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469 lines
13 KiB
469 lines
13 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "render_pch.h"
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#include "gl_matsysiface.h"
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#include "gl_cvars.h"
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#include "enginetrace.h"
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#include "r_local.h"
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#include "gl_model_private.h"
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#include "materialsystem/imesh.h"
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#include "cdll_engine_int.h"
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#include "cl_main.h"
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#include "debugoverlay.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static ConVar r_drawlights( "r_drawlights", "0", FCVAR_CHEAT );
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static ConVar r_drawlightinfo( "r_drawlightinfo", "0", FCVAR_CHEAT );
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static bool s_bActivateLightSprites = false;
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//-----------------------------------------------------------------------------
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// Should we draw light sprites over visible lights?
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//-----------------------------------------------------------------------------
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bool ActivateLightSprites( bool bActive )
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{
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bool bOldValue = s_bActivateLightSprites;
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s_bActivateLightSprites = bActive;
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return bOldValue;
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}
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#define LIGHT_MIN_LIGHT_VALUE 0.03f
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float ComputeLightRadius( dworldlight_t *pLight, bool bIsHDR )
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{
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float flLightRadius = pLight->radius;
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if (flLightRadius == 0.0f)
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{
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// HACKHACK: Usually our designers scale the light intensity by 0.5 in HDR
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// This keeps the behavior of the cutoff radius consistent between LDR and HDR
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float minLightValue = bIsHDR ? (LIGHT_MIN_LIGHT_VALUE * 0.5f) : LIGHT_MIN_LIGHT_VALUE;
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// Compute the light range based on attenuation factors
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float flIntensity = sqrtf( DotProduct( pLight->intensity, pLight->intensity ) );
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if (pLight->quadratic_attn == 0.0f)
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{
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if (pLight->linear_attn == 0.0f)
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{
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// Infinite, but we're not going to draw it as such
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flLightRadius = 2000;
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}
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else
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{
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flLightRadius = (flIntensity / minLightValue - pLight->constant_attn) / pLight->linear_attn;
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}
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}
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else
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{
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float a = pLight->quadratic_attn;
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float b = pLight->linear_attn;
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float c = pLight->constant_attn - flIntensity / minLightValue;
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float discrim = b * b - 4 * a * c;
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if (discrim < 0.0f)
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{
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// Infinite, but we're not going to draw it as such
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flLightRadius = 2000;
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}
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else
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{
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flLightRadius = (-b + sqrtf(discrim)) / (2.0f * a);
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if (flLightRadius < 0)
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flLightRadius = 0;
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}
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}
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}
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return flLightRadius;
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}
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static void DrawLightSprite( dworldlight_t *pLight, float angleAttenFactor )
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{
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Vector lightToEye;
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lightToEye = CurrentViewOrigin() - pLight->origin;
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VectorNormalize( lightToEye );
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Vector up( 0.0f, 0.0f, 1.0f );
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Vector right;
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CrossProduct( up, lightToEye, right );
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VectorNormalize( right );
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CrossProduct( lightToEye, right, up );
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VectorNormalize( up );
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/*
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up *= dist;
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right *= dist;
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up *= ( 1.0f / 5.0f );
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right *= ( 1.0f / 5.0f );
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up *= 1.0f / sqrt( pLight->constant_attn + dist * pLight->linear_attn + dist * dist * pLight->quadratic_attn );
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right *= 1.0f / sqrt( pLight->constant_attn + dist * pLight->linear_attn + dist * dist * pLight->quadratic_attn );
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*/
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// float distFactor = 1.0f / ( pLight->constant_attn + dist * pLight->linear_attn + dist * dist * pLight->quadratic_attn );
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//float distFactor = 1.0f;
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Vector color = pLight->intensity;
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VectorNormalize( color );
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color *= angleAttenFactor;
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color[0] = pow( color[0], 1.0f / 2.2f );
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color[1] = pow( color[1], 1.0f / 2.2f );
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color[2] = pow( color[2], 1.0f / 2.2f );
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( g_pMaterialLightSprite );
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IMesh *pMesh = pRenderContext->GetDynamicMesh( );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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float radius = 16.0f;
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Vector p;
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ColorClamp( color );
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p = pLight->origin + right * radius + up * radius;
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meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
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meshBuilder.Color3fv( color.Base() );
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meshBuilder.Position3fv( p.Base() );
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meshBuilder.AdvanceVertex();
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p = pLight->origin + right * -radius + up * radius;
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meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
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meshBuilder.Color3fv( color.Base() );
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meshBuilder.Position3fv( p.Base() );
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meshBuilder.AdvanceVertex();
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p = pLight->origin + right * -radius + up * -radius;
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color3fv( color.Base() );
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meshBuilder.Position3fv( p.Base() );
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meshBuilder.AdvanceVertex();
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p = pLight->origin + right * radius + up * -radius;
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meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
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meshBuilder.Color3fv( color.Base() );
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meshBuilder.Position3fv( p.Base() );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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#define POINT_THETA_GRID 8
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#define POINT_PHI_GRID 8
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static void DrawPointLight( const Vector &vecOrigin, float flLightRadius )
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{
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int nVertCount = POINT_THETA_GRID * (POINT_PHI_GRID + 1);
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int nIndexCount = 8 * POINT_THETA_GRID * POINT_PHI_GRID;
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( g_materialWorldWireframeZBuffer );
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IMesh *pMesh = pRenderContext->GetDynamicMesh( );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_LINES, nVertCount, nIndexCount );
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float dTheta = 360.0f / POINT_THETA_GRID;
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float dPhi = 180.0f / POINT_PHI_GRID;
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Vector pt;
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int i;
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float flPhi = 0;
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for ( i = 0; i <= POINT_PHI_GRID; ++i )
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{
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float flSinPhi = sin(DEG2RAD(flPhi));
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float flCosPhi = cos(DEG2RAD(flPhi));
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float flTheta = 0;
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for ( int j = 0; j < POINT_THETA_GRID; ++j )
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{
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pt = vecOrigin;
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pt.x += flLightRadius * cos(DEG2RAD(flTheta)) * flSinPhi;
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pt.y += flLightRadius * sin(DEG2RAD(flTheta)) * flSinPhi;
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pt.z += flLightRadius * flCosPhi;
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meshBuilder.Position3fv( pt.Base() );
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meshBuilder.AdvanceVertex();
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flTheta += dTheta;
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}
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flPhi += dPhi;
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}
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for ( i = 0; i < POINT_THETA_GRID; ++i )
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{
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for ( int j = 0; j < POINT_PHI_GRID; ++j )
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{
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int nNextIndex = (j != POINT_PHI_GRID - 1) ? j + 1 : 0;
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meshBuilder.Index( i * POINT_PHI_GRID + j );
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meshBuilder.AdvanceIndex();
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meshBuilder.Index( (i + 1) * POINT_PHI_GRID + j );
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meshBuilder.AdvanceIndex();
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meshBuilder.Index( (i + 1) * POINT_PHI_GRID + j );
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meshBuilder.AdvanceIndex();
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meshBuilder.Index( (i + 1) * POINT_PHI_GRID + nNextIndex );
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meshBuilder.AdvanceIndex();
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meshBuilder.Index( (i + 1) * POINT_PHI_GRID + nNextIndex );
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meshBuilder.AdvanceIndex();
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meshBuilder.Index( i * POINT_PHI_GRID + nNextIndex );
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meshBuilder.AdvanceIndex();
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meshBuilder.Index( i * POINT_PHI_GRID + nNextIndex );
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meshBuilder.AdvanceIndex();
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meshBuilder.Index( i * POINT_PHI_GRID + j );
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meshBuilder.AdvanceIndex();
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}
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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//-----------------------------------------------------------------------------
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// Draws the spot light
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//-----------------------------------------------------------------------------
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#define SPOT_GRID_LINE_COUNT 20
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#define SPOT_GRID_LINE_DISTANCE 50
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#define SPOT_RADIAL_GRID 8
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void DrawSpotLight( dworldlight_t *pLight )
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{
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float flLightRadius = ComputeLightRadius( pLight, false );
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int nGridLines = (int)(flLightRadius / SPOT_GRID_LINE_DISTANCE) + 1;
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int nVertCount = SPOT_RADIAL_GRID * (nGridLines + 1);
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int nIndexCount = 8 * SPOT_RADIAL_GRID * nGridLines;
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// Compute a basis perpendicular to the normal
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Vector xaxis, yaxis;
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int nMinIndex = fabs(pLight->normal[0]) < fabs(pLight->normal[1]) ? 0 : 1;
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nMinIndex = fabs(pLight->normal[nMinIndex]) < fabs(pLight->normal[2]) ? nMinIndex : 2;
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Vector perp = vec3_origin;
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perp[nMinIndex] = 1.0f;
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CrossProduct( perp, pLight->normal, xaxis );
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VectorNormalize( xaxis );
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CrossProduct( pLight->normal, xaxis, yaxis );
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( g_materialWorldWireframeZBuffer );
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IMesh *pMesh = pRenderContext->GetDynamicMesh( );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_LINES, nVertCount, nIndexCount );
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float flAngle = acos(pLight->stopdot2);
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float flTanAngle = tan(flAngle);
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float dTheta = 360.0f / SPOT_RADIAL_GRID;
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float flDist = 0.0f;
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int i;
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for ( i = 0; i <= nGridLines; ++i )
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{
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Vector pt, vecCenter;
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VectorMA( pLight->origin, flDist, pLight->normal, vecCenter );
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float flRadius = flDist * flTanAngle;
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float flTempAngle = 0;
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for ( int j = 0; j < SPOT_RADIAL_GRID; ++j )
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{
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float flSin = sin( DEG2RAD( flTempAngle ) );
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float flCos = cos( DEG2RAD( flTempAngle ) );
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VectorMA( vecCenter, flRadius * flCos, xaxis, pt );
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VectorMA( pt, flRadius * flSin, yaxis, pt );
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meshBuilder.Position3fv( pt.Base() );
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meshBuilder.AdvanceVertex();
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flTempAngle += dTheta;
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}
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flDist += SPOT_GRID_LINE_DISTANCE;
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}
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for ( i = 0; i < nGridLines; ++i )
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{
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for ( int j = 0; j < SPOT_RADIAL_GRID; ++j )
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{
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int nNextIndex = (j != SPOT_RADIAL_GRID - 1) ? j + 1 : 0;
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meshBuilder.Index( i * SPOT_RADIAL_GRID + j );
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meshBuilder.AdvanceIndex();
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meshBuilder.Index( (i + 1) * SPOT_RADIAL_GRID + j );
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meshBuilder.AdvanceIndex();
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meshBuilder.Index( (i + 1) * SPOT_RADIAL_GRID + j );
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meshBuilder.AdvanceIndex();
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meshBuilder.Index( (i + 1) * SPOT_RADIAL_GRID + nNextIndex );
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meshBuilder.AdvanceIndex();
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meshBuilder.Index( (i + 1) * SPOT_RADIAL_GRID + nNextIndex );
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meshBuilder.AdvanceIndex();
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meshBuilder.Index( i * SPOT_RADIAL_GRID + nNextIndex );
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meshBuilder.AdvanceIndex();
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meshBuilder.Index( i * SPOT_RADIAL_GRID + nNextIndex );
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meshBuilder.AdvanceIndex();
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meshBuilder.Index( i * SPOT_RADIAL_GRID + j );
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meshBuilder.AdvanceIndex();
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}
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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//-----------------------------------------------------------------------------
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// Draws sprites over all visible lights
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// NOTE: This is used to render env-cubemaps
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//-----------------------------------------------------------------------------
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void DrawLightSprites( void )
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{
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if (!s_bActivateLightSprites)
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return;
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int i;
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for (i = 0; i < host_state.worldbrush->numworldlights; i++)
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{
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dworldlight_t *pLight = &host_state.worldbrush->worldlights[i];
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trace_t tr;
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CTraceFilterWorldAndPropsOnly traceFilter;
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Ray_t ray;
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ray.Init( CurrentViewOrigin(), pLight->origin );
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g_pEngineTraceClient->TraceRay( ray, MASK_OPAQUE, &traceFilter, &tr );
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if( tr.fraction < 1.0f )
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continue;
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float angleAttenFactor = 0.0f;
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Vector lightToEye;
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lightToEye = CurrentViewOrigin() - pLight->origin;
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VectorNormalize( lightToEye );
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switch( pLight->type )
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{
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case emit_point:
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angleAttenFactor = 1.0f;
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break;
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case emit_spotlight:
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continue;
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break;
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case emit_surface:
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// garymcthack - don't do surface lights
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continue;
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if( DotProduct( lightToEye, pLight->normal ) < 0.0f )
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{
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continue;
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}
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angleAttenFactor = 1.0f;
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break;
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case emit_skylight:
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case emit_skyambient:
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continue;
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default:
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assert( 0 );
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continue;
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}
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DrawLightSprite( pLight, angleAttenFactor );
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}
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}
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//-----------------------------------------------------------------------------
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// Draws debugging information for the lights
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//-----------------------------------------------------------------------------
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void DrawLightDebuggingInfo( void )
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{
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int i;
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char buf[256];
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int lineOffset;
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int nLight = r_drawlights.GetInt();
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if ( r_drawlightinfo.GetBool() )
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{
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for (i = 0; i < host_state.worldbrush->numworldlights; i++)
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{
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dworldlight_t *pLight = &host_state.worldbrush->worldlights[i];
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lineOffset = 0;
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Q_snprintf( buf, sizeof( buf ), "light: %d\n", i+1 );
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CDebugOverlay::AddTextOverlay( pLight->origin, lineOffset++, 0, buf );
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Q_snprintf( buf, sizeof( buf ), "origin: <%d, %d, %d>\n", (int)pLight->origin[0], (int)pLight->origin[1], (int)pLight->origin[2] );
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CDebugOverlay::AddTextOverlay( pLight->origin, lineOffset++, 0, buf );
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if (!nLight)
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{
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// avoid a double debug draw
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DrawLightSprite( pLight, 1.0f );
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}
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}
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}
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if (!nLight)
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return;
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for (i = 0; i < host_state.worldbrush->numworldlights; i++)
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{
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if ((nLight > 0) && (i != nLight-1))
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continue;
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dworldlight_t *pLight = &host_state.worldbrush->worldlights[i];
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Vector lightToEye;
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float angleAttenFactor = 0.0f;
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switch( pLight->type )
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{
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case emit_point:
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angleAttenFactor = 1.0f;
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DrawPointLight( pLight->origin, ComputeLightRadius( pLight, false ) );
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break;
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case emit_spotlight:
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angleAttenFactor = 1.0f;
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DrawSpotLight( pLight );
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break;
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case emit_surface:
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// garymcthack - don't do surface lights
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continue;
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lightToEye = CurrentViewOrigin() - pLight->origin;
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VectorNormalize( lightToEye );
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if( DotProduct( lightToEye, pLight->normal ) < 0.0f )
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{
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continue;
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}
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angleAttenFactor = 1.0f;
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break;
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case emit_skylight:
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case emit_skyambient:
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continue;
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default:
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assert( 0 );
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continue;
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}
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DrawLightSprite( pLight, angleAttenFactor );
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}
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int lnum;
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for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
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{
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// If the light's not active, then continue
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if ( (r_dlightactive & (1 << lnum)) == 0 )
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continue;
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DrawPointLight( cl_dlights[lnum].origin, cl_dlights[lnum].GetRadius() );
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}
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}
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