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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/utils/vrad/vraddetailprops.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/utils/vrad/vraddetailprops.cpp')
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1 files changed, 1034 insertions, 0 deletions
diff --git a/mp/src/utils/vrad/vraddetailprops.cpp b/mp/src/utils/vrad/vraddetailprops.cpp
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+//========= 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 );
+ }
+
+ VectorMultiply( lightmapColor, 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 );
+}