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830 lines
25 KiB
830 lines
25 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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#include "render_pch.h"
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#include "client.h"
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#include "bitmap/imageformat.h"
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#include "bitmap/tgawriter.h"
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#include <float.h>
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#include "collisionutils.h"
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#include "cl_main.h"
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#include "tier0/vprof.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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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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extern ConVar r_avglight;
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extern int r_surfacevisframe;
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static model_t* s_pLightVecModel = 0;
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ConVar r_visualizetraces( "r_visualizetraces", "0", FCVAR_CHEAT );
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ConVar r_visualizelighttraces( "r_visualizelighttraces", "0", FCVAR_CHEAT );
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ConVar r_visualizelighttracesshowfulltrace( "r_visualizelighttracesshowfulltrace", "0", FCVAR_CHEAT );
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//-----------------------------------------------------------------------------
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// State associated with R_LightVec
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//-----------------------------------------------------------------------------
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struct LightVecState_t
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{
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LightVecState_t()
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{
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}
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Ray_t m_Ray;
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float m_HitFrac;
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float* m_pTextureS;
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float* m_pTextureT;
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float* m_pLightmapS;
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float* m_pLightmapT;
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SurfaceHandle_t m_nSkySurfID;
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bool m_bUseLightStyles;
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CUtlVector<IDispInfo *> m_LightTestDisps;
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};
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//-----------------------------------------------------------------------------
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// Globals associated with dynamic lighting
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//-----------------------------------------------------------------------------
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int r_dlightchanged;
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int r_dlightactive;
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//-----------------------------------------------------------------------------
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// Displacements to test against for R_LightVec
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//-----------------------------------------------------------------------------
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/*
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==================
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R_AnimateLight
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==================
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*/
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void R_AnimateLight (void)
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{
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INetworkStringTable *table = cl.m_pLightStyleTable;
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if ( !table )
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return;
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// light animations
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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int i = (int)(cl.GetTime()*10);
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for (int j=0 ; j<MAX_LIGHTSTYLES ; j++)
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{
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int length;
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const char * lightstyle = (const char*) table->GetStringUserData( j, &length );
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length--;
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if (!lightstyle || !lightstyle[0])
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{
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d_lightstylevalue[j] = 256;
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d_lightstylenumframes[j] = 0;
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continue;
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}
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d_lightstylenumframes[j] = length;
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int k = i % length;
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k = lightstyle[k] - 'a';
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k = k*22;
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if (d_lightstylevalue[j] != k)
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{
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d_lightstylevalue[j] = k;
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d_lightstyleframe[j] = r_framecount;
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}
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}
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS
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=============================================================================
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*/
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// Returns true if the surface has the specified dlight already set on it for this frame.
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inline bool R_IsDLightAlreadyMarked( msurfacelighting_t *pLighting, int bit )
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{
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return (pLighting->m_nDLightFrame == r_framecount) && (pLighting->m_fDLightBits & bit);
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}
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// Mark the surface as changed by the specified dlight (so its texture gets updated when
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// it comes time to render).
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inline void R_MarkSurfaceDLight( SurfaceHandle_t surfID, msurfacelighting_t *pLighting, int bit)
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{
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pLighting->m_nDLightFrame = r_framecount;
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pLighting->m_fDLightBits |= bit;
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MSurf_Flags( surfID ) |= SURFDRAW_HASDLIGHT;
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}
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int R_TryLightMarkSurface( dlight_t *light, msurfacelighting_t *pLighting, SurfaceHandle_t surfID, int bit )
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{
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// Make sure this light actually intersects the surface cache of the surfaces it hits
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mtexinfo_t *tex;
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// FIXME: No worky for brush models
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// Find the perpendicular distance to the surface we're lighting
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// NOTE: Allow some stuff that's slightly behind it because view models can get behind walls
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// FIXME: We should figure out a better way to deal with view models
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float perpDistSq = DotProduct (light->origin, MSurf_Plane( surfID ).normal) - MSurf_Plane( surfID ).dist;
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if (perpDistSq < DLIGHT_BEHIND_PLANE_DIST)
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return 0;
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perpDistSq *= perpDistSq;
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float flInPlaneRadiusSq = light->GetRadiusSquared() - perpDistSq;
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if (flInPlaneRadiusSq <= 0)
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return 0;
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tex = MSurf_TexInfo( surfID );
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Vector2D mins, maxs;
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mins.Init( pLighting->m_LightmapMins[0], pLighting->m_LightmapMins[1] );
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maxs.Init( mins.x + pLighting->m_LightmapExtents[0], mins.y + pLighting->m_LightmapExtents[1] );
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// Project light center into texture coordinates
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Vector2D vecCircleCenter;
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vecCircleCenter.x = DotProduct (light->origin, tex->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) +
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tex->lightmapVecsLuxelsPerWorldUnits[0][3];
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vecCircleCenter.y = DotProduct (light->origin, tex->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) +
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tex->lightmapVecsLuxelsPerWorldUnits[1][3];
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// convert from world space to luxel space and convert to int
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float flInPlaneLuxelRadius = sqrtf( flInPlaneRadiusSq * tex->luxelsPerWorldUnit * tex->luxelsPerWorldUnit );
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// Does the circle intersect the square?
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if ( !IsCircleIntersectingRectangle( mins, maxs, vecCircleCenter, flInPlaneLuxelRadius ) )
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return 0;
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// Ok, mark the surface as using this light.
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R_MarkSurfaceDLight( surfID, pLighting, bit);
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return 1;
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}
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int R_MarkLightsLeaf( dlight_t *light, int bit, mleaf_t *pLeaf )
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{
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int countMarked = 0;
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for ( int i = 0; i < pLeaf->dispCount; i++ )
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{
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IDispInfo *pDispInfo = MLeaf_Disaplcement( pLeaf, i );
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SurfaceHandle_t parentSurfID = pDispInfo->GetParent();
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if ( parentSurfID )
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{
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// Don't redo all this work if we already hit this surface and decided it's lit by this light.
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msurfacelighting_t *pLighting = SurfaceLighting( parentSurfID );
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if( !R_IsDLightAlreadyMarked( pLighting, bit) )
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{
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// Do a different test for displacement surfaces.
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Vector bmin, bmax;
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MSurf_DispInfo( parentSurfID )->GetBoundingBox( bmin, bmax );
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if ( IsBoxIntersectingSphere(bmin, bmax, light->origin, light->GetRadius()) )
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{
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R_MarkSurfaceDLight( parentSurfID, pLighting, bit );
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countMarked++;
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}
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}
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}
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}
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SurfaceHandle_t *pHandle = &host_state.worldbrush->marksurfaces[pLeaf->firstmarksurface];
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for ( int i = 0; i < pLeaf->nummarksurfaces; i++ )
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{
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SurfaceHandle_t surfID = pHandle[i];
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ASSERT_SURF_VALID( surfID );
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// only process leaf surfaces
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if ( MSurf_Flags( surfID ) & SURFDRAW_NODE )
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continue;
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// Don't redo all this work if we already hit this surface and decided it's lit by this light.
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msurfacelighting_t *pLighting = SurfaceLighting( surfID );
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if(R_IsDLightAlreadyMarked(pLighting, bit))
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continue;
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float dist = DotProduct( light->origin, MSurf_Plane( surfID ).normal) - MSurf_Plane( surfID ).dist;
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if ( dist > light->GetRadius() || dist < -light->GetRadius() )
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continue;
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countMarked += R_TryLightMarkSurface( light, pLighting, surfID, bit );
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}
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return countMarked;
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}
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/*
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=============
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R_MarkLights
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=============
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*/
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int R_MarkLights (dlight_t *light, int bit, mnode_t *node)
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{
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cplane_t *splitplane;
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float dist;
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int i;
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if (node->contents >= 0)
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{
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// This is a leaf, so check displacement surfaces and leaf faces
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return R_MarkLightsLeaf( light, bit, (mleaf_t*)node );
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}
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splitplane = node->plane;
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dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
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if (dist > light->GetRadius())
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{
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return R_MarkLights (light, bit, node->children[0]);
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}
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if (dist < -light->GetRadius())
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{
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return R_MarkLights (light, bit, node->children[1]);
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}
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// mark the polygons
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int countMarked = 0;
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SurfaceHandle_t surfID = SurfaceHandleFromIndex( node->firstsurface );
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for (i=0 ; i<node->numsurfaces ; i++, surfID++)
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{
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// Don't redo all this work if we already hit this surface and decided it's lit by this light.
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msurfacelighting_t *pLighting = SurfaceLighting( surfID );
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if(R_IsDLightAlreadyMarked( pLighting, bit))
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continue;
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countMarked += R_TryLightMarkSurface( light, pLighting, surfID, bit );
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}
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countMarked += R_MarkLights( light, bit, node->children[0] );
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return countMarked + R_MarkLights( light, bit, node->children[1] );
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}
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void R_MarkDLightsOnSurface( mnode_t* pNode )
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{
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if (!pNode || !g_bActiveDlights)
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return;
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dlight_t *l = cl_dlights;
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for (int i=0 ; i<MAX_DLIGHTS ; i++, l++)
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{
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if (l->die < cl.GetTime() || !l->IsRadiusGreaterThanZero() )
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continue;
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if (l->flags & DLIGHT_NO_WORLD_ILLUMINATION)
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continue;
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R_MarkLights ( l, 1<<i, pNode );
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}
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}
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/*
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=============
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R_PushDlights
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=============
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*/
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void R_PushDlights (void)
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{
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R_MarkDLightsOnSurface( host_state.worldbrush->nodes );
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MarkDLightsOnStaticProps();
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}
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//-----------------------------------------------------------------------------
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// Computes s and t coords of texture at intersection pt
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//-----------------------------------------------------------------------------
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static void ComputeTextureCoordsAtIntersection( mtexinfo_t* pTex, Vector const& pt, float *textureS, float *textureT )
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{
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if( pTex->material && textureS && textureT )
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{
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*textureS = DotProduct( pt, pTex->textureVecsTexelsPerWorldUnits[0].AsVector3D() ) +
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pTex->textureVecsTexelsPerWorldUnits[0][3];
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*textureT = DotProduct( pt, pTex->textureVecsTexelsPerWorldUnits[1].AsVector3D() ) +
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pTex->textureVecsTexelsPerWorldUnits[1][3];
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*textureS /= pTex->material->GetMappingWidth();
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*textureT /= pTex->material->GetMappingHeight();
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}
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}
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//-----------------------------------------------------------------------------
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// Computes s and t coords of texture at intersection pt
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//-----------------------------------------------------------------------------
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static void ComputeLightmapCoordsAtIntersection( msurfacelighting_t *pLighting, float ds,
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float dt, float *lightmapS, float *lightmapT )
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{
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if( lightmapS && lightmapT )
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{
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if( pLighting->m_LightmapExtents[0] != 0 )
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*lightmapS = (ds + 0.5f) / ( float )pLighting->m_LightmapExtents[0];
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else
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*lightmapS = 0.5f;
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if( pLighting->m_LightmapExtents[1] != 0 )
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*lightmapT = (dt + 0.5f) / ( float )pLighting->m_LightmapExtents[1];
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else
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*lightmapT = 0.5f;
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}
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}
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//-----------------------------------------------------------------------------
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// Computes the lightmap color at a particular point
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//-----------------------------------------------------------------------------
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static void ComputeLightmapColor( SurfaceHandle_t surfID, int ds, int dt, bool bUseLightStyles, Vector& c )
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{
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msurfacelighting_t *pLighting = SurfaceLighting( surfID );
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ColorRGBExp32* pLightmap = pLighting->m_pSamples;
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if( !pLightmap )
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{
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static int messagecount = 0;
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if ( ++messagecount < 10 )
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{
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// Stop spamming. I heard you already!!!
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ConMsg( "hit surface has no samples\n" );
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}
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return;
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}
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int smax = ( pLighting->m_LightmapExtents[0] ) + 1;
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int tmax = ( pLighting->m_LightmapExtents[1] ) + 1;
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int offset = smax * tmax;
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if ( SurfHasBumpedLightmaps( surfID ) )
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{
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offset *= ( NUM_BUMP_VECTS + 1 );
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}
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pLightmap += dt * smax + ds;
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int nMaxMaps = bUseLightStyles ? MAXLIGHTMAPS : 1;
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for (int maps = 0 ; maps < nMaxMaps && pLighting->m_nStyles[maps] != 255 ; ++maps)
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{
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float scale = LightStyleValue( pLighting->m_nStyles[maps] );
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c[0] += TexLightToLinear( pLightmap->r, pLightmap->exponent ) * scale;
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c[1] += TexLightToLinear( pLightmap->g, pLightmap->exponent ) * scale;
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c[2] += TexLightToLinear( pLightmap->b, pLightmap->exponent ) * scale;
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// Check version 32 in source safe for some debugging crap
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pLightmap += offset;
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}
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}
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//-----------------------------------------------------------------------------
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// Computes the lightmap color at a particular point
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//-----------------------------------------------------------------------------
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static void ComputeLightmapColorFromAverage( msurfacelighting_t *pLighting, bool bUseLightStyles, Vector& c )
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{
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int nMaxMaps = bUseLightStyles ? MAXLIGHTMAPS : 1;
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for (int maps = 0 ; maps < nMaxMaps && pLighting->m_nStyles[maps] != 255 ; ++maps)
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{
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float scale = LightStyleValue( pLighting->m_nStyles[maps] );
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ColorRGBExp32* pAvgColor = pLighting->AvgLightColor(maps);
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c[0] += TexLightToLinear( pAvgColor->r, pAvgColor->exponent ) * scale;
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c[1] += TexLightToLinear( pAvgColor->g, pAvgColor->exponent ) * scale;
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c[2] += TexLightToLinear( pAvgColor->b, pAvgColor->exponent ) * scale;
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}
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}
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//-----------------------------------------------------------------------------
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// Tests a particular surface
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//-----------------------------------------------------------------------------
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static bool FASTCALL FindIntersectionAtSurface( SurfaceHandle_t surfID, float f,
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Vector& c, LightVecState_t& state )
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{
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// no lightmaps on this surface? punt...
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// FIXME: should be water surface?
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if (MSurf_Flags( surfID ) & SURFDRAW_NOLIGHT)
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return false;
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// Compute the actual point
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Vector pt;
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VectorMA( state.m_Ray.m_Start, f, state.m_Ray.m_Delta, pt );
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mtexinfo_t* pTex = MSurf_TexInfo( surfID );
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// See where in lightmap space our intersection point is
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float s, t;
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s = DotProduct (pt, pTex->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) +
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pTex->lightmapVecsLuxelsPerWorldUnits[0][3];
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t = DotProduct (pt, pTex->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) +
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pTex->lightmapVecsLuxelsPerWorldUnits[1][3];
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// Not in the bounds of our lightmap? punt...
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msurfacelighting_t *pLighting = SurfaceLighting( surfID );
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if( s < pLighting->m_LightmapMins[0] ||
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t < pLighting->m_LightmapMins[1] )
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return false;
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// assuming a square lightmap (FIXME: which ain't always the case),
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// lets see if it lies in that rectangle. If not, punt...
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float ds = s - pLighting->m_LightmapMins[0];
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float dt = t - pLighting->m_LightmapMins[1];
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if ( !pLighting->m_LightmapExtents[0] && !pLighting->m_LightmapExtents[1] )
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{
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worldbrushdata_t *pBrushData = host_state.worldbrush;
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//
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float lightMaxs[2];
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lightMaxs[ 0 ] = pLighting->m_LightmapMins[0];
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lightMaxs[ 1 ] = pLighting->m_LightmapMins[1];
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int i;
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for (i=0 ; i<MSurf_VertCount( surfID ); i++)
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{
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int e = pBrushData->vertindices[MSurf_FirstVertIndex( surfID )+i];
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mvertex_t *v = &pBrushData->vertexes[e];
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int j;
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for ( j=0 ; j<2 ; j++)
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{
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float sextent, textent;
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sextent = DotProduct (v->position, pTex->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) +
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pTex->lightmapVecsLuxelsPerWorldUnits[0][3] - pLighting->m_LightmapMins[0];
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textent = DotProduct (v->position, pTex->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) +
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pTex->lightmapVecsLuxelsPerWorldUnits[1][3] - pLighting->m_LightmapMins[1];
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if ( sextent > lightMaxs[ 0 ] )
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{
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lightMaxs[ 0 ] = sextent;
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}
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if ( textent > lightMaxs[ 1 ] )
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{
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lightMaxs[ 1 ] = textent;
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}
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}
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}
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if( ds > lightMaxs[0] || dt > lightMaxs[1] )
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return false;
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}
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else
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{
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if( ds > pLighting->m_LightmapExtents[0] || dt > pLighting->m_LightmapExtents[1] )
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return false;
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}
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// Store off the hit distance...
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state.m_HitFrac = f;
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// You heard the man!
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ComputeTextureCoordsAtIntersection( pTex, pt, state.m_pTextureS, state.m_pTextureT );
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#ifdef USE_CONVARS
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if ( r_avglight.GetInt() )
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#else
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if ( 1 )
|
|
#endif
|
|
{
|
|
// This is the faster path; it looks slightly different though
|
|
ComputeLightmapColorFromAverage( pLighting, state.m_bUseLightStyles, c );
|
|
}
|
|
else
|
|
{
|
|
// Compute lightmap coords
|
|
ComputeLightmapCoordsAtIntersection( pLighting, ds, dt, state.m_pLightmapS, state.m_pLightmapT );
|
|
|
|
// Check out the value of the lightmap at the intersection point
|
|
ComputeLightmapColor( surfID, (int)ds, (int)dt, state.m_bUseLightStyles, c );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Tests a particular node
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// returns a surfID
|
|
static SurfaceHandle_t FindIntersectionSurfaceAtNode( mnode_t *node, float t,
|
|
Vector& c, LightVecState_t& state )
|
|
{
|
|
SurfaceHandle_t surfID = SurfaceHandleFromIndex( node->firstsurface );
|
|
for (int i=0 ; i<node->numsurfaces ; ++i, ++surfID)
|
|
{
|
|
// Don't immediately return when we hit sky;
|
|
// we may actually hit another surface
|
|
if (MSurf_Flags( surfID ) & SURFDRAW_SKY)
|
|
{
|
|
state.m_nSkySurfID = surfID;
|
|
continue;
|
|
}
|
|
|
|
// Don't let water surfaces affect us
|
|
if (MSurf_Flags( surfID ) & SURFDRAW_WATERSURFACE)
|
|
continue;
|
|
|
|
// Check this surface to see if there's an intersection
|
|
if (FindIntersectionAtSurface( surfID, t, c, state ))
|
|
{
|
|
return surfID;
|
|
}
|
|
}
|
|
|
|
return SURFACE_HANDLE_INVALID;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Tests a ray against displacements
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// returns surfID
|
|
static SurfaceHandle_t R_LightVecDisplacementChain( LightVecState_t& state, bool bUseLightStyles, Vector& c )
|
|
{
|
|
// test the ray against displacements
|
|
SurfaceHandle_t surfID = SURFACE_HANDLE_INVALID;
|
|
|
|
for ( int i = 0; i < state.m_LightTestDisps.Count(); i++ )
|
|
{
|
|
|
|
float dist;
|
|
Vector2D luv, tuv;
|
|
IDispInfo *pDispInfo = state.m_LightTestDisps[i];
|
|
if (pDispInfo->TestRay( state.m_Ray, 0.0f, state.m_HitFrac, dist, &luv, &tuv ))
|
|
{
|
|
// It hit it, and at a point closer than the previously computed
|
|
// nearest intersection point
|
|
state.m_HitFrac = dist;
|
|
surfID = pDispInfo->GetParent();
|
|
ComputeLightmapColor( surfID, (int)luv.x, (int)luv.y, bUseLightStyles, c );
|
|
|
|
if (state.m_pLightmapS && state.m_pLightmapT)
|
|
{
|
|
ComputeLightmapCoordsAtIntersection( SurfaceLighting(surfID), (int)luv.x, (int)luv.y, state.m_pLightmapS, state.m_pLightmapT );
|
|
}
|
|
|
|
if (state.m_pTextureS && state.m_pTextureT)
|
|
{
|
|
*state.m_pTextureS = tuv.x;
|
|
*state.m_pTextureT = tuv.y;
|
|
}
|
|
}
|
|
}
|
|
|
|
return surfID;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Adds displacements in a leaf to a list to be tested against
|
|
//-----------------------------------------------------------------------------
|
|
|
|
static void AddDisplacementsInLeafToTestList( mleaf_t* pLeaf, LightVecState_t& state )
|
|
{
|
|
// add displacement surfaces
|
|
for ( int i = 0; i < pLeaf->dispCount; i++ )
|
|
{
|
|
// NOTE: We're not using the displacement's touched method here
|
|
// because we're just using the parent surface's visframe in the
|
|
// surface add methods below
|
|
IDispInfo *pDispInfo = MLeaf_Disaplcement( pLeaf, i );
|
|
SurfaceHandle_t parentSurfID = pDispInfo->GetParent();
|
|
|
|
// already processed this frame? Then don't do it again!
|
|
if (MSurf_VisFrame( parentSurfID ) != r_surfacevisframe)
|
|
{
|
|
MSurf_VisFrame( parentSurfID ) = r_surfacevisframe;
|
|
state.m_LightTestDisps.AddToTail( pDispInfo );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Tests a particular leaf
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// returns surfID
|
|
static SurfaceHandle_t FASTCALL FindIntersectionSurfaceAtLeaf( mleaf_t *pLeaf,
|
|
float start, float end, Vector& c, LightVecState_t& state )
|
|
{
|
|
Vector pt;
|
|
SurfaceHandle_t closestSurfID = SURFACE_HANDLE_INVALID;
|
|
|
|
// Adds displacements in the leaf to a list of displacements to test at the end
|
|
AddDisplacementsInLeafToTestList( pLeaf, state );
|
|
|
|
// Add non-displacement surfaces
|
|
// Since there's no BSP tree here, we gotta test *all* surfaces! (blech)
|
|
SurfaceHandle_t *pHandle = &host_state.worldbrush->marksurfaces[pLeaf->firstmarksurface];
|
|
// NOTE: Skip all marknodesurfaces, only check detail/leaf faces
|
|
for ( int i = pLeaf->nummarknodesurfaces; i < pLeaf->nummarksurfaces; i++ )
|
|
{
|
|
SurfaceHandle_t surfID = pHandle[i];
|
|
ASSERT_SURF_VALID( surfID );
|
|
|
|
// Don't add surfaces that have displacement; they are handled above
|
|
// In fact, don't even set the vis frame; we need it unset for translucent
|
|
// displacement code
|
|
if ( SurfaceHasDispInfo(surfID) )
|
|
continue;
|
|
Assert(!(MSurf_Flags( surfID ) & SURFDRAW_NODE));
|
|
|
|
if ( MSurf_Flags( surfID ) & (SURFDRAW_NODE|SURFDRAW_NODRAW | SURFDRAW_WATERSURFACE) )
|
|
continue;
|
|
|
|
cplane_t* pPlane = &MSurf_Plane( surfID );
|
|
|
|
// Backface cull...
|
|
if (DotProduct( pPlane->normal, state.m_Ray.m_Delta ) > 0.f)
|
|
continue;
|
|
|
|
float startDotN = DotProduct( state.m_Ray.m_Start, pPlane->normal );
|
|
float deltaDotN = DotProduct( state.m_Ray.m_Delta, pPlane->normal );
|
|
|
|
float front = startDotN + start * deltaDotN - pPlane->dist;
|
|
float back = startDotN + end * deltaDotN - pPlane->dist;
|
|
|
|
int side = front < 0.f;
|
|
|
|
// Blow it off if it doesn't split the plane...
|
|
if ( (back < 0.f) == side )
|
|
continue;
|
|
|
|
// Don't test a surface that is farther away from the closest found intersection
|
|
float frac = front / (front-back);
|
|
if (frac >= state.m_HitFrac)
|
|
continue;
|
|
|
|
float mid = start * (1.0f - frac) + end * frac;
|
|
|
|
// Check this surface to see if there's an intersection
|
|
if (FindIntersectionAtSurface( surfID, mid, c, state ))
|
|
{
|
|
closestSurfID = surfID;
|
|
}
|
|
}
|
|
|
|
// Return the closest surface hit
|
|
return closestSurfID;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// LIGHT SAMPLING
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// returns surfID
|
|
SurfaceHandle_t RecursiveLightPoint (mnode_t *node, float start, float end,
|
|
Vector& c, LightVecState_t& state )
|
|
{
|
|
// didn't hit anything
|
|
if (node->contents >= 0)
|
|
{
|
|
// FIXME: Should we always do this? It could get expensive...
|
|
// Check all the faces at the leaves
|
|
return FindIntersectionSurfaceAtLeaf( (mleaf_t*)node, start, end, c, state );
|
|
}
|
|
|
|
// Determine which side of the node plane our points are on
|
|
// FIXME: optimize for axial
|
|
cplane_t* plane = node->plane;
|
|
|
|
float startDotN = DotProduct( state.m_Ray.m_Start, plane->normal );
|
|
float deltaDotN = DotProduct( state.m_Ray.m_Delta, plane->normal );
|
|
|
|
float front = startDotN + start * deltaDotN - plane->dist;
|
|
float back = startDotN + end * deltaDotN - plane->dist;
|
|
int side = front < 0;
|
|
|
|
// If they're both on the same side of the plane, don't bother to split
|
|
// just check the appropriate child
|
|
SurfaceHandle_t surfID;
|
|
if ( (back < 0) == side )
|
|
{
|
|
surfID = RecursiveLightPoint (node->children[side], start, end, c, state);
|
|
return surfID;
|
|
}
|
|
|
|
// calculate mid point
|
|
float frac = front / (front-back);
|
|
float mid = start * (1.0f - frac) + end * frac;
|
|
|
|
// go down front side
|
|
surfID = RecursiveLightPoint (node->children[side], start, mid, c, state );
|
|
if ( IS_SURF_VALID( surfID ) )
|
|
return surfID; // hit something
|
|
|
|
// check for impact on this node
|
|
surfID = FindIntersectionSurfaceAtNode( node, mid, c, state );
|
|
if ( IS_SURF_VALID( surfID ) )
|
|
return surfID;
|
|
|
|
// go down back side
|
|
surfID = RecursiveLightPoint (node->children[!side], mid, end, c, state );
|
|
return surfID;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Allows us to use a different model for R_LightVec
|
|
//-----------------------------------------------------------------------------
|
|
void R_LightVecUseModel( model_t* pModel )
|
|
{
|
|
s_pLightVecModel = pModel;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// returns light in range from 0 to 1.
|
|
// lightmapS/T is in [0,1] within the space of the surface.
|
|
// returns surfID
|
|
//-----------------------------------------------------------------------------
|
|
SurfaceHandle_t R_LightVec (const Vector& start, const Vector& end, bool bUseLightStyles, Vector& c,
|
|
float *textureS, float *textureT, float *lightmapS, float *lightmapT )
|
|
{
|
|
VPROF_INCREMENT_COUNTER( "R_LightVec", 1 );
|
|
|
|
SurfaceHandle_t retSurfID;
|
|
SurfaceHandle_t dispSurfID;
|
|
|
|
// We're using the vis frame here for lightvec tests
|
|
// to make sure we test each displacement only once
|
|
++r_surfacevisframe;
|
|
|
|
LightVecState_t state;
|
|
state.m_HitFrac = 1.0f;
|
|
state.m_Ray.Init( start, end );
|
|
state.m_pTextureS = textureS;
|
|
state.m_pTextureT = textureT;
|
|
state.m_pLightmapS = lightmapS;
|
|
state.m_pLightmapT = lightmapT;
|
|
state.m_nSkySurfID = SURFACE_HANDLE_INVALID;
|
|
state.m_bUseLightStyles = bUseLightStyles;
|
|
|
|
c[0] = c[1] = c[2] = 0.0f;
|
|
|
|
model_t* model = s_pLightVecModel ? s_pLightVecModel : host_state.worldmodel;
|
|
retSurfID = RecursiveLightPoint(&model->brush.pShared->nodes[model->brush.firstnode],
|
|
0.0f, 1.0f, c, state );
|
|
|
|
// While doing recursive light point, we built a list of all
|
|
// displacement surfaces which we need to test, so let's test them
|
|
dispSurfID = R_LightVecDisplacementChain( state, bUseLightStyles, c );
|
|
|
|
if( r_visualizelighttraces.GetBool() )
|
|
{
|
|
if( r_visualizelighttracesshowfulltrace.GetBool() )
|
|
{
|
|
CDebugOverlay::AddLineOverlay( start, end, 0, 255, 0, 255, true, -1.0f );
|
|
}
|
|
else
|
|
{
|
|
CDebugOverlay::AddLineOverlay( start, start + ( end - start ) * state.m_HitFrac, 0, 255, 0, 255, true, -1.0f );
|
|
}
|
|
}
|
|
|
|
if ( IS_SURF_VALID( dispSurfID ) )
|
|
retSurfID = dispSurfID;
|
|
|
|
// ConMsg( "R_LightVec: %f %f %f\n", c[0], c[1], c[2] );
|
|
|
|
// If we didn't hit anything else, but we hit a sky surface at
|
|
// some point along the ray cast, return the sky id.
|
|
if ( ( retSurfID == SURFACE_HANDLE_INVALID ) && ( state.m_nSkySurfID != SURFACE_HANDLE_INVALID ) )
|
|
return state.m_nSkySurfID;
|
|
|
|
return retSurfID;
|
|
}
|
|
|
|
// returns light in range from 0 to 1.
|
|
colorVec R_LightPoint (Vector& p)
|
|
{
|
|
SurfaceHandle_t surfID;
|
|
Vector end;
|
|
colorVec c;
|
|
Vector color;
|
|
|
|
end[0] = p[0];
|
|
end[1] = p[1];
|
|
end[2] = p[2] - 2048;
|
|
|
|
surfID = R_LightVec( p, end, true, color );
|
|
|
|
if( IS_SURF_VALID( surfID ) )
|
|
{
|
|
c.r = LinearToScreenGamma( color[0] ) * 255;
|
|
c.g = LinearToScreenGamma( color[1] ) * 255;
|
|
c.b = LinearToScreenGamma( color[2] ) * 255;
|
|
c.a = 1;
|
|
}
|
|
else
|
|
{
|
|
c.r = c.g = c.b = c.a = 0;
|
|
}
|
|
return c;
|
|
}
|