a value after '-maxchop'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-chop"))
|
|
{
|
|
if ( ++i < argc )
|
|
{
|
|
minchop = (float)atof (argv[i]);
|
|
if ( minchop < 1 )
|
|
{
|
|
Warning("Error: expected positive value after '-chop'\n" );
|
|
return -1;
|
|
}
|
|
minchop = min( minchop, maxchop );
|
|
}
|
|
else
|
|
{
|
|
Warning("Error: expected a value after '-chop'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-dispchop" ) )
|
|
{
|
|
if ( ++i < argc )
|
|
{
|
|
dispchop = ( float )atof( argv[i] );
|
|
if ( dispchop < 1.0f )
|
|
{
|
|
Warning( "Error: expected positive value after '-dipschop'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Warning( "Error: expected a value after '-dispchop'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( argv[i], "-disppatchradius" ) )
|
|
{
|
|
if ( ++i < argc )
|
|
{
|
|
g_MaxDispPatchRadius = ( float )atof( argv[i] );
|
|
if ( g_MaxDispPatchRadius < 10.0f )
|
|
{
|
|
Warning( "Error: g_MaxDispPatchRadius < 10.0\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Warning( "Error: expected a value after '-disppatchradius'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
#if ALLOWDEBUGOPTIONS
|
|
else if (!Q_stricmp(argv[i],"-scale"))
|
|
{
|
|
if ( ++i < argc )
|
|
{
|
|
lightscale = (float)atof (argv[i]);
|
|
}
|
|
else
|
|
{
|
|
Warning("Error: expected a value after '-scale'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-ambient"))
|
|
{
|
|
if ( i+3 < argc )
|
|
{
|
|
ambient[0] = (float)atof (argv[++i]) * 128;
|
|
ambient[1] = (float)atof (argv[++i]) * 128;
|
|
ambient[2] = (float)atof (argv[++i]) * 128;
|
|
}
|
|
else
|
|
{
|
|
Warning("Error: expected three color values after '-ambient'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-dlight"))
|
|
{
|
|
if ( ++i < argc )
|
|
{
|
|
dlight_threshold = (float)atof (argv[i]);
|
|
}
|
|
else
|
|
{
|
|
Warning("Error: expected a value after '-dlight'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-sky"))
|
|
{
|
|
if ( ++i < argc )
|
|
{
|
|
indirect_sun = (float)atof (argv[i]);
|
|
}
|
|
else
|
|
{
|
|
Warning("Error: expected a value after '-sky'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-notexscale"))
|
|
{
|
|
texscale = false;
|
|
}
|
|
else if (!Q_stricmp(argv[i],"-coring"))
|
|
{
|
|
if ( ++i < argc )
|
|
{
|
|
coring = (float)atof( argv[i] );
|
|
}
|
|
else
|
|
{
|
|
Warning("Error: expected a light threshold after '-coring'\n" );
|
|
return -1;
|
|
}
|
|
}
|
|
#endif
|
|
// NOTE: the -mpi checks must come last here because they allow the previous argument
|
|
// to be -mpi as well. If it game before something else like -game, then if the previous
|
|
// argument was -mpi and the current argument was something valid like -game, it would skip it.
|
|
else if ( !Q_strncasecmp( argv[i], "-mpi", 4 ) || !Q_strncasecmp( argv[i-1], "-mpi", 4 ) )
|
|
{
|
|
if ( stricmp( argv[i], "-mpi" ) == 0 )
|
|
g_bUseMPI = true;
|
|
|
|
// Any other args that start with -mpi are ok too.
|
|
if ( i == argc - 1 && V_stricmp( argv[i], "-mpi_ListParams" ) != 0 )
|
|
break;
|
|
}
|
|
else if ( mapArg == -1 )
|
|
{
|
|
mapArg = i;
|
|
}
|
|
else
|
|
{
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
return mapArg;
|
|
}
|
|
|
|
|
|
void PrintCommandLine( int argc, char **argv )
|
|
{
|
|
Warning( "Command line: " );
|
|
for ( int z=0; z < argc; z++ )
|
|
{
|
|
Warning( "\"%s\" ", argv[z] );
|
|
}
|
|
Warning( "\n\n" );
|
|
}
|
|
|
|
|
|
void PrintUsage( int argc, char **argv )
|
|
{
|
|
PrintCommandLine( argc, argv );
|
|
|
|
Warning(
|
|
"usage : vrad [options...] bspfile\n"
|
|
"example: vrad c:\\hl2\\hl2\\maps\\test\n"
|
|
"\n"
|
|
"Common options:\n"
|
|
"\n"
|
|
" -v (or -verbose): Turn on verbose output (also shows more command\n"
|
|
" -bounce # : Set max number of bounces (default: 100).\n"
|
|
" -fast : Quick and dirty lighting.\n"
|
|
" -fastambient : Per-leaf ambient sampling is lower quality to save compute time.\n"
|
|
" -final : High quality processing. equivalent to -extrasky 16.\n"
|
|
" -extrasky n : trace N times as many rays for indirect light and sky ambient.\n"
|
|
" -low : Run as an idle-priority process.\n"
|
|
" -mpi : Use VMPI to distribute computations.\n"
|
|
" -rederror : Show errors in red.\n"
|
|
"\n"
|
|
" -vproject <directory> : Override the VPROJECT environment variable.\n"
|
|
" -game <directory> : Same as -vproject.\n"
|
|
"\n"
|
|
"Other options:\n"
|
|
" -novconfig : Don't bring up graphical UI on vproject errors.\n"
|
|
" -dump : Write debugging .txt files.\n"
|
|
" -dumpnormals : Write normals to debug files.\n"
|
|
" -dumptrace : Write ray-tracing environment to debug files.\n"
|
|
" -threads : Control the number of threads vbsp uses (defaults to the #\n"
|
|
" or processors on your machine).\n"
|
|
" -lights <file> : Load a lights file in addition to lights.rad and the\n"
|
|
" level lights file.\n"
|
|
" -noextra : Disable supersampling.\n"
|
|
" -debugextra : Places debugging data in lightmaps to visualize\n"
|
|
" supersampling.\n"
|
|
" -smooth # : Set the threshold for smoothing groups, in degrees\n"
|
|
" (default 45).\n"
|
|
" -dlightmap : Force direct lighting into different lightmap than\n"
|
|
" radiosity.\n"
|
|
" -stoponexit : Wait for a keypress on exit.\n"
|
|
" -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.\n"
|
|
" -nodetaillight : Don't light detail props.\n"
|
|
" -centersamples : Move sample centers.\n"
|
|
" -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).\n"
|
|
" The number specified must be less than 1.0 or it will be\n"
|
|
" ignored.\n"
|
|
" -loghash : Log the sample hash table to samplehash.txt.\n"
|
|
" -onlydetail : Only light detail props and per-leaf lighting.\n"
|
|
" -maxdispsamplesize #: Set max displacement sample size (default: 512).\n"
|
|
" -softsun <n> : Treat the sun as an area light source of size <n> degrees."
|
|
" Produces soft shadows.\n"
|
|
" Recommended values are between 0 and 5. Default is 0.\n"
|
|
" -FullMinidumps : Write large minidumps on crash.\n"
|
|
" -chop : Smallest number of luxel widths for a bounce patch, used on edges\n"
|
|
" -maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors\n"
|
|
"\n"
|
|
" -LargeDispSampleRadius: This can be used if there are splotches of bounced light\n"
|
|
" on terrain. The compile will take longer, but it will gather\n"
|
|
" light across a wider area.\n"
|
|
" -StaticPropLighting : generate backed static prop vertex lighting\n"
|
|
" -StaticPropPolys : Perform shadow tests of static props at polygon precision\n"
|
|
" -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)\n"
|
|
" -StaticPropNormals : when lighting static props, just show their normal vector\n"
|
|
" -textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture\n"
|
|
" -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)\n"
|
|
" -nossprops : Globally disable self-shadowing on static props\n"
|
|
"\n"
|
|
#if 1 // Disabled for the initial SDK release with VMPI so we can get feedback from selected users.
|
|
);
|
|
#else
|
|
" -mpi_ListParams : Show a list of VMPI parameters.\n"
|
|
"\n"
|
|
);
|
|
|
|
// Show VMPI parameters?
|
|
for ( int i=1; i < argc; i++ )
|
|
{
|
|
if ( V_stricmp( argv[i], "-mpi_ListParams" ) == 0 )
|
|
{
|
|
Warning( "VMPI-specific options:\n\n" );
|
|
|
|
bool bIsSDKMode = VMPI_IsSDKMode();
|
|
for ( int i=k_eVMPICmdLineParam_FirstParam+1; i < k_eVMPICmdLineParam_LastParam; i++ )
|
|
{
|
|
if ( (VMPI_GetParamFlags( (EVMPICmdLineParam)i ) & VMPI_PARAM_SDK_HIDDEN) && bIsSDKMode )
|
|
continue;
|
|
|
|
Warning( "[%s]\n", VMPI_GetParamString( (EVMPICmdLineParam)i ) );
|
|
Warning( VMPI_GetParamHelpString( (EVMPICmdLineParam)i ) );
|
|
Warning( "\n\n" );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int RunVRAD( int argc, char **argv )
|
|
{
|
|
#if defined(_MSC_VER) && ( _MSC_VER >= 1310 )
|
|
Msg("Valve Software - vrad.exe SSE (" __DATE__ ")\n" );
|
|
#else
|
|
Msg("Valve Software - vrad.exe (" __DATE__ ")\n" );
|
|
#endif
|
|
|
|
Msg("\n Valve Radiosity Simulator \n");
|
|
|
|
verbose = true; // Originally FALSE
|
|
|
|
bool onlydetail;
|
|
int i = ParseCommandLine( argc, argv, &onlydetail );
|
|
if (i == -1)
|
|
{
|
|
PrintUsage( argc, argv );
|
|
DeleteCmdLine( argc, argv );
|
|
CmdLib_Exit( 1 );
|
|
}
|
|
|
|
// Initialize the filesystem, so additional commandline options can be loaded
|
|
Q_StripExtension( argv[ i ], source, sizeof( source ) );
|
|
CmdLib_InitFileSystem( argv[ i ] );
|
|
Q_FileBase( source, source, sizeof( source ) );
|
|
|
|
VRAD_LoadBSP( argv[i] );
|
|
|
|
if ( (! onlydetail) && (! g_bOnlyStaticProps ) )
|
|
{
|
|
RadWorld_Go();
|
|
}
|
|
|
|
VRAD_ComputeOtherLighting();
|
|
|
|
VRAD_Finish();
|
|
|
|
VMPI_SetCurrentStage( "master done" );
|
|
|
|
DeleteCmdLine( argc, argv );
|
|
CmdLib_Cleanup();
|
|
return 0;
|
|
}
|
|
|
|
|
|
int VRAD_Main(int argc, char **argv)
|
|
{
|
|
g_pFileSystem = NULL; // Safeguard against using it before it's properly initialized.
|
|
|
|
VRAD_Init();
|
|
|
|
// This must come first.
|
|
VRAD_SetupMPI( argc, argv );
|
|
|
|
#if !defined( _DEBUG )
|
|
if ( g_bUseMPI && !g_bMPIMaster )
|
|
{
|
|
SetupToolsMinidumpHandler( VMPI_ExceptionFilter );
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
LoadCmdLineFromFile( argc, argv, source, "vrad" ); // Don't do this if we're a VMPI worker..
|
|
SetupDefaultToolsMinidumpHandler();
|
|
}
|
|
|
|
return RunVRAD( argc, argv );
|
|
}
|
|
|
|
|
|
|
|
|
|
|