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| author | Alan Edwardes <[email protected]> | 2013-12-03 10:47:30 +0000 |
|---|---|---|
| committer | Alan Edwardes <[email protected]> | 2013-12-03 10:47:30 +0000 |
| commit | 550992aebacbc7586553c15a3c2120f85a879126 (patch) | |
| tree | c814cf654018acd5d69bb6e4be5dc9900391fd37 /mp/src/raytrace | |
| parent | VBSP now checks all search paths for an FGD file. (diff) | |
| parent | Make .xcconfigs text files too. (diff) | |
| download | source-sdk-2013-550992aebacbc7586553c15a3c2120f85a879126.tar.xz source-sdk-2013-550992aebacbc7586553c15a3c2120f85a879126.zip | |
Merge remote-tracking branch 'upstream/master' into vbsp-fixes.
Diffstat (limited to 'mp/src/raytrace')
| -rw-r--r-- | mp/src/raytrace/raytrace.cpp | 901 | ||||
| -rw-r--r-- | mp/src/raytrace/raytrace.vpc | 26 | ||||
| -rw-r--r-- | mp/src/raytrace/trace2.cpp | 376 | ||||
| -rw-r--r-- | mp/src/raytrace/trace3.cpp | 127 |
4 files changed, 1430 insertions, 0 deletions
diff --git a/mp/src/raytrace/raytrace.cpp b/mp/src/raytrace/raytrace.cpp new file mode 100644 index 00000000..7b951dfb --- /dev/null +++ b/mp/src/raytrace/raytrace.cpp @@ -0,0 +1,901 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// $Id$ + +#include "raytrace.h" +#include <filesystem_tools.h> +#include <cmdlib.h> +#include <stdio.h> + +static bool SameSign(float a, float b) +{ + int32 aa=*((int *) &a); + int32 bb=*((int *) &b); + return ((aa^bb)&0x80000000)==0; +} + +int FourRays::CalculateDirectionSignMask(void) const +{ + // this code treats the floats as integers since all it cares about is the sign bit and + // floating point compares suck. + + int ret; + int ormask; + int andmask; + int32 const *treat_as_int=((int32 const *) (&direction)); + + ormask=andmask=*(treat_as_int++); + ormask|=*treat_as_int; + andmask&=*(treat_as_int++); + ormask|=*(treat_as_int); + andmask&=*(treat_as_int++); + ormask|=*(treat_as_int); + andmask&=*(treat_as_int++); + if (ormask>=0) + ret=0; + else + { + if (andmask<0) + ret=1; + else return -1; + } + ormask=andmask=*(treat_as_int++); + ormask|=*treat_as_int; + andmask&=*(treat_as_int++); + ormask|=*(treat_as_int); + andmask&=*(treat_as_int++); + ormask|=*(treat_as_int); + andmask&=*(treat_as_int++); + if (ormask<0) + { + if (andmask<0) + ret|=2; + else return -1; + } + ormask=andmask=*(treat_as_int++); + ormask|=*treat_as_int; + andmask&=*(treat_as_int++); + ormask|=*(treat_as_int); + andmask&=*(treat_as_int++); + ormask|=*(treat_as_int); + andmask&=*(treat_as_int++); + if (ormask<0) + { + if (andmask<0) + ret|=4; + else return -1; + } + return ret; +} + + + + +void RayTracingEnvironment::MakeRoomForTriangles( int ntris ) +{ + //OptimizedTriangleList.EnsureCapacity( ntris ); + if (! (Flags & RTE_FLAGS_DONT_STORE_TRIANGLE_COLORS)) + TriangleColors.EnsureCapacity( ntris ); +} + + +void RayTracingEnvironment::AddTriangle(int32 id, const Vector &v1, + const Vector &v2, const Vector &v3, + const Vector &color) +{ + AddTriangle( id, v1, v2, v3, color, 0, 0 ); +} + +void RayTracingEnvironment::AddTriangle(int32 id, const Vector &v1, + const Vector &v2, const Vector &v3, + const Vector &color, uint16 flags, int32 materialIndex) +{ + CacheOptimizedTriangle tmptri; + tmptri.m_Data.m_GeometryData.m_nTriangleID = id; + tmptri.Vertex( 0 ) = v1; + tmptri.Vertex( 1 ) = v2; + tmptri.Vertex( 2 ) = v3; + tmptri.m_Data.m_GeometryData.m_nFlags = flags; + OptimizedTriangleList.AddToTail(tmptri); + if (! ( Flags & RTE_FLAGS_DONT_STORE_TRIANGLE_COLORS) ) + TriangleColors.AddToTail(color); + if ( !( Flags & RTE_FLAGS_DONT_STORE_TRIANGLE_MATERIALS) ) + TriangleMaterials.AddToTail(materialIndex); +// printf("add triange from (%f %f %f),(%f %f %f),(%f %f %f) id %d\n", +// XYZ(v1),XYZ(v2),XYZ(v3),id); +} + +void RayTracingEnvironment::AddQuad( + int32 id, const Vector &v1, const Vector &v2, const Vector &v3, + const Vector &v4, // specify vertices in cw or ccw order + const Vector &color) +{ + AddTriangle(id,v1,v2,v3,color); + AddTriangle(id+1,v1,v3,v4,color); +} + + +void RayTracingEnvironment::AddAxisAlignedRectangularSolid(int id,Vector minc, Vector maxc, + const Vector &color) +{ + + // "far" face + AddQuad(id, + Vector(minc.x,maxc.y,maxc.z), + Vector(maxc.x,maxc.y,maxc.z),Vector(maxc.x,minc.y,maxc.z), + Vector(minc.x,minc.y,maxc.z),color); + // "near" face + AddQuad(id, + Vector(minc.x,maxc.y,minc.z), + Vector(maxc.x,maxc.y,minc.z),Vector(maxc.x,minc.y,minc.z), + Vector(minc.x,minc.y,minc.z),color); + + // "left" face + AddQuad(id, + Vector(minc.x,maxc.y,maxc.z), + Vector(minc.x,maxc.y,minc.z), + Vector(minc.x,minc.y,minc.z), + Vector(minc.x,minc.y,maxc.z),color); + // "right" face + AddQuad(id, + Vector(maxc.x,maxc.y,maxc.z), + Vector(maxc.x,maxc.y,minc.z), + Vector(maxc.x,minc.y,minc.z), + Vector(maxc.x,minc.y,maxc.z),color); + + // "top" face + AddQuad(id, + Vector(minc.x,maxc.y,maxc.z), + Vector(maxc.x,maxc.y,maxc.z), + Vector(maxc.x,maxc.y,minc.z), + Vector(minc.x,maxc.y,minc.z),color); + // "bot" face + AddQuad(id, + Vector(minc.x,minc.y,maxc.z), + Vector(maxc.x,minc.y,maxc.z), + Vector(maxc.x,minc.y,minc.z), + Vector(minc.x,minc.y,minc.z),color); +} + + + +static Vector GetEdgeEquation(Vector p1, Vector p2, int c1, int c2, Vector InsidePoint) +{ + float nx=p1[c2]-p2[c2]; + float ny=p2[c1]-p1[c1]; + float d=-(nx*p1[c1]+ny*p1[c2]); +// assert(fabs(nx*p1[c1]+ny*p1[c2]+d)<0.01); +// assert(fabs(nx*p2[c1]+ny*p2[c2]+d)<0.01); + + // use the convention that negative is "outside" + float trial_dist=InsidePoint[c1]*nx+InsidePoint[c2]*ny+d; + if (trial_dist<0) + { + nx = -nx; + ny = -ny; + d = -d; + trial_dist = -trial_dist; + } + nx /= trial_dist; // scale so that it will be =1.0 at the oppositve vertex + ny /= trial_dist; + d /= trial_dist; + + return Vector(nx,ny,d); +} + +void CacheOptimizedTriangle::ChangeIntoIntersectionFormat(void) +{ + // lose the vertices and use edge equations instead + + // grab the whole original triangle to we don't overwrite it + TriGeometryData_t srcTri = m_Data.m_GeometryData; + + m_Data.m_IntersectData.m_nFlags = srcTri.m_nFlags; + m_Data.m_IntersectData.m_nTriangleID = srcTri.m_nTriangleID; + + Vector p1 = srcTri.Vertex( 0 ); + Vector p2 = srcTri.Vertex( 1 ); + Vector p3 = srcTri.Vertex( 2 ); + + Vector e1 = p2 - p1; + Vector e2 = p3 - p1; + + Vector N = e1.Cross( e2 ); + N.NormalizeInPlace(); + // now, determine which axis to drop + int drop_axis = 0; + for(int c=1 ; c<3 ; c++) + if ( fabs(N[c]) > fabs( N[drop_axis] ) ) + drop_axis = c; + + m_Data.m_IntersectData.m_flD = N.Dot( p1 ); + m_Data.m_IntersectData.m_flNx = N.x; + m_Data.m_IntersectData.m_flNy = N.y; + m_Data.m_IntersectData.m_flNz = N.z; + + // decide which axes to keep + int nCoordSelect0 = ( drop_axis + 1 ) % 3; + int nCoordSelect1 = ( drop_axis + 2 ) % 3; + + m_Data.m_IntersectData.m_nCoordSelect0 = nCoordSelect0; + m_Data.m_IntersectData.m_nCoordSelect1 = nCoordSelect1; + + + Vector edge1 = GetEdgeEquation( p1, p2, nCoordSelect0, nCoordSelect1, p3 ); + m_Data.m_IntersectData.m_ProjectedEdgeEquations[0] = edge1.x; + m_Data.m_IntersectData.m_ProjectedEdgeEquations[1] = edge1.y; + m_Data.m_IntersectData.m_ProjectedEdgeEquations[2] = edge1.z; + + Vector edge2 = GetEdgeEquation( p2, p3, nCoordSelect0, nCoordSelect1, p1 ); + m_Data.m_IntersectData.m_ProjectedEdgeEquations[3] = edge2.x; + m_Data.m_IntersectData.m_ProjectedEdgeEquations[4] = edge2.y; + m_Data.m_IntersectData.m_ProjectedEdgeEquations[5] = edge2.z; + + +} + +int n_intersection_calculations=0; + +int CacheOptimizedTriangle::ClassifyAgainstAxisSplit(int split_plane, float split_value) +{ + // classify a triangle against an axis-aligned plane + float minc=Vertex(0)[split_plane]; + float maxc=minc; + for(int v=1;v<3;v++) + { + minc=min(minc,Vertex(v)[split_plane]); + maxc=max(maxc,Vertex(v)[split_plane]); + } + + if (minc>=split_value) + return PLANECHECK_POSITIVE; + if (maxc<=split_value) + return PLANECHECK_NEGATIVE; + if (minc==maxc) + return PLANECHECK_POSITIVE; + return PLANECHECK_STRADDLING; +} + +#define MAILBOX_HASH_SIZE 256 +#define MAX_TREE_DEPTH 21 +#define MAX_NODE_STACK_LEN (40*MAX_TREE_DEPTH) + +struct NodeToVisit { + CacheOptimizedKDNode const *node; + fltx4 TMin; + fltx4 TMax; +}; + + +static fltx4 FourEpsilons={1.0e-10,1.0e-10,1.0e-10,1.0e-10}; +static fltx4 FourZeros={1.0e-10,1.0e-10,1.0e-10,1.0e-10}; +static fltx4 FourNegativeEpsilons={-1.0e-10,-1.0e-10,-1.0e-10,-1.0e-10}; + +static float BoxSurfaceArea(Vector const &boxmin, Vector const &boxmax) +{ + Vector boxdim=boxmax-boxmin; + return 2.0*((boxdim[0]*boxdim[2])+(boxdim[0]*boxdim[1])+(boxdim[1]*boxdim[2])); +} + +void RayTracingEnvironment::Trace4Rays(const FourRays &rays, fltx4 TMin, fltx4 TMax, + RayTracingResult *rslt_out, + int32 skip_id, ITransparentTriangleCallback *pCallback) +{ + int msk=rays.CalculateDirectionSignMask(); + if (msk!=-1) + Trace4Rays(rays,TMin,TMax,msk,rslt_out,skip_id, pCallback); + else + { + // sucky case - can't trace 4 rays at once. in the worst case, need to trace all 4 + // separately, but usually we will still get 2x, Since our tracer only does 4 at a + // time, we will have to cover up the undesired rays with the desired ray + + //!! speed!! there is room for some sse-ization here + FourRays tmprays; + tmprays.origin=rays.origin; + + uint8 need_trace[4]={1,1,1,1}; + for(int try_trace=0;try_trace<4;try_trace++) + { + if (need_trace[try_trace]) + { + need_trace[try_trace]=2; // going to trace it + // replicate the ray being traced into all 4 rays + tmprays.direction.x=ReplicateX4(rays.direction.X(try_trace)); + tmprays.direction.y=ReplicateX4(rays.direction.Y(try_trace)); + tmprays.direction.z=ReplicateX4(rays.direction.Z(try_trace)); + // now, see if any of the other remaining rays can be handled at the same time. + for(int try2=try_trace+1;try2<4;try2++) + if (need_trace[try2]) + { + if ( + SameSign(rays.direction.X(try2), + rays.direction.X(try_trace)) && + SameSign(rays.direction.Y(try2), + rays.direction.Y(try_trace)) && + SameSign(rays.direction.Z(try2), + rays.direction.Z(try_trace))) + { + need_trace[try2]=2; + tmprays.direction.X(try2) = rays.direction.X(try2); + tmprays.direction.Y(try2) = rays.direction.Y(try2); + tmprays.direction.Z(try2) = rays.direction.Z(try2); + } + } + // ok, now trace between 1 and 3 rays, and output the results + RayTracingResult tmpresults; + msk=tmprays.CalculateDirectionSignMask(); + assert(msk!=-1); + Trace4Rays(tmprays,TMin,TMax,msk,&tmpresults,skip_id, pCallback); + // now, move results to proper place + for(int i=0;i<4;i++) + if (need_trace[i]==2) + { + need_trace[i]=0; + rslt_out->HitIds[i]=tmpresults.HitIds[i]; + SubFloat(rslt_out->HitDistance, i) = SubFloat(tmpresults.HitDistance, i); + rslt_out->surface_normal.X(i) = tmpresults.surface_normal.X(i); + rslt_out->surface_normal.Y(i) = tmpresults.surface_normal.Y(i); + rslt_out->surface_normal.Z(i) = tmpresults.surface_normal.Z(i); + } + + } + } + } +} + + +void RayTracingEnvironment::Trace4Rays(const FourRays &rays, fltx4 TMin, fltx4 TMax, + int DirectionSignMask, RayTracingResult *rslt_out, + int32 skip_id, ITransparentTriangleCallback *pCallback) +{ + rays.Check(); + + memset(rslt_out->HitIds,0xff,sizeof(rslt_out->HitIds)); + + rslt_out->HitDistance=ReplicateX4(1.0e23); + + rslt_out->surface_normal.DuplicateVector(Vector(0.,0.,0.)); + FourVectors OneOverRayDir=rays.direction; + OneOverRayDir.MakeReciprocalSaturate(); + + // now, clip rays against bounding box + for(int c=0;c<3;c++) + { + fltx4 isect_min_t= + MulSIMD(SubSIMD(ReplicateX4(m_MinBound[c]),rays.origin[c]),OneOverRayDir[c]); + fltx4 isect_max_t= + MulSIMD(SubSIMD(ReplicateX4(m_MaxBound[c]),rays.origin[c]),OneOverRayDir[c]); + TMin=MaxSIMD(TMin,MinSIMD(isect_min_t,isect_max_t)); + TMax=MinSIMD(TMax,MaxSIMD(isect_min_t,isect_max_t)); + } + fltx4 active=CmpLeSIMD(TMin,TMax); // mask of which rays are active + if (! IsAnyNegative(active) ) + return; // missed bounding box + + int32 mailboxids[MAILBOX_HASH_SIZE]; // used to avoid redundant triangle tests + memset(mailboxids,0xff,sizeof(mailboxids)); // !!speed!! keep around? + + int front_idx[3],back_idx[3]; // based on ray direction, whether to + // visit left or right node first + + if (DirectionSignMask & 1) + { + back_idx[0]=0; + front_idx[0]=1; + } + else + { + back_idx[0]=1; + front_idx[0]=0; + } + if (DirectionSignMask & 2) + { + back_idx[1]=0; + front_idx[1]=1; + } + else + { + back_idx[1]=1; + front_idx[1]=0; + } + if (DirectionSignMask & 4) + { + back_idx[2]=0; + front_idx[2]=1; + } + else + { + back_idx[2]=1; + front_idx[2]=0; + } + + NodeToVisit NodeQueue[MAX_NODE_STACK_LEN]; + CacheOptimizedKDNode const *CurNode=&(OptimizedKDTree[0]); + NodeToVisit *stack_ptr=&NodeQueue[MAX_NODE_STACK_LEN]; + while(1) + { + while (CurNode->NodeType() != KDNODE_STATE_LEAF) // traverse until next leaf + { + int split_plane_number=CurNode->NodeType(); + CacheOptimizedKDNode const *FrontChild=&(OptimizedKDTree[CurNode->LeftChild()]); + + fltx4 dist_to_sep_plane= // dist=(split-org)/dir + MulSIMD( + SubSIMD(ReplicateX4(CurNode->SplittingPlaneValue), + rays.origin[split_plane_number]),OneOverRayDir[split_plane_number]); + fltx4 active=CmpLeSIMD(TMin,TMax); // mask of which rays are active + + // now, decide how to traverse children. can either do front,back, or do front and push + // back. + fltx4 hits_front=AndSIMD(active,CmpGeSIMD(dist_to_sep_plane,TMin)); + if (! IsAnyNegative(hits_front)) + { + // missed the front. only traverse back + //printf("only visit back %d\n",CurNode->LeftChild()+back_idx[split_plane_number]); + CurNode=FrontChild+back_idx[split_plane_number]; + TMin=MaxSIMD(TMin, dist_to_sep_plane); + + } + else + { + fltx4 hits_back=AndSIMD(active,CmpLeSIMD(dist_to_sep_plane,TMax)); + if (! IsAnyNegative(hits_back) ) + { + // missed the back - only need to traverse front node + //printf("only visit front %d\n",CurNode->LeftChild()+front_idx[split_plane_number]); + CurNode=FrontChild+front_idx[split_plane_number]; + TMax=MinSIMD(TMax, dist_to_sep_plane); + } + else + { + // at least some rays hit both nodes. + // must push far, traverse near + //printf("visit %d,%d\n",CurNode->LeftChild()+front_idx[split_plane_number], + // CurNode->LeftChild()+back_idx[split_plane_number]); + assert(stack_ptr>NodeQueue); + --stack_ptr; + stack_ptr->node=FrontChild+back_idx[split_plane_number]; + stack_ptr->TMin=MaxSIMD(TMin,dist_to_sep_plane); + stack_ptr->TMax=TMax; + CurNode=FrontChild+front_idx[split_plane_number]; + TMax=MinSIMD(TMax,dist_to_sep_plane); + } + } + } + // hit a leaf! must do intersection check + int ntris=CurNode->NumberOfTrianglesInLeaf(); + if (ntris) + { + int32 const *tlist=&(TriangleIndexList[CurNode->TriangleIndexStart()]); + do + { + int tnum=*(tlist++); + //printf("try tri %d\n",tnum); + // check mailbox + int mbox_slot=tnum & (MAILBOX_HASH_SIZE-1); + TriIntersectData_t const *tri = &( OptimizedTriangleList[tnum].m_Data.m_IntersectData ); + if ( ( mailboxids[mbox_slot] != tnum ) && ( tri->m_nTriangleID != skip_id ) ) + { + n_intersection_calculations++; + mailboxids[mbox_slot] = tnum; + // compute plane intersection + + + FourVectors N; + N.x = ReplicateX4( tri->m_flNx ); + N.y = ReplicateX4( tri->m_flNy ); + N.z = ReplicateX4( tri->m_flNz ); + + fltx4 DDotN = rays.direction * N; + // mask off zero or near zero (ray parallel to surface) + fltx4 did_hit = OrSIMD( CmpGtSIMD( DDotN,FourEpsilons ), + CmpLtSIMD( DDotN, FourNegativeEpsilons ) ); + + fltx4 numerator=SubSIMD( ReplicateX4( tri->m_flD ), rays.origin * N ); + + fltx4 isect_t=DivSIMD( numerator,DDotN ); + // now, we have the distance to the plane. lets update our mask + did_hit = AndSIMD( did_hit, CmpGtSIMD( isect_t, FourZeros ) ); + //did_hit=AndSIMD(did_hit,CmpLtSIMD(isect_t,TMax)); + did_hit = AndSIMD( did_hit, CmpLtSIMD( isect_t, rslt_out->HitDistance ) ); + + if ( ! IsAnyNegative( did_hit ) ) + continue; + + // now, check 3 edges + fltx4 hitc1 = AddSIMD( rays.origin[tri->m_nCoordSelect0], + MulSIMD( isect_t, rays.direction[ tri->m_nCoordSelect0] ) ); + fltx4 hitc2 = AddSIMD( rays.origin[tri->m_nCoordSelect1], + MulSIMD( isect_t, rays.direction[tri->m_nCoordSelect1] ) ); + + // do barycentric coordinate check + fltx4 B0 = MulSIMD( ReplicateX4( tri->m_ProjectedEdgeEquations[0] ), hitc1 ); + + B0 = AddSIMD( + B0, + MulSIMD( ReplicateX4( tri->m_ProjectedEdgeEquations[1] ), hitc2 ) ); + B0 = AddSIMD( + B0, ReplicateX4( tri->m_ProjectedEdgeEquations[2] ) ); + + did_hit = AndSIMD( did_hit, CmpGeSIMD( B0, FourZeros ) ); + + fltx4 B1 = MulSIMD( ReplicateX4( tri->m_ProjectedEdgeEquations[3] ), hitc1 ); + B1 = AddSIMD( + B1, + MulSIMD( ReplicateX4( tri->m_ProjectedEdgeEquations[4]), hitc2 ) ); + + B1 = AddSIMD( + B1, ReplicateX4( tri->m_ProjectedEdgeEquations[5] ) ); + + did_hit = AndSIMD( did_hit, CmpGeSIMD( B1, FourZeros ) ); + + fltx4 B2 = AddSIMD( B1, B0 ); + did_hit = AndSIMD( did_hit, CmpLeSIMD( B2, Four_Ones ) ); + + if ( ! IsAnyNegative( did_hit ) ) + continue; + + // if the triangle is transparent + if ( tri->m_nFlags & FCACHETRI_TRANSPARENT ) + { + if ( pCallback ) + { + // assuming a triangle indexed as v0, v1, v2 + // the projected edge equations are set up such that the vert opposite the first + // equation is v2, and the vert opposite the second equation is v0 + // Therefore we pass them back in 1, 2, 0 order + // Also B2 is currently B1 + B0 and needs to be 1 - (B1+B0) in order to be a real + // barycentric coordinate. Compute that now and pass it to the callback + fltx4 b2 = SubSIMD( Four_Ones, B2 ); + if ( pCallback->VisitTriangle_ShouldContinue( *tri, rays, &did_hit, &B1, &b2, &B0, tnum ) ) + { + did_hit = Four_Zeros; + } + } + } + // now, set the hit_id and closest_hit fields for any enabled rays + fltx4 replicated_n = ReplicateIX4(tnum); + StoreAlignedSIMD((float *) rslt_out->HitIds, + OrSIMD(AndSIMD(replicated_n,did_hit), + AndNotSIMD(did_hit,LoadAlignedSIMD( + (float *) rslt_out->HitIds)))); + rslt_out->HitDistance=OrSIMD(AndSIMD(isect_t,did_hit), + AndNotSIMD(did_hit,rslt_out->HitDistance)); + + rslt_out->surface_normal.x=OrSIMD( + AndSIMD(N.x,did_hit), + AndNotSIMD(did_hit,rslt_out->surface_normal.x)); + rslt_out->surface_normal.y=OrSIMD( + AndSIMD(N.y,did_hit), + AndNotSIMD(did_hit,rslt_out->surface_normal.y)); + rslt_out->surface_normal.z=OrSIMD( + AndSIMD(N.z,did_hit), + AndNotSIMD(did_hit,rslt_out->surface_normal.z)); + + } + } while (--ntris); + // now, check if all rays have terminated + fltx4 raydone=CmpLeSIMD(TMax,rslt_out->HitDistance); + if (! IsAnyNegative(raydone)) + { + return; + } + } + + if (stack_ptr==&NodeQueue[MAX_NODE_STACK_LEN]) + { + return; + } + // pop stack! + CurNode=stack_ptr->node; + TMin=stack_ptr->TMin; + TMax=stack_ptr->TMax; + stack_ptr++; + } +} + + +int RayTracingEnvironment::MakeLeafNode(int first_tri, int last_tri) +{ + CacheOptimizedKDNode ret; + ret.Children=KDNODE_STATE_LEAF+(TriangleIndexList.Count()<<2); + ret.SetNumberOfTrianglesInLeafNode(1+(last_tri-first_tri)); + for(int tnum=first_tri;tnum<=last_tri;tnum++) + TriangleIndexList.AddToTail(tnum); + OptimizedKDTree.AddToTail(ret); + return OptimizedKDTree.Count()-1; +} + + +void RayTracingEnvironment::CalculateTriangleListBounds(int32 const *tris,int ntris, + Vector &minout, Vector &maxout) +{ + minout = Vector( 1.0e23, 1.0e23, 1.0e23); + maxout = Vector( -1.0e23, -1.0e23, -1.0e23); + for(int i=0; i<ntris; i++) + { + CacheOptimizedTriangle const &tri=OptimizedTriangleList[tris[i]]; + for(int v=0; v<3; v++) + for(int c=0; c<3; c++) + { + minout[c]=min(minout[c],tri.Vertex(v)[c]); + maxout[c]=max(maxout[c],tri.Vertex(v)[c]); + } + } +} + + +// Both the "quick" and regular kd tree building algorithms here use the "surface area heuristic": +// the relative probability of hitting the "left" subvolume (Vl) from a split is equal to that +// subvolume's surface area divided by its parent's surface area (Vp) : P(Vl | V)=SA(Vl)/SA(Vp). +// The same holds for the right subvolume, Vp. Nl is the number of triangles in the left volume, +// and Nr in the right volume. if Ct is the cost of traversing one tree node, and Ci is the cost of +// intersection with the primitive, than the cost of splitting is estimated as: +// +// Ct+Ci*((SA(Vl)/SA(V))*Nl+(SA(Vr)/SA(V)*Nr)). +// and the cost of not splitting is +// Ci*N +// +// This both provides a metric to minimize when computing how and where to split, and also a +// termination criterion. +// +// the "quick" method just splits down the middle, while the slow method splits at the best +// discontinuity of the cost formula. The quick method splits along the longest axis ; the +// regular algorithm tries all 3 to find which one results in the minimum cost +// +// both methods use the additional optimization of "growing" empty nodes - if the split results in +// one side being devoid of triangles, the empty side is "grown" as much as possible. +// + +#define COST_OF_TRAVERSAL 75 // approximate #operations +#define COST_OF_INTERSECTION 167 // approximate #operations + + +float RayTracingEnvironment::CalculateCostsOfSplit( + int split_plane,int32 const *tri_list,int ntris, + Vector MinBound,Vector MaxBound, float &split_value, + int &nleft, int &nright, int &nboth) +{ + // determine the costs of splitting on a given axis, and label triangles with respect to + // that axis by storing the value in coordselect0. It will also return the number of + // tris in the left, right, and nboth groups, in order to facilitate memory + nleft=nboth=nright=0; + + // now, label each triangle. Since we have not converted the triangles into + // intersection fromat yet, we can use the CoordSelect0 field of each as a temp. + nleft=0; + nright=0; + nboth=0; + float min_coord=1.0e23,max_coord=-1.0e23; + + for(int t=0;t<ntris;t++) + { + CacheOptimizedTriangle &tri=OptimizedTriangleList[tri_list[t]]; + // determine max and min coordinate values for later optimization + for(int v=0;v<3;v++) + { + min_coord = min( min_coord, tri.Vertex(v)[split_plane] ); + max_coord = max( max_coord, tri.Vertex(v)[split_plane] ); + } + switch(tri.ClassifyAgainstAxisSplit(split_plane,split_value)) + { + case PLANECHECK_NEGATIVE: + nleft++; + tri.m_Data.m_GeometryData.m_nTmpData0 = PLANECHECK_NEGATIVE; + break; + + case PLANECHECK_POSITIVE: + nright++; + tri.m_Data.m_GeometryData.m_nTmpData0 = PLANECHECK_POSITIVE; + break; + + case PLANECHECK_STRADDLING: + nboth++; + tri.m_Data.m_GeometryData.m_nTmpData0 = PLANECHECK_STRADDLING; + break; + } + } + // now, if the split resulted in one half being empty, "grow" the empty half + if (nleft && (nboth==0) && (nright==0)) + split_value=max_coord; + if (nright && (nboth==0) && (nleft==0)) + split_value=min_coord; + + // now, perform surface area/cost check to determine whether this split was worth it + Vector LeftMins=MinBound; + Vector LeftMaxes=MaxBound; + Vector RightMins=MinBound; + Vector RightMaxes=MaxBound; + LeftMaxes[split_plane]=split_value; + RightMins[split_plane]=split_value; + float SA_L=BoxSurfaceArea(LeftMins,LeftMaxes); + float SA_R=BoxSurfaceArea(RightMins,RightMaxes); + float ISA=1.0/BoxSurfaceArea(MinBound,MaxBound); + float cost_of_split=COST_OF_TRAVERSAL+COST_OF_INTERSECTION*(nboth+ + (SA_L*ISA*(nleft))+(SA_R*ISA*(nright))); + return cost_of_split; +} + + +#define NEVER_SPLIT 0 + +void RayTracingEnvironment::RefineNode(int node_number,int32 const *tri_list,int ntris, + Vector MinBound,Vector MaxBound, int depth) +{ + if (ntris<3) // never split empty lists + { + // no point in continuing + OptimizedKDTree[node_number].Children=KDNODE_STATE_LEAF+(TriangleIndexList.Count()<<2); + OptimizedKDTree[node_number].SetNumberOfTrianglesInLeafNode(ntris); + +#ifdef DEBUG_RAYTRACE + OptimizedKDTree[node_number].vecMins = MinBound; + OptimizedKDTree[node_number].vecMaxs = MaxBound; +#endif + + for(int t=0;t<ntris;t++) + TriangleIndexList.AddToTail(tri_list[t]); + return; + } + + float best_cost=1.0e23; + int best_nleft=0,best_nright=0,best_nboth=0; + float best_splitvalue=0; + int split_plane=0; + + int tri_skip=1+(ntris/10); // don't try all trinagles as split + // points when there are a lot of them + for(int axis=0;axis<3;axis++) + { + for(int ts=-1;ts<ntris;ts+=tri_skip) + { + for(int tv=0;tv<3;tv++) + { + int trial_nleft,trial_nright,trial_nboth; + float trial_splitvalue; + if (ts==-1) + trial_splitvalue=0.5*(MinBound[axis]+MaxBound[axis]); + else + { + // else, split at the triangle vertex if possible + CacheOptimizedTriangle &tri=OptimizedTriangleList[tri_list[ts]]; + trial_splitvalue = tri.Vertex(tv)[axis]; + if ((trial_splitvalue>MaxBound[axis]) || (trial_splitvalue<MinBound[axis])) + continue; // don't try this vertex - not inside + + } +// printf("ts=%d tv=%d tp=%f\n",ts,tv,trial_splitvalue); + float trial_cost= + CalculateCostsOfSplit(axis,tri_list,ntris,MinBound,MaxBound,trial_splitvalue, + trial_nleft,trial_nright, trial_nboth); +// printf("try %d cost=%f nl=%d nr=%d nb=%d sp=%f\n",axis,trial_cost,trial_nleft,trial_nright, trial_nboth, +// trial_splitvalue); + if (trial_cost<best_cost) + { + split_plane=axis; + best_cost=trial_cost; + best_nleft=trial_nleft; + best_nright=trial_nright; + best_nboth=trial_nboth; + best_splitvalue=trial_splitvalue; + // save away the axis classification of each triangle + for(int t=0 ; t < ntris; t++) + { + CacheOptimizedTriangle &tri=OptimizedTriangleList[tri_list[t]]; + tri.m_Data.m_GeometryData.m_nTmpData1 = tri.m_Data.m_GeometryData.m_nTmpData0; + } + } + if (ts==-1) + break; + } + } + + } + float cost_of_no_split=COST_OF_INTERSECTION*ntris; + if ( (cost_of_no_split<=best_cost) || NEVER_SPLIT || (depth>MAX_TREE_DEPTH)) + { + // no benefit to splitting. just make this a leaf node + OptimizedKDTree[node_number].Children=KDNODE_STATE_LEAF+(TriangleIndexList.Count()<<2); + OptimizedKDTree[node_number].SetNumberOfTrianglesInLeafNode(ntris); +#ifdef DEBUG_RAYTRACE + OptimizedKDTree[node_number].vecMins = MinBound; + OptimizedKDTree[node_number].vecMaxs = MaxBound; +#endif + for(int t=0;t<ntris;t++) + TriangleIndexList.AddToTail(tri_list[t]); + } + else + { +// printf("best split was %d at %f (mid=%f,n=%d, sk=%d)\n",split_plane,best_splitvalue, +// 0.5*(MinBound[split_plane]+MaxBound[split_plane]),ntris,tri_skip); + // its worth splitting! + // we will achieve the splitting without sorting by using a selection algorithm. + int32 *new_triangle_list; + new_triangle_list=new int32[ntris]; + + // now, perform surface area/cost check to determine whether this split was worth it + Vector LeftMins=MinBound; + Vector LeftMaxes=MaxBound; + Vector RightMins=MinBound; + Vector RightMaxes=MaxBound; + LeftMaxes[split_plane]=best_splitvalue; + RightMins[split_plane]=best_splitvalue; + + int n_left_output=0; + int n_both_output=0; + int n_right_output=0; + for(int t=0;t<ntris;t++) + { + CacheOptimizedTriangle &tri=OptimizedTriangleList[tri_list[t]]; + switch( tri.m_Data.m_GeometryData.m_nTmpData1 ) + { + case PLANECHECK_NEGATIVE: +// printf("%d goes left\n",t); + new_triangle_list[n_left_output++]=tri_list[t]; + break; + case PLANECHECK_POSITIVE: + n_right_output++; +// printf("%d goes right\n",t); + new_triangle_list[ntris-n_right_output]=tri_list[t]; + break; + case PLANECHECK_STRADDLING: +// printf("%d goes both\n",t); + new_triangle_list[best_nleft+n_both_output]=tri_list[t]; + n_both_output++; + break; + + + } + } + int left_child=OptimizedKDTree.Count(); + int right_child=left_child+1; +// printf("node %d split on axis %d at %f, nl=%d nr=%d nb=%d lc=%d rc=%d\n",node_number, +// split_plane,best_splitvalue,best_nleft,best_nright,best_nboth, +// left_child,right_child); + OptimizedKDTree[node_number].Children=split_plane+(left_child<<2); + OptimizedKDTree[node_number].SplittingPlaneValue=best_splitvalue; +#ifdef DEBUG_RAYTRACE + OptimizedKDTree[node_number].vecMins = MinBound; + OptimizedKDTree[node_number].vecMaxs = MaxBound; +#endif + CacheOptimizedKDNode newnode; + OptimizedKDTree.AddToTail(newnode); + OptimizedKDTree.AddToTail(newnode); + // now, recurse! + if ( (ntris<20) && ((best_nleft==0) || (best_nright==0)) ) + depth+=100; + RefineNode(left_child,new_triangle_list,best_nleft+best_nboth,LeftMins,LeftMaxes,depth+1); + RefineNode(right_child,new_triangle_list+best_nleft,best_nright+best_nboth, + RightMins,RightMaxes,depth+1); + delete[] new_triangle_list; + } +} + + +void RayTracingEnvironment::SetupAccelerationStructure(void) +{ + CacheOptimizedKDNode root; + OptimizedKDTree.AddToTail(root); + int32 *root_triangle_list=new int32[OptimizedTriangleList.Count()]; + for(int t=0;t<OptimizedTriangleList.Count();t++) + root_triangle_list[t]=t; + CalculateTriangleListBounds(root_triangle_list,OptimizedTriangleList.Count(),m_MinBound, + m_MaxBound); + RefineNode(0,root_triangle_list,OptimizedTriangleList.Count(),m_MinBound,m_MaxBound,0); + delete[] root_triangle_list; + + // now, convert all triangles to "intersection format" + for(int i=0;i<OptimizedTriangleList.Count();i++) + OptimizedTriangleList[i].ChangeIntoIntersectionFormat(); +} + + + +void RayTracingEnvironment::AddInfinitePointLight(Vector position, Vector intensity) +{ + LightDesc_t mylight(position,intensity); + LightList.AddToTail(mylight); + +} + + diff --git a/mp/src/raytrace/raytrace.vpc b/mp/src/raytrace/raytrace.vpc new file mode 100644 index 00000000..aafd2041 --- /dev/null +++ b/mp/src/raytrace/raytrace.vpc @@ -0,0 +1,26 @@ +//----------------------------------------------------------------------------- +// RAYTRACE.VPC +// +// Project Script +//----------------------------------------------------------------------------- + +$Macro SRCDIR ".." +$Include "$SRCDIR\vpc_scripts\source_lib_base.vpc" + +$Configuration +{ + $Compiler + { + $AdditionalIncludeDirectories "$BASE,$SRCDIR\utils\common" + } +} + +$Project "Raytrace" +{ + $Folder "Source Files" + { + $File "raytrace.cpp" + $File "trace2.cpp" + $File "trace3.cpp" + } +} diff --git a/mp/src/raytrace/trace2.cpp b/mp/src/raytrace/trace2.cpp new file mode 100644 index 00000000..f419cc76 --- /dev/null +++ b/mp/src/raytrace/trace2.cpp @@ -0,0 +1,376 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// $Id$ +#include "raytrace.h" +#include <mathlib/halton.h> + +static uint32 MapDistanceToPixel(float t) +{ + if (t<0) return 0xffff0000; + if (t>100) return 0xff000000; + int a=t*1000; a&=0xff; + int b=t*10; b &=0xff; + int c=t*.01; c &=0xff; + return 0xff000000+(a<<16)+(b<<8)+c; +} + +#define IGAMMA (1.0/2.2) + +#define MAGIC_NUMBER (1<<23) + +static fltx4 Four_MagicNumbers={ MAGIC_NUMBER, MAGIC_NUMBER, MAGIC_NUMBER, MAGIC_NUMBER }; +static ALIGN16 int32 Four_255s[4]= {0xff,0xff,0xff,0xff}; +#define PIXMASK ( * ( reinterpret_cast< fltx4 *>( &Four_255s ) ) ) + +void MapLinearIntensities(FourVectors const &intens,uint32 *p1, uint32 *p2, uint32 *p3, uint32 *p4) +{ + // convert four pixels worth of sse-style rgb into argb lwords + // NOTE the _mm_empty macro is voodoo. do not mess with this routine casually - simply throwing + // anything that ends up generating a fpu stack references in here would be bad news. + static fltx4 pixscale={255.0,255.0,255.0,255.0}; + fltx4 r,g,b; + r=MinSIMD(pixscale,MulSIMD(pixscale,PowSIMD(intens.x,IGAMMA))); + g=MinSIMD(pixscale,MulSIMD(pixscale,PowSIMD(intens.y,IGAMMA))); + b=MinSIMD(pixscale,MulSIMD(pixscale,PowSIMD(intens.z,IGAMMA))); + // now, convert to integer + r=AndSIMD( AddSIMD( r, Four_MagicNumbers ), PIXMASK ); + g=AndSIMD( AddSIMD( g, Four_MagicNumbers ), PIXMASK ); + b=AndSIMD( AddSIMD( b, Four_MagicNumbers ), PIXMASK ); + + *(p1)=(SubInt(r, 0))|(SubInt(g, 0)<<8)|(SubInt(b, 0)<<16); + *(p2)=(SubInt(r, 1))|(SubInt(g, 1)<<8)|(SubInt(b, 1)<<16); + *(p3)=(SubInt(r, 2))|(SubInt(g, 2)<<8)|(SubInt(b, 2)<<16); + *(p4)=(SubInt(r, 3))|(SubInt(g, 3)<<8)|(SubInt(b, 3)<<16); +} + +static ALIGN16 int32 signmask[4]={0x80000000,0x80000000,0x80000000,0x80000000}; +static ALIGN16 int32 all_ones[4]={-1,-1,-1,-1}; +static fltx4 all_zeros={0,0,0,0}; +static fltx4 TraceLimit={1.0e20,1.0e20,1.0e20,1.0e20}; + +void RayTracingEnvironment::RenderScene( + int width, int height, // width and height of desired rendering + int stride, // actual width in pixels of target buffer + uint32 *output_buffer, // pointer to destination + Vector CameraOrigin, // eye position + Vector ULCorner, // word space coordinates of upper left + // monitor corner + Vector URCorner, // top right corner + Vector LLCorner, // lower left + Vector LRCorner, // lower right + RayTraceLightingMode_t lmode) +{ + // first, compute deltas + Vector dxvector=URCorner; + dxvector-=ULCorner; + dxvector*=(1.0/width); + Vector dxvectortimes2=dxvector; + dxvectortimes2+=dxvector; + + Vector dyvector=LLCorner; + dyvector-=ULCorner; + dyvector*=(1.0/height); + + + // block_offsets-relative offsets for eahc of the 4 pixels in the block, in sse format + FourVectors block_offsets; + block_offsets.LoadAndSwizzle(Vector(0,0,0),dxvector,dyvector,dxvector+dyvector); + + FourRays myrays; + myrays.origin.DuplicateVector(CameraOrigin); + + // tmprays is used fo rthe case when we cannot trace 4 rays at once. + FourRays tmprays; + tmprays.origin.DuplicateVector(CameraOrigin); + + // now, we will ray trace pixels. we will do the rays in a 2x2 pattern + for(int y=0;y<height;y+=2) + { + Vector SLoc=dyvector; + SLoc*=((float) y); + SLoc+=ULCorner; + uint32 *dest=output_buffer+y*stride; + for(int x=0;x<width;x+=2) + { + myrays.direction.DuplicateVector(SLoc); + myrays.direction+=block_offsets; + myrays.direction.VectorNormalize(); + + RayTracingResult rslt; + Trace4Rays(myrays,all_zeros,TraceLimit, &rslt); + if ((rslt.HitIds[0]==-1) && (rslt.HitIds[1]==-1) && + (rslt.HitIds[2]==-1) && (rslt.HitIds[3]==-1)) + MapLinearIntensities(BackgroundColor,dest,dest+1,dest+stride,dest+stride+1); + else + { + // make sure normal points back towards ray origin + fltx4 ndoti=rslt.surface_normal*myrays.direction; + fltx4 bad_dirs=AndSIMD(CmpGtSIMD(ndoti,Four_Zeros), + LoadAlignedSIMD((float *) signmask)); + + // flip signs of all "wrong" normals + rslt.surface_normal.x=XorSIMD(bad_dirs,rslt.surface_normal.x); + rslt.surface_normal.y=XorSIMD(bad_dirs,rslt.surface_normal.y); + rslt.surface_normal.z=XorSIMD(bad_dirs,rslt.surface_normal.z); + + FourVectors intens; + intens.DuplicateVector(Vector(0,0,0)); + // set up colors + FourVectors surf_colors; + surf_colors.DuplicateVector(Vector(0,0,0)); + for(int i=0;i<4;i++) + { + if (rslt.HitIds[i]>=0) + { + surf_colors.X(i)=TriangleColors[rslt.HitIds[i]].x; + surf_colors.Y(i)=TriangleColors[rslt.HitIds[i]].y; + surf_colors.Z(i)=TriangleColors[rslt.HitIds[i]].z; + } + + } + FourVectors surface_pos=myrays.direction; + surface_pos*=rslt.HitDistance; + surface_pos+=myrays.origin; + + switch(lmode) + { + case DIRECT_LIGHTING: + { + // light all points + for(int l=0;l<LightList.Count();l++) + { + LightList[l].ComputeLightAtPoints(surface_pos,rslt.surface_normal, + intens); + } + } + break; + + case DIRECT_LIGHTING_WITH_SHADOWS: + { + // light all points + for(int l=0;l<LightList.Count();l++) + { + FourVectors ldir; + ldir.DuplicateVector(LightList[l].m_Position); + ldir-=surface_pos; + fltx4 MaxT=ldir.length(); + ldir.VectorNormalizeFast(); + // now, compute shadow flag + FourRays myrays; + myrays.origin=surface_pos; + FourVectors epsilon=ldir; + epsilon*=0.01; + myrays.origin+=epsilon; + myrays.direction=ldir; + RayTracingResult shadowtest; + Trace4Rays(myrays,Four_Zeros,MaxT, &shadowtest); + fltx4 unshadowed=CmpGtSIMD(shadowtest.HitDistance,MaxT); + if (! (IsAllZeros(unshadowed))) + { + FourVectors tmp; + tmp.DuplicateVector(Vector(0,0,0)); + LightList[l].ComputeLightAtPoints(surface_pos,rslt.surface_normal, + tmp); + intens.x=AddSIMD(intens.x,AndSIMD(tmp.x,unshadowed)); + intens.y=AddSIMD(intens.y,AndSIMD(tmp.y,unshadowed)); + intens.z=AddSIMD(intens.z,AndSIMD(tmp.z,unshadowed)); + } + } + } + break; + } + // now, mask off non-hitting pixels + intens.VProduct(surf_colors); + fltx4 no_hit_mask=CmpGtSIMD(rslt.HitDistance,TraceLimit); + + intens.x=OrSIMD(AndSIMD(BackgroundColor.x,no_hit_mask), + AndNotSIMD(no_hit_mask,intens.x)); + intens.y=OrSIMD(AndSIMD(BackgroundColor.y,no_hit_mask), + AndNotSIMD(no_hit_mask,intens.y)); + intens.z=OrSIMD(AndSIMD(BackgroundColor.y,no_hit_mask), + AndNotSIMD(no_hit_mask,intens.z)); + + MapLinearIntensities(intens,dest,dest+1,dest+stride,dest+stride+1); + } + dest+=2; + SLoc+=dxvectortimes2; + } + } +} + + + + +#define SQ(x) ((x)*(x)) + +void RayTracingEnvironment::ComputeVirtualLightSources(void) +{ + int start_pos=0; + for(int b=0;b<3;b++) + { + int nl=LightList.Count(); + int where_to_start=start_pos; + start_pos=nl; + for(int l=where_to_start;l<nl;l++) + { + DirectionalSampler_t sample_generator; + int n_desired=1*LightList[l].m_Color.Length(); + if (LightList[l].m_Type==MATERIAL_LIGHT_SPOT) + n_desired*=LightList[l].m_Phi/2; + for(int try1=0;try1<n_desired;try1++) + { + LightDesc_t const &li=LightList[l]; + FourRays myrays; + myrays.origin.DuplicateVector(li.m_Position); + RayTracingResult rslt; + Vector trial_dir=sample_generator.NextValue(); + if (li.IsDirectionWithinLightCone(trial_dir)) + { + myrays.direction.DuplicateVector(trial_dir); + Trace4Rays(myrays,all_zeros,ReplicateX4(1000.0), &rslt); + if ((rslt.HitIds[0]!=-1)) + { + // make sure normal points back towards ray origin + fltx4 ndoti=rslt.surface_normal*myrays.direction; + fltx4 bad_dirs=AndSIMD(CmpGtSIMD(ndoti,Four_Zeros), + LoadAlignedSIMD((float *) signmask)); + + // flip signs of all "wrong" normals + rslt.surface_normal.x=XorSIMD(bad_dirs,rslt.surface_normal.x); + rslt.surface_normal.y=XorSIMD(bad_dirs,rslt.surface_normal.y); + rslt.surface_normal.z=XorSIMD(bad_dirs,rslt.surface_normal.z); + + // a hit! let's make a virtual light source + + // treat the virtual light as a disk with its center at the hit position + // and its radius scaled by the amount of the solid angle this probe + // represents. + float area_of_virtual_light= + 4.0*M_PI*SQ( SubFloat( rslt.HitDistance, 0 ) )*(1.0/n_desired); + + FourVectors intens; + intens.DuplicateVector(Vector(0,0,0)); + + FourVectors surface_pos=myrays.direction; + surface_pos*=rslt.HitDistance; + surface_pos+=myrays.origin; + FourVectors delta=rslt.surface_normal; + delta*=0.1; + surface_pos+=delta; + LightList[l].ComputeLightAtPoints(surface_pos,rslt.surface_normal, + intens); + FourVectors surf_colors; + surf_colors.DuplicateVector(TriangleColors[rslt.HitIds[0]]); + intens*=surf_colors; + // see if significant + LightDesc_t l1; + l1.m_Type=MATERIAL_LIGHT_SPOT; + l1.m_Position=Vector(surface_pos.X(0),surface_pos.Y(0),surface_pos.Z(0)); + l1.m_Direction=Vector(rslt.surface_normal.X(0),rslt.surface_normal.Y(0), + rslt.surface_normal.Z(0)); + l1.m_Color=Vector(intens.X(0),intens.Y(0),intens.Z(0)); + if (l1.m_Color.Length()>0) + { + l1.m_Color*=area_of_virtual_light/M_PI; + l1.m_Range=0.0; + l1.m_Falloff=1.0; + l1.m_Attenuation0=1.0; + l1.m_Attenuation1=0.0; + l1.m_Attenuation2=1.0; // intens falls off as 1/r^2 + l1.m_Theta=0; + l1.m_Phi=M_PI; + l1.RecalculateDerivedValues(); + LightList.AddToTail(l1); + } + } + } + } + } + } +} + + + +static unsigned int GetSignMask(Vector const &v) +{ + unsigned int ret=0; + if (v.x<0.0) + ret++; + if (v.y<0) + ret+=2; + if (v.z<0) + ret+=4; + return ret; +} + + +inline void RayTracingEnvironment::FlushStreamEntry(RayStream &s,int msk) +{ + assert(msk>=0); + assert(msk<8); + fltx4 tmax=s.PendingRays[msk].direction.length(); + fltx4 scl=ReciprocalSaturateSIMD(tmax); + s.PendingRays[msk].direction*=scl; // normalize + RayTracingResult tmpresult; + Trace4Rays(s.PendingRays[msk],Four_Zeros,tmax,msk,&tmpresult); + // now, write out results + for(int r=0;r<4;r++) + { + RayTracingSingleResult *out=s.PendingStreamOutputs[msk][r]; + out->ray_length=SubFloat( tmax, r ); + out->surface_normal.x=tmpresult.surface_normal.X(r); + out->surface_normal.y=tmpresult.surface_normal.Y(r); + out->surface_normal.z=tmpresult.surface_normal.Z(r); + out->HitID=tmpresult.HitIds[r]; + out->HitDistance=SubFloat( tmpresult.HitDistance, r ); + } + s.n_in_stream[msk]=0; +} + +void RayTracingEnvironment::AddToRayStream(RayStream &s, + Vector const &start,Vector const &end, + RayTracingSingleResult *rslt_out) +{ + Vector delta=end; + delta-=start; + int msk=GetSignMask(delta); + assert(msk>=0); + assert(msk<8); + int pos=s.n_in_stream[msk]; + assert(pos<4); + s.PendingRays[msk].origin.X(pos)=start.x; + s.PendingRays[msk].origin.Y(pos)=start.y; + s.PendingRays[msk].origin.Z(pos)=start.z; + s.PendingRays[msk].direction.X(pos)=delta.x; + s.PendingRays[msk].direction.Y(pos)=delta.y; + s.PendingRays[msk].direction.Z(pos)=delta.z; + s.PendingStreamOutputs[msk][pos]=rslt_out; + if (pos==3) + { + FlushStreamEntry(s,msk); + } + else + s.n_in_stream[msk]++; +} + +void RayTracingEnvironment::FinishRayStream(RayStream &s) +{ + for(int msk=0;msk<8;msk++) + { + int cnt=s.n_in_stream[msk]; + if (cnt) + { + // fill in unfilled entries with dups of first + for(int c=cnt;c<4;c++) + { + s.PendingRays[msk].origin.X(c) = s.PendingRays[msk].origin.X(0); + s.PendingRays[msk].origin.Y(c) = s.PendingRays[msk].origin.Y(0); + s.PendingRays[msk].origin.Z(c) = s.PendingRays[msk].origin.Z(0); + s.PendingRays[msk].direction.X(c) = s.PendingRays[msk].direction.X(0); + s.PendingRays[msk].direction.Y(c) = s.PendingRays[msk].direction.Y(0); + s.PendingRays[msk].direction.Z(c) = s.PendingRays[msk].direction.Z(0); + s.PendingStreamOutputs[msk][c]=s.PendingStreamOutputs[msk][0]; + } + FlushStreamEntry(s,msk); + } + } +} diff --git a/mp/src/raytrace/trace3.cpp b/mp/src/raytrace/trace3.cpp new file mode 100644 index 00000000..b582347e --- /dev/null +++ b/mp/src/raytrace/trace3.cpp @@ -0,0 +1,127 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// + +#include "raytrace.h" +#include <bspfile.h> +#include "bsplib.h" + +static Vector VertCoord(dface_t const &f, int vnum) +{ + int eIndex = dsurfedges[f.firstedge+vnum]; + int point; + if( eIndex < 0 ) + { + point = dedges[-eIndex].v[1]; + } + else + { + point = dedges[eIndex].v[0]; + } + dvertex_t *v=dvertexes+point; + return Vector(v->point[0],v->point[1],v->point[2]); + +} + +Vector colors[]={ + Vector(0.5,0.5,1), + Vector(0.5,1,0.5), + Vector(0.5,1,1), + Vector(1,0.5,0.5), + Vector(1,0.5,1), + Vector(1,1,1)}; + +void RayTracingEnvironment::AddBSPFace(int id,dface_t const &face) +{ + if (face.dispinfo!=-1) // displacements must be dealt with elsewhere + return; + texinfo_t *tx =(face.texinfo>=0)?&(texinfo[face.texinfo]):0; +// if (tx && (tx->flags & (SURF_SKY|SURF_NODRAW))) +// return; + if (tx) + { + printf("id %d flags=%x\n",id,tx->flags); + } + printf("side: "); + for(int v=0;v<face.numedges;v++) + { + printf("(%f %f %f) ",XYZ(VertCoord(face,v))); + } + printf("\n"); + int ntris=face.numedges-2; + for(int tri=0;tri<ntris;tri++) + { + + AddTriangle(id,VertCoord(face,0),VertCoord(face,(tri+1)%face.numedges), + VertCoord(face,(tri+2)%face.numedges),Vector(1,1,1)); //colors[id % NELEMS(colors)]); + } +} + +void RayTracingEnvironment::InitializeFromLoadedBSP(void) +{ +// CUtlVector<uint8> PlanesToSkip; +// SidesToSkip.EnsureCapacity(numplanes); +// for(int s=0;s<numplanes;s++) +// SidesToSkip.AddToTail(0); +// for(int b=0;b<numbrushes;b++) +// if ((dbrushes[b].contents & MASK_OPAQUE)==0) +// { +// // transparent brush - mark all its sides as "do not process" +// for(int s=0;s<dbrushes[b].numsides;s++) +// { +// PlanesToSkip[s+dbrushes[b].firstside]=1; +// } + +// } +// // now, add all origfaces, omitting those whose sides are the ones we marked previously +// for(int c=0;c<numorigfaces;c++) +// { +// dface_t const &f=dorigfaces[c]; +// if (SidesToSkip[f.AddBSPFace(c,dorigfaces[c]); +// } + + + +// // ugly - I want to traverse all the faces. but there is no way to get from a face back to it's +// // original brush, and I need to get back to the face to the contents field of the brush. So I +// // will create a temporary mapping from a "side" to its brush. I can get from the face to it +// // side, which can get me back to its brush. + +// CUtlVector<uint8> OrigFaceVisited; +// OrigFaceVisited.EnsureCapacity(numorigfaces); +// int n_added=0; + +// for(int i=0;i<numorigfaces;i++) +// OrigFaceVisited.AddToTail(0); + +// for(int l=0;l<numleafs;l++) +// { +// dleaf_t const &lf=dleafs[l]; +// // if (lf.contents & MASK_OPAQUE) +// { +// for(int f=0;f<lf.numleaffaces;f++); +// { +// dface_t const &face=dfaces[f+lf.firstleafface]; +// if (OrigFaceVisited[face.origFace]==0) +// { +// dface_t const &oface=dorigfaces[face.origFace]; +// OrigFaceVisited[face.origFace]=1; +// n_added++; +// AddBSPFace(face.origFace,oface); +// } +// } +// } +// } +// printf("added %d of %d\n",n_added,numorigfaces); +// for(int c=0;c<numorigfaces;c++) +// { +// dface_t const &f=dorigfaces[c]; +// AddBSPFace(c,dorigfaces[c]); +// } + for(int c=0;c<numfaces;c++) + { +// dface_t const &f=dfaces[c]; + AddBSPFace(c,dorigfaces[c]); + } + +// AddTriangle(1234,Vector(51,145,-700),Vector(71,165,-700),Vector(51,165,-700),colors[5]); +} + |