diff options
| 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 /utils/vrad/vraddetailprops.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'utils/vrad/vraddetailprops.cpp')
| -rw-r--r-- | utils/vrad/vraddetailprops.cpp | 1036 |
1 files changed, 1036 insertions, 0 deletions
diff --git a/utils/vrad/vraddetailprops.cpp b/utils/vrad/vraddetailprops.cpp new file mode 100644 index 0000000..87d0e05 --- /dev/null +++ b/utils/vrad/vraddetailprops.cpp @@ -0,0 +1,1036 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Revision: $ +// $NoKeywords: $ +// +// This file contains code to allow us to associate client data with bsp leaves. +// +//=============================================================================// + +#include "vrad.h" +#include "Bsplib.h" +#include "GameBSPFile.h" +#include "UtlBuffer.h" +#include "utlvector.h" +#include "CModel.h" +#include "studio.h" +#include "pacifier.h" +#include "vraddetailprops.h" +#include "mathlib/halton.h" +#include "messbuf.h" +#include "byteswap.h" + +bool LoadStudioModel( char const* pModelName, CUtlBuffer& buf ); + + +//----------------------------------------------------------------------------- +// Purpose: Writes a glview text file containing the collision surface in question +// Input : *pCollide - +// *pFilename - +//----------------------------------------------------------------------------- +void DumpRayToGlView( Ray_t const& ray, float dist, Vector* pColor, const char *pFilename ) +{ + Vector dir = ray.m_Delta; + float len = VectorNormalize(dir); + if (len < 1e-3) + return; + + Vector up( 0, 0, 1 ); + Vector crossDir; + if (fabs(DotProduct(up, dir)) - 1.0f < -1e-3 ) + { + CrossProduct( dir, up, crossDir ); + VectorNormalize(crossDir); + } + else + { + up.Init( 0, 1, 0 ); + CrossProduct( dir, up, crossDir ); + VectorNormalize(crossDir); + } + + Vector end; + Vector start1, start2; + VectorMA( ray.m_Start, dist, ray.m_Delta, end ); + VectorMA( ray.m_Start, -2, crossDir, start1 ); + VectorMA( ray.m_Start, 2, crossDir, start2 ); + + FileHandle_t fp = g_pFileSystem->Open( pFilename, "a" ); + int vert = 0; + CmdLib_FPrintf( fp, "3\n" ); + CmdLib_FPrintf( fp, "%6.3f %6.3f %6.3f %.2f %.2f %.2f\n", start1.x, start1.y, start1.z, + pColor->x, pColor->y, pColor->z ); + vert++; + CmdLib_FPrintf( fp, "%6.3f %6.3f %6.3f %.2f %.2f %.2f\n", start2.x, start2.y, start2.z, + pColor->x, pColor->y, pColor->z ); + vert++; + CmdLib_FPrintf( fp, "%6.3f %6.3f %6.3f %.2f %.2f %.2f\n", end.x, end.y, end.z, + pColor->x, pColor->y, pColor->z ); + vert++; + g_pFileSystem->Close( fp ); +} + + +//----------------------------------------------------------------------------- +// This puppy is used to construct the game lumps +//----------------------------------------------------------------------------- +static CUtlVector<DetailPropLightstylesLump_t> s_DetailPropLightStyleLumpLDR; +static CUtlVector<DetailPropLightstylesLump_t> s_DetailPropLightStyleLumpHDR; +static CUtlVector<DetailPropLightstylesLump_t> *s_pDetailPropLightStyleLump = &s_DetailPropLightStyleLumpLDR; + +//----------------------------------------------------------------------------- +// An amount to add to each model to get to the model center +//----------------------------------------------------------------------------- +CUtlVector<Vector> g_ModelCenterOffset; +CUtlVector<Vector> g_SpriteCenterOffset; + +void VRadDetailProps_SetHDRMode( bool bHDR ) +{ + if( bHDR ) + { + s_pDetailPropLightStyleLump = &s_DetailPropLightStyleLumpHDR; + } + else + { + s_pDetailPropLightStyleLump = &s_DetailPropLightStyleLumpLDR; + } +} + +//----------------------------------------------------------------------------- +// Finds ambient sky lights +//----------------------------------------------------------------------------- +static directlight_t* FindAmbientSkyLight() +{ + static directlight_t *s_pCachedSkylight = NULL; + + // Don't keep searching for the same light. + if ( !s_pCachedSkylight ) + { + // find any ambient lights + directlight_t* dl; + for (dl = activelights; dl != 0; dl = dl->next) + { + if (dl->light.type == emit_skyambient) + { + s_pCachedSkylight = dl; + break; + } + } + } + + return s_pCachedSkylight; +} + + +//----------------------------------------------------------------------------- +// Compute world center of a prop +//----------------------------------------------------------------------------- +static void ComputeWorldCenter( DetailObjectLump_t& prop, Vector& center, Vector& normal ) +{ + // Transform the offset into world space + Vector forward, right; + AngleVectors( prop.m_Angles, &forward, &right, &normal ); + VectorCopy( prop.m_Origin, center ); + + // FIXME: Take orientation into account? + switch (prop.m_Type ) + { + case DETAIL_PROP_TYPE_MODEL: + VectorMA( center, g_ModelCenterOffset[prop.m_DetailModel].x, forward, center ); + VectorMA( center, -g_ModelCenterOffset[prop.m_DetailModel].y, right, center ); + VectorMA( center, g_ModelCenterOffset[prop.m_DetailModel].z, normal, center ); + break; + + case DETAIL_PROP_TYPE_SPRITE: + Vector vecOffset; + VectorMultiply( g_SpriteCenterOffset[prop.m_DetailModel], prop.m_flScale, vecOffset ); + VectorMA( center, vecOffset.x, forward, center ); + VectorMA( center, -vecOffset.y, right, center ); + VectorMA( center, vecOffset.z, normal, center ); + break; + } +} + + +//----------------------------------------------------------------------------- +// Computes max direct lighting for a single detal prop +//----------------------------------------------------------------------------- +static void ComputeMaxDirectLighting( DetailObjectLump_t& prop, Vector* maxcolor, int iThread ) +{ + // The max direct lighting must be along the direction to one + // of the static lights.... + + Vector origin, normal; + ComputeWorldCenter( prop, origin, normal ); + + if ( !origin.IsValid() || !normal.IsValid() ) + { + static bool s_Warned = false; + if ( !s_Warned ) + { + Warning("WARNING: Bogus detail props encountered!\n" ); + s_Warned = true; + } + + // fill with debug color + for ( int i = 0; i < MAX_LIGHTSTYLES; ++i) + { + maxcolor[i].Init(1,0,0); + } + return; + } + + int cluster = ClusterFromPoint(origin); + + Vector delta; + CUtlVector< directlight_t* > lights; + CUtlVector< Vector > directions; + + directlight_t* dl; + for (dl = activelights; dl != 0; dl = dl->next) + { + // skyambient doesn't affect dlights.. + if (dl->light.type == emit_skyambient) + continue; + + // is this lights cluster visible? + if ( PVSCheck( dl->pvs, cluster ) ) + { + lights.AddToTail(dl); + VectorSubtract( dl->light.origin, origin, delta ); + VectorNormalize( delta ); + directions.AddToTail( delta ); + } + } + + // Find the max illumination + int i; + for ( i = 0; i < MAX_LIGHTSTYLES; ++i) + { + maxcolor[i].Init(0,0,0); + } + + // NOTE: See version 10 for a method where we choose a normal based on whichever + // one produces the maximum possible illumination. This appeared to work better on + // e3_town, so I'm trying it now; hopefully it'll be good for all cases. + int j; + for ( j = 0; j < lights.Count(); ++j) + { + dl = lights[j]; + + SSE_sampleLightOutput_t out; + FourVectors origin4; + FourVectors normal4; + origin4.DuplicateVector( origin ); + normal4.DuplicateVector( normal ); + + GatherSampleLightSSE ( out, dl, -1, origin4, &normal4, 1, iThread ); + VectorMA( maxcolor[dl->light.style], out.m_flFalloff.m128_f32[0] * out.m_flDot[0].m128_f32[0], dl->light.intensity, maxcolor[dl->light.style] ); + } +} + + +//----------------------------------------------------------------------------- +// Computes the ambient term from a particular surface +//----------------------------------------------------------------------------- + +static void ComputeAmbientFromSurface( dface_t* pFace, directlight_t* pSkylight, + Vector& radcolor ) +{ + texinfo_t* pTex = &texinfo[pFace->texinfo]; + if (pTex) + { + // If we hit the sky, use the sky ambient + if (pTex->flags & SURF_SKY) + { + if (pSkylight) + { + // add in sky ambient + VectorDivide( pSkylight->light.intensity, 255.0f, radcolor ); + } + } + else + { + VectorMultiply( radcolor, dtexdata[pTex->texdata].reflectivity, radcolor ); + } + } +} + + +//----------------------------------------------------------------------------- +// Computes the lightmap color at a particular point +//----------------------------------------------------------------------------- + +static void ComputeLightmapColorFromAverage( dface_t* pFace, directlight_t* pSkylight, float scale, Vector pColor[MAX_LIGHTSTYLES] ) +{ + texinfo_t* pTex = &texinfo[pFace->texinfo]; + if (pTex->flags & SURF_SKY) + { + if (pSkylight) + { + // add in sky ambient + Vector amb = pSkylight->light.intensity / 255.0f; + pColor[0] += amb * scale; + } + return; + } + + for (int maps = 0 ; maps < MAXLIGHTMAPS && pFace->styles[maps] != 255 ; ++maps) + { + ColorRGBExp32* pAvgColor = dface_AvgLightColor( pFace, maps ); + + // this code expects values from [0..1] not [0..255] + Vector color; + color[0] = TexLightToLinear( pAvgColor->r, pAvgColor->exponent ); + color[1] = TexLightToLinear( pAvgColor->g, pAvgColor->exponent ); + color[2] = TexLightToLinear( pAvgColor->b, pAvgColor->exponent ); + + ComputeAmbientFromSurface( pFace, pSkylight, color ); + + int style = pFace->styles[maps]; + pColor[style] += color * scale; + } +} + + +//----------------------------------------------------------------------------- +// Returns true if the surface has bumped lightmaps +//----------------------------------------------------------------------------- + +static bool SurfHasBumpedLightmaps( dface_t *pSurf ) +{ + bool hasBumpmap = false; + if( ( texinfo[pSurf->texinfo].flags & SURF_BUMPLIGHT ) && + ( !( texinfo[pSurf->texinfo].flags & SURF_NOLIGHT ) ) ) + { + hasBumpmap = true; + } + return hasBumpmap; +} + +//----------------------------------------------------------------------------- +// Computes the lightmap color at a particular point +//----------------------------------------------------------------------------- + +static void ComputeLightmapColorPointSample( dface_t* pFace, directlight_t* pSkylight, Vector2D const& luv, float scale, Vector pColor[MAX_LIGHTSTYLES] ) +{ + // face unaffected by light + if (pFace->lightofs == -1 ) + return; + + int smax = ( pFace->m_LightmapTextureSizeInLuxels[0] ) + 1; + int tmax = ( pFace->m_LightmapTextureSizeInLuxels[1] ) + 1; + + // luv is in the space of the accumulated lightmap page; we need to convert + // it to be in the space of the surface + int ds = clamp( (int)luv.x, 0, smax-1 ); + int dt = clamp( (int)luv.y, 0, tmax-1 ); + + int offset = smax * tmax; + if ( SurfHasBumpedLightmaps( pFace ) ) + offset *= ( NUM_BUMP_VECTS + 1 ); + + ColorRGBExp32* pLightmap = (ColorRGBExp32*)&pdlightdata->Base()[pFace->lightofs]; + pLightmap += dt * smax + ds; + for (int maps = 0 ; maps < MAXLIGHTMAPS && pFace->styles[maps] != 255 ; ++maps) + { + int style = pFace->styles[maps]; + + Vector color; + color[0] = TexLightToLinear( pLightmap->r, pLightmap->exponent ); + color[1] = TexLightToLinear( pLightmap->g, pLightmap->exponent ); + color[2] = TexLightToLinear( pLightmap->b, pLightmap->exponent ); + + ComputeAmbientFromSurface( pFace, pSkylight, color ); + pColor[style] += color * scale; + + pLightmap += offset; + } +} + + +//----------------------------------------------------------------------------- +// Tests a particular node +//----------------------------------------------------------------------------- + +class CLightSurface : public IBSPNodeEnumerator +{ +public: + CLightSurface(int iThread) : m_pSurface(0), m_HitFrac(1.0f), m_bHasLuxel(false), m_iThread(iThread) {} + + // call back with a node and a context + bool EnumerateNode( int node, Ray_t const& ray, float f, int context ) + { + dface_t* pSkySurface = 0; + + // Compute the actual point + Vector pt; + VectorMA( ray.m_Start, f, ray.m_Delta, pt ); + + dnode_t* pNode = &dnodes[node]; + dface_t* pFace = &g_pFaces[pNode->firstface]; + for (int i=0 ; i < pNode->numfaces ; ++i, ++pFace) + { + // Don't take into account faces that are int a leaf + if ( !pFace->onNode ) + continue; + + // Don't test displacement faces + if ( pFace->dispinfo != -1 ) + continue; + + texinfo_t* pTex = &texinfo[pFace->texinfo]; + + // Don't immediately return when we hit sky; + // we may actually hit another surface + if (pTex->flags & SURF_SKY) + { + if (TestPointAgainstSkySurface( pt, pFace )) + { + pSkySurface = pFace; + } + + continue; + } + + if (TestPointAgainstSurface( pt, pFace, pTex )) + { + m_HitFrac = f; + m_pSurface = pFace; + m_bHasLuxel = true; + return false; + } + } + + // if we hit a sky surface, return it + m_pSurface = pSkySurface; + return (m_pSurface == 0); + } + + // call back with a leaf and a context + virtual bool EnumerateLeaf( int leaf, Ray_t const& ray, float start, float end, int context ) + { + bool hit = false; + dleaf_t* pLeaf = &dleafs[leaf]; + for (int i=0 ; i < pLeaf->numleaffaces ; ++i) + { + Assert( pLeaf->firstleafface + i < numleaffaces ); + Assert( dleaffaces[pLeaf->firstleafface + i] < numfaces ); + dface_t* pFace = &g_pFaces[dleaffaces[pLeaf->firstleafface + i]]; + + // Don't test displacement faces; we need to check another list + if ( pFace->dispinfo != -1 ) + continue; + + // Don't take into account faces that are on a node + if ( pFace->onNode ) + continue; + + // Find intersection point against detail brushes + texinfo_t* pTex = &texinfo[pFace->texinfo]; + + dplane_t* pPlane = &dplanes[pFace->planenum]; + + // Backface cull... + if (DotProduct( pPlane->normal, ray.m_Delta ) > 0) + continue; + + float startDotN = DotProduct( ray.m_Start, pPlane->normal ); + float deltaDotN = DotProduct( ray.m_Delta, pPlane->normal ); + + float front = startDotN + start * deltaDotN - pPlane->dist; + float back = startDotN + end * deltaDotN - pPlane->dist; + + int side = front < 0; + + // Blow it off if it doesn't split the plane... + if ( (back < 0) == side ) + continue; + + // Don't test a surface that is farther away from the closest found intersection + float f = front / (front-back); + float mid = start * (1.0f - f) + end * f; + if (mid >= m_HitFrac) + continue; + + Vector pt; + VectorMA( ray.m_Start, mid, ray.m_Delta, pt ); + + if (TestPointAgainstSurface( pt, pFace, pTex )) + { + m_HitFrac = mid; + m_pSurface = pFace; + hit = true; + m_bHasLuxel = true; + } + } + + // Now try to clip against all displacements in the leaf + float dist; + Vector2D luxelCoord; + dface_t *pDispFace; + StaticDispMgr()->ClipRayToDispInLeaf( s_DispTested[m_iThread], ray, leaf, dist, pDispFace, luxelCoord ); + if (dist < m_HitFrac) + { + m_HitFrac = dist; + m_pSurface = pDispFace; + Vector2DCopy( luxelCoord, m_LuxelCoord ); + hit = true; + m_bHasLuxel = true; + } + return !hit; + } + + bool FindIntersection( Ray_t const& ray ) + { + StaticDispMgr()->StartRayTest( s_DispTested[m_iThread] ); + return !EnumerateNodesAlongRay( ray, this, 0 ); + } + +private: + bool TestPointAgainstSurface( Vector const& pt, dface_t* pFace, texinfo_t* pTex ) + { + // no lightmaps on this surface? punt... + // FIXME: should be water surface? + if (pTex->flags & SURF_NOLIGHT) + return false; + + // See where in lightmap space our intersection point is + float s, t; + s = DotProduct (pt.Base(), pTex->lightmapVecsLuxelsPerWorldUnits[0]) + + pTex->lightmapVecsLuxelsPerWorldUnits[0][3]; + t = DotProduct (pt.Base(), pTex->lightmapVecsLuxelsPerWorldUnits[1]) + + pTex->lightmapVecsLuxelsPerWorldUnits[1][3]; + + // Not in the bounds of our lightmap? punt... + if( s < pFace->m_LightmapTextureMinsInLuxels[0] || t < pFace->m_LightmapTextureMinsInLuxels[1] ) + return false; + + // assuming a square lightmap (FIXME: which ain't always the case), + // lets see if it lies in that rectangle. If not, punt... + float ds = s - pFace->m_LightmapTextureMinsInLuxels[0]; + float dt = t - pFace->m_LightmapTextureMinsInLuxels[1]; + if( ds > pFace->m_LightmapTextureSizeInLuxels[0] || dt > pFace->m_LightmapTextureSizeInLuxels[1] ) + return false; + + m_LuxelCoord.x = ds; + m_LuxelCoord.y = dt; + + return true; + } + + bool TestPointAgainstSkySurface( Vector const &pt, dface_t *pFace ) + { + // Create sky face winding. + winding_t *pWinding = WindingFromFace( pFace, Vector( 0.0f, 0.0f, 0.0f ) ); + + // Test point in winding. (Since it is at the node, it is in the plane.) + bool bRet = PointInWinding( pt, pWinding ); + + FreeWinding( pWinding ); + + return bRet; + } + + +public: + int m_iThread; + dface_t* m_pSurface; + float m_HitFrac; + Vector2D m_LuxelCoord; + bool m_bHasLuxel; +}; + +bool CastRayInLeaf( int iThread, const Vector &start, const Vector &end, int leafIndex, float *pFraction, Vector *pNormal ) +{ + pFraction[0] = 1.0f; + + Ray_t ray; + ray.Init( start, end, vec3_origin, vec3_origin ); + CBaseTrace trace; + if ( TraceLeafBrushes( leafIndex, start, end, trace ) != 1.0f ) + { + pFraction[0] = trace.fraction; + *pNormal = trace.plane.normal; + } + else + { + Assert(!trace.startsolid && !trace.allsolid); + } + StaticDispMgr()->StartRayTest( s_DispTested[iThread] ); + // Now try to clip against all displacements in the leaf + float dist; + Vector normal; + StaticDispMgr()->ClipRayToDispInLeaf( s_DispTested[iThread], ray, leafIndex, dist, &normal ); + if ( dist < pFraction[0] ) + { + pFraction[0] = dist; + *pNormal = normal; + } + return pFraction[0] != 1.0f ? true : false; +} + +//----------------------------------------------------------------------------- +// Computes ambient lighting along a specified ray. +// Ray represents a cone, tanTheta is the tan of the inner cone angle +//----------------------------------------------------------------------------- +void CalcRayAmbientLighting( int iThread, const Vector &vStart, const Vector &vEnd, float tanTheta, Vector color[MAX_LIGHTSTYLES] ) +{ + Ray_t ray; + ray.Init( vStart, vEnd, vec3_origin, vec3_origin ); + + directlight_t *pSkyLight = FindAmbientSkyLight(); + + CLightSurface surfEnum(iThread); + if (!surfEnum.FindIntersection( ray )) + return; + + // compute the approximate radius of a circle centered around the intersection point + float dist = ray.m_Delta.Length() * tanTheta * surfEnum.m_HitFrac; + + // until 20" we use the point sample, then blend in the average until we're covering 40" + // This is attempting to model the ray as a cone - in the ideal case we'd simply sample all + // luxels in the intersection of the cone with the surface. Since we don't have surface + // neighbor information computed we'll just approximate that sampling with a blend between + // a point sample and the face average. + // This yields results that are similar in that aliasing is reduced at distance while + // point samples provide accuracy for intersections with near geometry + float scaleAvg = RemapValClamped( dist, 20, 40, 0.0f, 1.0f ); + + if ( !surfEnum.m_bHasLuxel ) + { + // don't have luxel UV, so just use average sample + scaleAvg = 1.0; + } + float scaleSample = 1.0f - scaleAvg; + + if (scaleAvg != 0) + { + ComputeLightmapColorFromAverage( surfEnum.m_pSurface, pSkyLight, scaleAvg, color ); + } + if (scaleSample != 0) + { + ComputeLightmapColorPointSample( surfEnum.m_pSurface, pSkyLight, surfEnum.m_LuxelCoord, scaleSample, color ); + } +} + +//----------------------------------------------------------------------------- +// Compute ambient lighting component at specified position. +//----------------------------------------------------------------------------- +static void ComputeAmbientLightingAtPoint( int iThread, const Vector &origin, Vector radcolor[NUMVERTEXNORMALS], Vector color[MAX_LIGHTSTYLES] ) +{ + // NOTE: I'm not dealing with shadow-casting static props here + // This is for speed, although we can add it if it turns out to + // be important + + // sample world by casting N rays distributed across a sphere + Vector upend; + + int j; + for ( j = 0; j < MAX_LIGHTSTYLES; ++j) + { + color[j].Init( 0,0,0 ); + } + + float tanTheta = tan(VERTEXNORMAL_CONE_INNER_ANGLE); + for (int i = 0; i < NUMVERTEXNORMALS; i++) + { + VectorMA( origin, COORD_EXTENT * 1.74, g_anorms[i], upend ); + + // Now that we've got a ray, see what surface we've hit + CalcRayAmbientLighting( iThread, origin, upend, tanTheta, color ); + +// DumpRayToGlView( ray, surfEnum.m_HitFrac, &color[0], "test.out" ); + } + + for ( j = 0; j < MAX_LIGHTSTYLES; ++j) + { + VectorMultiply( color[j], 255.0f / (float)NUMVERTEXNORMALS, color[j] ); + } +} + +//----------------------------------------------------------------------------- +// Trace hemispherical rays from a vertex, accumulating indirect +// sources at each ray termination. +//----------------------------------------------------------------------------- +void ComputeIndirectLightingAtPoint( Vector &position, Vector &normal, Vector &outColor, + int iThread, bool force_fast, bool bIgnoreNormals ) +{ + Ray_t ray; + CLightSurface surfEnum(iThread); + + outColor.Init(); + + + int nSamples = NUMVERTEXNORMALS; + if ( do_fast || force_fast ) + nSamples /= 4; + else + nSamples *= g_flSkySampleScale; + + float totalDot = 0; + DirectionalSampler_t sampler; + for (int j = 0; j < nSamples; j++) + { + Vector samplingNormal = sampler.NextValue(); + float dot; + + if ( bIgnoreNormals ) + dot = (0.7071/2); + else + dot = DotProduct( normal, samplingNormal ); + + if ( dot <= EQUAL_EPSILON ) + { + // reject angles behind our plane + continue; + } + + totalDot += dot; + + // trace to determine surface + Vector vEnd; + VectorScale( samplingNormal, MAX_TRACE_LENGTH, vEnd ); + VectorAdd( position, vEnd, vEnd ); + + ray.Init( position, vEnd, vec3_origin, vec3_origin ); + if ( !surfEnum.FindIntersection( ray ) ) + continue; + + // get color from surface lightmap + texinfo_t* pTex = &texinfo[surfEnum.m_pSurface->texinfo]; + if ( !pTex || pTex->flags & SURF_SKY ) + { + // ignore contribution from sky + // sky ambient already accounted for during direct pass + continue; + } + + if ( surfEnum.m_pSurface->styles[0] == 255 || surfEnum.m_pSurface->lightofs < 0 ) + { + // no light affects this face + continue; + } + + + Vector lightmapColor; + if ( !surfEnum.m_bHasLuxel ) + { + ColorRGBExp32* pAvgLightmapColor = dface_AvgLightColor( surfEnum.m_pSurface, 0 ); + ColorRGBExp32ToVector( *pAvgLightmapColor, lightmapColor ); + } + else + { + // get color from displacement + int smax = ( surfEnum.m_pSurface->m_LightmapTextureSizeInLuxels[0] ) + 1; + int tmax = ( surfEnum.m_pSurface->m_LightmapTextureSizeInLuxels[1] ) + 1; + + // luxelcoord is in the space of the accumulated lightmap page; we need to convert + // it to be in the space of the surface + int ds = clamp( (int)surfEnum.m_LuxelCoord.x, 0, smax-1 ); + int dt = clamp( (int)surfEnum.m_LuxelCoord.y, 0, tmax-1 ); + + ColorRGBExp32* pLightmap = (ColorRGBExp32*)&(*pdlightdata)[surfEnum.m_pSurface->lightofs]; + pLightmap += dt * smax + ds; + ColorRGBExp32ToVector( *pLightmap, lightmapColor ); + } + + float invLengthSqr = 1.0f / (1.0f + ((vEnd - position) * surfEnum.m_HitFrac / 128.0).LengthSqr()); + // Include falloff using invsqrlaw. + VectorMultiply( lightmapColor, invLengthSqr * dtexdata[pTex->texdata].reflectivity, lightmapColor ); + VectorAdd( outColor, lightmapColor, outColor ); + } + + if ( totalDot ) + { + VectorScale( outColor, 1.0f/totalDot, outColor ); + } +} + +static void ComputeAmbientLighting( int iThread, DetailObjectLump_t& prop, Vector color[MAX_LIGHTSTYLES] ) +{ + Vector origin, normal; + ComputeWorldCenter( prop, origin, normal ); + + if ( !origin.IsValid() || !normal.IsValid() ) + { + static bool s_Warned = false; + if ( !s_Warned ) + { + Warning("WARNING: Bogus detail props encountered!\n" ); + s_Warned = true; + } + + // fill with debug color + for ( int i = 0; i < MAX_LIGHTSTYLES; ++i) + { + color[i].Init(1,0,0); + } + return; + } + + Vector radcolor[NUMVERTEXNORMALS]; + ComputeAmbientLightingAtPoint( iThread, origin, radcolor, color ); +} + + +//----------------------------------------------------------------------------- +// Computes lighting for a single detal prop +//----------------------------------------------------------------------------- + +static void ComputeLighting( DetailObjectLump_t& prop, int iThread ) +{ + // We're going to take the maximum of the ambient lighting and + // the strongest directional light. This works because we're assuming + // the props will have built-in faked lighting. + + Vector directColor[MAX_LIGHTSTYLES]; + Vector ambColor[MAX_LIGHTSTYLES]; + + // Get the max influence of all direct lights + ComputeMaxDirectLighting( prop, directColor, iThread ); + + // Get the ambient lighting + lightstyles + ComputeAmbientLighting( iThread, prop, ambColor ); + + // Base lighting + Vector totalColor; + VectorAdd( directColor[0], ambColor[0], totalColor ); + VectorToColorRGBExp32( totalColor, prop.m_Lighting ); + + bool hasLightstyles = false; + prop.m_LightStyleCount = 0; + + // lightstyles + for (int i = 1; i < MAX_LIGHTSTYLES; ++i ) + { + VectorAdd( directColor[i], ambColor[i], totalColor ); + totalColor *= 0.5f; + + if ((totalColor[0] != 0.0f) || (totalColor[1] != 0.0f) || + (totalColor[2] != 0.0f) ) + { + if (!hasLightstyles) + { + prop.m_LightStyles = s_pDetailPropLightStyleLump->Size(); + hasLightstyles = true; + } + + int j = s_pDetailPropLightStyleLump->AddToTail(); + VectorToColorRGBExp32( totalColor, (*s_pDetailPropLightStyleLump)[j].m_Lighting ); + (*s_pDetailPropLightStyleLump)[j].m_Style = i; + ++prop.m_LightStyleCount; + } + } +} + + +//----------------------------------------------------------------------------- +// Unserialization +//----------------------------------------------------------------------------- +static void UnserializeModelDict( CUtlBuffer& buf ) +{ + // Get origin offset for each model... + int count = buf.GetInt(); + while ( --count >= 0 ) + { + DetailObjectDictLump_t lump; + buf.Get( &lump, sizeof(DetailObjectDictLump_t) ); + + int i = g_ModelCenterOffset.AddToTail(); + + CUtlBuffer mdlbuf; + if (LoadStudioModel( lump.m_Name, mdlbuf )) + { + studiohdr_t* pHdr = (studiohdr_t*)mdlbuf.Base(); + VectorAdd( pHdr->hull_min, pHdr->hull_max, g_ModelCenterOffset[i] ); + g_ModelCenterOffset[i] *= 0.5f; + } + else + { + g_ModelCenterOffset[i].Init(0,0,0); + } + } +} + +static void UnserializeSpriteDict( CUtlBuffer& buf ) +{ + // Get origin offset for each model... + int count = buf.GetInt(); + while ( --count >= 0 ) + { + DetailSpriteDictLump_t lump; + buf.Get( &lump, sizeof(DetailSpriteDictLump_t) ); + + // For these sprites, x goes out the front, y right, z up + int i = g_SpriteCenterOffset.AddToTail(); + g_SpriteCenterOffset[i].x = 0.0f; + g_SpriteCenterOffset[i].y = lump.m_LR.x + lump.m_UL.x; + g_SpriteCenterOffset[i].z = lump.m_LR.y + lump.m_UL.y; + g_SpriteCenterOffset[i] *= 0.5f; + } +} + + +//----------------------------------------------------------------------------- +// Unserializes the detail props +//----------------------------------------------------------------------------- +static int UnserializeDetailProps( DetailObjectLump_t*& pProps ) +{ + GameLumpHandle_t handle = g_GameLumps.GetGameLumpHandle( GAMELUMP_DETAIL_PROPS ); + + if (g_GameLumps.GetGameLumpVersion(handle) != GAMELUMP_DETAIL_PROPS_VERSION) + return 0; + + // Unserialize + CUtlBuffer buf( g_GameLumps.GetGameLump(handle), g_GameLumps.GameLumpSize( handle ), CUtlBuffer::READ_ONLY ); + + UnserializeModelDict( buf ); + UnserializeSpriteDict( buf ); + + // Now we're pointing to the detail prop data + // This actually works because the scope of the game lump data + // is global and the buf was just pointing to it. + int count = buf.GetInt(); + if (count) + { + pProps = (DetailObjectLump_t*)buf.PeekGet(); + } + else + { + pProps = 0; + } + return count; +} + + +//----------------------------------------------------------------------------- +// Writes the detail lighting lump +//----------------------------------------------------------------------------- +static void WriteDetailLightingLump( int lumpID, int lumpVersion, CUtlVector<DetailPropLightstylesLump_t> &lumpData ) +{ + GameLumpHandle_t handle = g_GameLumps.GetGameLumpHandle(lumpID); + if (handle != g_GameLumps.InvalidGameLump()) + g_GameLumps.DestroyGameLump(handle); + int lightsize = lumpData.Size() * sizeof(DetailPropLightstylesLump_t); + int lumpsize = lightsize + sizeof(int); + + handle = g_GameLumps.CreateGameLump( lumpID, lumpsize, 0, lumpVersion ); + + // Serialize the data + CUtlBuffer buf( g_GameLumps.GetGameLump(handle), lumpsize ); + buf.PutInt( lumpData.Size() ); + if (lightsize) + buf.Put( lumpData.Base(), lightsize ); +} + +static void WriteDetailLightingLumps( void ) +{ + WriteDetailLightingLump( GAMELUMP_DETAIL_PROP_LIGHTING, GAMELUMP_DETAIL_PROP_LIGHTING_VERSION, s_DetailPropLightStyleLumpLDR ); + WriteDetailLightingLump( GAMELUMP_DETAIL_PROP_LIGHTING_HDR, GAMELUMP_DETAIL_PROP_LIGHTING_HDR_VERSION, s_DetailPropLightStyleLumpHDR ); +} + +// need to do this so that if we are building HDR data, the LDR data is intact, and vice versa.s +void UnserializeDetailPropLighting( int lumpID, int lumpVersion, CUtlVector<DetailPropLightstylesLump_t> &lumpData ) +{ + GameLumpHandle_t handle = g_GameLumps.GetGameLumpHandle( lumpID ); + + if( handle == g_GameLumps.InvalidGameLump() ) + { + return; + } + + if (g_GameLumps.GetGameLumpVersion(handle) != lumpVersion) + return; + + // Unserialize + CUtlBuffer buf( g_GameLumps.GetGameLump(handle), g_GameLumps.GameLumpSize( handle ), CUtlBuffer::READ_ONLY ); + + int count = buf.GetInt(); + if( !count ) + { + return; + } + lumpData.SetCount( count ); + int lightsize = lumpData.Size() * sizeof(DetailPropLightstylesLump_t); + buf.Get( lumpData.Base(), lightsize ); +} + +DetailObjectLump_t *g_pMPIDetailProps = NULL; + +void VMPI_ProcessDetailPropWU( int iThread, int iWorkUnit, MessageBuffer *pBuf ) +{ + CUtlVector<DetailPropLightstylesLump_t> *pDetailPropLump = s_pDetailPropLightStyleLump; + + DetailObjectLump_t& prop = g_pMPIDetailProps[iWorkUnit]; + ComputeLighting( prop, iThread ); + + // Send the results back... + pBuf->write( &prop.m_Lighting, sizeof( prop.m_Lighting ) ); + pBuf->write( &prop.m_LightStyleCount, sizeof( prop.m_LightStyleCount ) ); + pBuf->write( &prop.m_LightStyles, sizeof( prop.m_LightStyles ) ); + + for ( int i=0; i < prop.m_LightStyleCount; i++ ) + { + DetailPropLightstylesLump_t *l = &pDetailPropLump->Element( i + prop.m_LightStyles ); + pBuf->write( &l->m_Lighting, sizeof( l->m_Lighting ) ); + pBuf->write( &l->m_Style, sizeof( l->m_Style ) ); + } +} + + +void VMPI_ReceiveDetailPropWU( int iWorkUnit, MessageBuffer *pBuf, int iWorker ) +{ + CUtlVector<DetailPropLightstylesLump_t> *pDetailPropLump = s_pDetailPropLightStyleLump; + + DetailObjectLump_t& prop = g_pMPIDetailProps[iWorkUnit]; + + pBuf->read( &prop.m_Lighting, sizeof( prop.m_Lighting ) ); + pBuf->read( &prop.m_LightStyleCount, sizeof( prop.m_LightStyleCount ) ); + pBuf->read( &prop.m_LightStyles, sizeof( prop.m_LightStyles ) ); + + pDetailPropLump->EnsureCount( prop.m_LightStyles + prop.m_LightStyleCount ); + + for ( int i=0; i < prop.m_LightStyleCount; i++ ) + { + DetailPropLightstylesLump_t *l = &pDetailPropLump->Element( i + prop.m_LightStyles ); + pBuf->read( &l->m_Lighting, sizeof( l->m_Lighting ) ); + pBuf->read( &l->m_Style, sizeof( l->m_Style ) ); + } +} + +//----------------------------------------------------------------------------- +// Computes lighting for the detail props +//----------------------------------------------------------------------------- +void ComputeDetailPropLighting( int iThread ) +{ + // illuminate them all + DetailObjectLump_t* pProps; + int count = UnserializeDetailProps( pProps ); + if (!count) + return; + + // unserialize the lump that we aren't computing. + if( g_bHDR ) + { + UnserializeDetailPropLighting( GAMELUMP_DETAIL_PROP_LIGHTING, GAMELUMP_DETAIL_PROP_LIGHTING_VERSION, s_DetailPropLightStyleLumpLDR ); + } + else + { + UnserializeDetailPropLighting( GAMELUMP_DETAIL_PROP_LIGHTING_HDR, GAMELUMP_DETAIL_PROP_LIGHTING_HDR_VERSION, s_DetailPropLightStyleLumpHDR ); + } + + StartPacifier("Computing detail prop lighting : "); + + for (int i = 0; i < count; ++i) + { + UpdatePacifier( (float)i / (float)count ); + ComputeLighting( pProps[i], iThread ); + } + + // Write detail prop lightstyle lump... + WriteDetailLightingLumps(); + EndPacifier( true ); +} |