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authorJoe Ludwig <[email protected]>2013-09-02 11:39:10 -0700
committerJoe Ludwig <[email protected]>2013-09-02 11:39:10 -0700
commita0c29e7dd67abb15c74c85f07741784877edfdcd (patch)
tree35bd6b4580afa14648895b0f321d33a712a5d0fa /mp/src/raytrace
parentAdded bloom shader and screenspace effect helpers as examples for the SDK. (diff)
downloadsource-sdk-2013-a0c29e7dd67abb15c74c85f07741784877edfdcd.tar.xz
source-sdk-2013-a0c29e7dd67abb15c74c85f07741784877edfdcd.zip
General:
* Fixed a variety of server browser issues with mods based on this SDK * Fixed many warnings on various platforms * Added source code for fgdlib and raytrace * Updated many source files with the latest shared source from TF2. OSX: * Added support for Xcode 4.6 * Switched OSX builds to use Xcode instead of makefiles * Moved libs from src/lib/osx32 to src/lib/public/osx32 or src/lib/common/osx32 to match windows better. Linux: * Moved libs from src/lib/linux32 to src/lib/public/linux32 or src/lib/common/linux32 to match windows better.
Diffstat (limited to 'mp/src/raytrace')
-rw-r--r--mp/src/raytrace/raytrace.cpp901
-rw-r--r--mp/src/raytrace/raytrace.vpc26
-rw-r--r--mp/src/raytrace/trace2.cpp376
-rw-r--r--mp/src/raytrace/trace3.cpp127
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..142220e2
--- /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..d8504ec4
--- /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..f7f4ed7e
--- /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..d8000c3d
--- /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]);
+}
+