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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /mathlib/lightdesc.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'mathlib/lightdesc.cpp')
| -rw-r--r-- | mathlib/lightdesc.cpp | 312 |
1 files changed, 312 insertions, 0 deletions
diff --git a/mathlib/lightdesc.cpp b/mathlib/lightdesc.cpp new file mode 100644 index 0000000..7d69282 --- /dev/null +++ b/mathlib/lightdesc.cpp @@ -0,0 +1,312 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=====================================================================================// + +#include <ssemath.h> +#include <lightdesc.h> +#include "mathlib.h" + +void LightDesc_t::RecalculateDerivedValues(void) +{ + m_Flags = LIGHTTYPE_OPTIMIZATIONFLAGS_DERIVED_VALUES_CALCED; + if (m_Attenuation0) + m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0; + if (m_Attenuation1) + m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1; + if (m_Attenuation2) + m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2; + + if (m_Type==MATERIAL_LIGHT_SPOT) + { + m_ThetaDot=cos(m_Theta); + m_PhiDot=cos(m_Phi); + float spread=m_ThetaDot-m_PhiDot; + if (spread>1.0e-10) + { + // note - this quantity is very sensitive to round off error. the sse + // reciprocal approximation won't cut it here. + OneOver_ThetaDot_Minus_PhiDot=1.0/spread; + } + else + { + // hard falloff instead of divide by zero + OneOver_ThetaDot_Minus_PhiDot=1.0; + } + } + if (m_Type==MATERIAL_LIGHT_DIRECTIONAL) + { + // set position to be real far away in the right direction + m_Position=m_Direction; + m_Position *= 2.0e6; + } + + m_RangeSquared=m_Range*m_Range; + +} + +void LightDesc_t::ComputeLightAtPointsForDirectional( + const FourVectors &pos, const FourVectors &normal, + FourVectors &color, bool DoHalfLambert ) const +{ + FourVectors delta; + delta.DuplicateVector(m_Direction); +// delta.VectorNormalizeFast(); + fltx4 strength=delta*normal; + if (DoHalfLambert) + { + strength=AddSIMD(MulSIMD(strength,Four_PointFives),Four_PointFives); + } + else + strength=MaxSIMD(Four_Zeros,delta*normal); + + color.x=AddSIMD(color.x,MulSIMD(strength,ReplicateX4(m_Color.x))); + color.y=AddSIMD(color.y,MulSIMD(strength,ReplicateX4(m_Color.y))); + color.z=AddSIMD(color.z,MulSIMD(strength,ReplicateX4(m_Color.z))); +} + + +void LightDesc_t::ComputeLightAtPoints( const FourVectors &pos, const FourVectors &normal, + FourVectors &color, bool DoHalfLambert ) const +{ + FourVectors delta; + Assert((m_Type==MATERIAL_LIGHT_POINT) || (m_Type==MATERIAL_LIGHT_SPOT) || (m_Type==MATERIAL_LIGHT_DIRECTIONAL)); + switch (m_Type) + { + case MATERIAL_LIGHT_POINT: + case MATERIAL_LIGHT_SPOT: + delta.DuplicateVector(m_Position); + delta-=pos; + break; + + case MATERIAL_LIGHT_DIRECTIONAL: + ComputeLightAtPointsForDirectional( pos, normal, color, DoHalfLambert ); + return; + } + + fltx4 dist2 = delta*delta; + + dist2=MaxSIMD( Four_Ones, dist2 ); + + fltx4 falloff; + + if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0 ) + { + falloff = ReplicateX4(m_Attenuation0); + } + else + falloff= Four_Epsilons; + + if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1 ) + { + falloff=AddSIMD(falloff,MulSIMD(ReplicateX4(m_Attenuation1),SqrtEstSIMD(dist2))); + } + + if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2 ) + { + falloff=AddSIMD(falloff,MulSIMD(ReplicateX4(m_Attenuation2),dist2)); + } + + falloff=ReciprocalEstSIMD(falloff); + // Cull out light beyond this radius + // now, zero out elements for which dist2 was > range^2. !!speed!! lights should store dist^2 in sse format + if (m_Range != 0.f) + { + fltx4 RangeSquared=ReplicateX4(m_RangeSquared); // !!speed!! + falloff=AndSIMD(falloff,CmpLtSIMD(dist2,RangeSquared)); + } + + delta.VectorNormalizeFast(); + fltx4 strength=delta*normal; + if (DoHalfLambert) + { + strength=AddSIMD(MulSIMD(strength,Four_PointFives),Four_PointFives); + } + else + strength=MaxSIMD(Four_Zeros,delta*normal); + + switch(m_Type) + { + case MATERIAL_LIGHT_POINT: + // half-lambert + break; + + case MATERIAL_LIGHT_SPOT: + { + fltx4 dot2=SubSIMD(Four_Zeros,delta*m_Direction); // dot position with spot light dir for cone falloff + + + fltx4 cone_falloff_scale=MulSIMD(ReplicateX4(OneOver_ThetaDot_Minus_PhiDot), + SubSIMD(dot2,ReplicateX4(m_PhiDot))); + cone_falloff_scale=MinSIMD(cone_falloff_scale,Four_Ones); + + if ((m_Falloff!=0.0) && (m_Falloff!=1.0)) + { + // !!speed!! could compute integer exponent needed by powsimd and store in light + cone_falloff_scale=PowSIMD(cone_falloff_scale,m_Falloff); + } + strength=MulSIMD(cone_falloff_scale,strength); + + // now, zero out lighting where dot2<phidot. This will mask out any invalid results + // from pow function, etc + fltx4 OutsideMask=CmpGtSIMD(dot2,ReplicateX4(m_PhiDot)); // outside light cone? + strength=AndSIMD(OutsideMask,strength); + } + break; + + + } + strength=MulSIMD(strength,falloff); + color.x=AddSIMD(color.x,MulSIMD(strength,ReplicateX4(m_Color.x))); + color.y=AddSIMD(color.y,MulSIMD(strength,ReplicateX4(m_Color.y))); + color.z=AddSIMD(color.z,MulSIMD(strength,ReplicateX4(m_Color.z))); +} + + + +void LightDesc_t::ComputeNonincidenceLightAtPoints( const FourVectors &pos, FourVectors &color ) const +{ + FourVectors delta; + Assert((m_Type==MATERIAL_LIGHT_POINT) || (m_Type==MATERIAL_LIGHT_SPOT) || (m_Type==MATERIAL_LIGHT_DIRECTIONAL)); + switch (m_Type) + { + case MATERIAL_LIGHT_POINT: + case MATERIAL_LIGHT_SPOT: + delta.DuplicateVector(m_Position); + delta-=pos; + break; + + case MATERIAL_LIGHT_DIRECTIONAL: + return; + } + + fltx4 dist2 = delta*delta; + + dist2=MaxSIMD( Four_Ones, dist2 ); + + fltx4 falloff; + + if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0 ) + { + falloff = ReplicateX4(m_Attenuation0); + } + else + falloff= Four_Epsilons; + + if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1 ) + { + falloff=AddSIMD(falloff,MulSIMD(ReplicateX4(m_Attenuation1),SqrtEstSIMD(dist2))); + } + + if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2 ) + { + falloff=AddSIMD(falloff,MulSIMD(ReplicateX4(m_Attenuation2),dist2)); + } + + falloff=ReciprocalEstSIMD(falloff); + // Cull out light beyond this radius + // now, zero out elements for which dist2 was > range^2. !!speed!! lights should store dist^2 in sse format + if (m_Range != 0.f) + { + fltx4 RangeSquared=ReplicateX4(m_RangeSquared); // !!speed!! + falloff=AndSIMD(falloff,CmpLtSIMD(dist2,RangeSquared)); + } + + delta.VectorNormalizeFast(); + fltx4 strength = Four_Ones; + //fltx4 strength=delta; + //fltx4 strength = MaxSIMD(Four_Zeros,delta); + + switch(m_Type) + { + case MATERIAL_LIGHT_POINT: + // half-lambert + break; + + case MATERIAL_LIGHT_SPOT: + { + fltx4 dot2=SubSIMD(Four_Zeros,delta*m_Direction); // dot position with spot light dir for cone falloff + + + fltx4 cone_falloff_scale=MulSIMD(ReplicateX4(OneOver_ThetaDot_Minus_PhiDot), + SubSIMD(dot2,ReplicateX4(m_PhiDot))); + cone_falloff_scale=MinSIMD(cone_falloff_scale,Four_Ones); + + if ((m_Falloff!=0.0) && (m_Falloff!=1.0)) + { + // !!speed!! could compute integer exponent needed by powsimd and store in light + cone_falloff_scale=PowSIMD(cone_falloff_scale,m_Falloff); + } + strength=MulSIMD(cone_falloff_scale,strength); + + // now, zero out lighting where dot2<phidot. This will mask out any invalid results + // from pow function, etc + fltx4 OutsideMask=CmpGtSIMD(dot2,ReplicateX4(m_PhiDot)); // outside light cone? + strength=AndSIMD(OutsideMask,strength); + } + break; + + + } + strength=MulSIMD(strength,falloff); + color.x=AddSIMD(color.x,MulSIMD(strength,ReplicateX4(m_Color.x))); + color.y=AddSIMD(color.y,MulSIMD(strength,ReplicateX4(m_Color.y))); + color.z=AddSIMD(color.z,MulSIMD(strength,ReplicateX4(m_Color.z))); +} + + + +void LightDesc_t::SetupOldStyleAttenuation( float fQuadraticAttn, float fLinearAttn, float fConstantAttn ) +{ + // old-style manually typed quadrtiac coefficients + if ( fQuadraticAttn < EQUAL_EPSILON ) + fQuadraticAttn = 0; + + if ( fLinearAttn < EQUAL_EPSILON) + fLinearAttn = 0; + + if ( fConstantAttn < EQUAL_EPSILON) + fConstantAttn = 0; + + if ( ( fConstantAttn < EQUAL_EPSILON ) && + ( fLinearAttn < EQUAL_EPSILON ) && + ( fQuadraticAttn < EQUAL_EPSILON ) ) + fConstantAttn = 1; + + m_Attenuation2=fQuadraticAttn; + m_Attenuation1=fLinearAttn; + m_Attenuation0=fConstantAttn; + float fScaleFactor = fQuadraticAttn * 10000 + fLinearAttn * 100 + fConstantAttn; + + if ( fScaleFactor > 0 ) + m_Color *= fScaleFactor; +} + +void LightDesc_t::SetupNewStyleAttenuation( float fFiftyPercentDistance, + float fZeroPercentDistance ) +{ + // new style storing 50% and 0% distances + float d50=fFiftyPercentDistance; + float d0=fZeroPercentDistance; + if (d0<d50) + { + // !!warning in lib code???!!! + Warning("light has _fifty_percent_distance of %f but no zero_percent_distance\n",d50); + d0=2.0*d50; + } + float a=0,b=1,c=0; + if (! SolveInverseQuadraticMonotonic(0,1.0,d50,2.0,d0,256.0,a,b,c)) + { + Warning("can't solve quadratic for light %f %f\n",d50,d0); + } + float v50=c+d50*(b+d50*a); + float scale=2.0/v50; + a*=scale; + b*=scale; + c*=scale; + m_Attenuation2=a; + m_Attenuation1=b; + m_Attenuation0=c; +} + |