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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/vraddisps.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/vraddisps.cpp')
-rw-r--r--mp/src/utils/vrad/vraddisps.cpp1783
1 files changed, 1783 insertions, 0 deletions
diff --git a/mp/src/utils/vrad/vraddisps.cpp b/mp/src/utils/vrad/vraddisps.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "vrad.h"
+#include "utlvector.h"
+#include "cmodel.h"
+#include "BSPTreeData.h"
+#include "VRAD_DispColl.h"
+#include "CollisionUtils.h"
+#include "lightmap.h"
+#include "Radial.h"
+#include "CollisionUtils.h"
+#include "mathlib/bumpvects.h"
+#include "utlrbtree.h"
+#include "tier0/fasttimer.h"
+#include "disp_vrad.h"
+
+class CBSPDispRayDistanceEnumerator;
+
+//=============================================================================
+//
+// Displacement/Face List
+//
+class CBSPDispFaceListEnumerator : public ISpatialLeafEnumerator, public IBSPTreeDataEnumerator
+{
+public:
+
+ //=========================================================================
+ //
+ // Construction/Deconstruction
+ //
+ CBSPDispFaceListEnumerator() {};
+ virtual ~CBSPDispFaceListEnumerator()
+ {
+ m_DispList.Purge();
+ m_FaceList.Purge();
+ }
+
+ // ISpatialLeafEnumerator
+ bool EnumerateLeaf( int ndxLeaf, int context );
+
+ // IBSPTreeDataEnumerator
+ bool FASTCALL EnumerateElement( int userId, int context );
+
+public:
+
+ CUtlVector<CVRADDispColl*> m_DispList;
+ CUtlVector<int> m_FaceList;
+};
+
+
+//=============================================================================
+//
+// RayEnumerator
+//
+class CBSPDispRayEnumerator : public ISpatialLeafEnumerator, public IBSPTreeDataEnumerator
+{
+public:
+ // ISpatialLeafEnumerator
+ bool EnumerateLeaf( int ndxLeaf, int context );
+
+ // IBSPTreeDataEnumerator
+ bool FASTCALL EnumerateElement( int userId, int context );
+};
+
+//=============================================================================
+//
+// VRad Displacement Manager
+//
+class CVRadDispMgr : public IVRadDispMgr
+{
+public:
+
+ //=========================================================================
+ //
+ // Construction/Deconstruction
+ //
+ CVRadDispMgr();
+ virtual ~CVRadDispMgr();
+
+ // creation/destruction
+ void Init( void );
+ void Shutdown( void );
+
+ // "CalcPoints"
+ bool BuildDispSamples( lightinfo_t *pLightInfo, facelight_t *pFaceLight, int ndxFace );
+ bool BuildDispLuxels( lightinfo_t *pLightInfo, facelight_t *pFaceLight, int ndxFace );
+ bool BuildDispSamplesAndLuxels_DoFast( lightinfo_t *pLightInfo, facelight_t *pFaceLight, int ndxFace );
+
+ // patching functions
+ void MakePatches( void );
+ void SubdividePatch( int iPatch );
+
+ // pre "FinalLightFace"
+ void InsertSamplesDataIntoHashTable( void );
+ void InsertPatchSampleDataIntoHashTable( void );
+
+ // "FinalLightFace"
+ radial_t *BuildLuxelRadial( int ndxFace, int ndxStyle, bool bBump );
+ bool SampleRadial( int ndxFace, radial_t *pRadial, Vector const &vPos, int ndxLxl, LightingValue_t *pLightSample, int sampleCount, bool bPatch );
+ radial_t *BuildPatchRadial( int ndxFace, bool bBump );
+
+ // utility
+ void GetDispSurfNormal( int ndxFace, Vector &pt, Vector &ptNormal, bool bInside );
+ void GetDispSurf( int ndxFace, CVRADDispColl **ppDispTree );
+
+ // bsp tree functions
+ bool ClipRayToDisp( DispTested_t &dispTested, Ray_t const &ray );
+ bool ClipRayToDispInLeaf( DispTested_t &dispTested, Ray_t const &ray, int ndxLeaf );
+ void ClipRayToDispInLeaf( DispTested_t &dispTested, Ray_t const &ray, int ndxLeaf,
+ float& dist, dface_t*& pFace, Vector2D& luxelCoord );
+ void ClipRayToDispInLeaf( DispTested_t &dispTested, Ray_t const &ray,
+ int ndxLeaf, float& dist, Vector *pNormal );
+
+ void StartRayTest( DispTested_t &dispTested );
+ void AddPolysForRayTrace( void );
+
+ // general timing -- should be moved!!
+ void StartTimer( const char *name );
+ void EndTimer( void );
+
+ //=========================================================================
+ //
+ // Enumeration Methods
+ //
+ bool DispRay_EnumerateLeaf( int ndxLeaf, int context );
+ bool DispRay_EnumerateElement( int userId, int context );
+ bool DispRayDistance_EnumerateElement( int userId, CBSPDispRayDistanceEnumerator* pEnum );
+
+ bool DispFaceList_EnumerateLeaf( int ndxLeaf, int context );
+ bool DispFaceList_EnumerateElement( int userId, int context );
+
+private:
+
+ //=========================================================================
+ //
+ // BSP Tree Helpers
+ //
+ void InsertDispIntoTree( int ndxDisp );
+ void RemoveDispFromTree( int ndxDisp );
+
+ //=========================================================================
+ //
+ // Displacement Data Loader (from .bsp)
+ //
+ void UnserializeDisps( void );
+ void DispBuilderInit( CCoreDispInfo *pBuilderDisp, dface_t *pFace, int ndxFace );
+
+ //=========================================================================
+ //
+ // Sampling Helpers
+ //
+ void RadialLuxelBuild( CVRADDispColl *pDispTree, radial_t *pRadial, int ndxStyle, bool bBump );
+ void RadialLuxelAddSamples( int ndxFace, Vector const &luxelPt, Vector const &luxelNormal, float radius,
+ radial_t *pRadial, int ndxRadial, bool bBump, int lightStyle );
+
+ void RadialPatchBuild( CVRADDispColl *pDispTree, radial_t *pRadial, bool bBump );
+ void RadialLuxelAddPatch( int ndxFace, Vector const &luxelPt,
+ Vector const &luxelNormal, float radius,
+ radial_t *pRadial, int ndxRadial, bool bBump,
+ CUtlVector<CPatch*> &interestingPatches );
+
+ bool IsNeighbor( int iDispFace, int iNeighborFace );
+
+ void GetInterestingPatchesForLuxels(
+ int ndxFace,
+ CUtlVector<CPatch*> &interestingPatches,
+ float patchSampleRadius );
+
+private:
+
+ struct DispCollTree_t
+ {
+ CVRADDispColl *m_pDispTree;
+ BSPTreeDataHandle_t m_Handle;
+ };
+
+ struct EnumContext_t
+ {
+ DispTested_t *m_pDispTested;
+ Ray_t const *m_pRay;
+ };
+
+ CUtlVector<DispCollTree_t> m_DispTrees;
+
+ IBSPTreeData *m_pBSPTreeData;
+
+ CBSPDispRayEnumerator m_EnumDispRay;
+ CBSPDispFaceListEnumerator m_EnumDispFaceList;
+
+ int sampleCount;
+ Vector *m_pSamplePos;
+
+ CFastTimer m_Timer;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: expose IVRadDispMgr to vrad
+//-----------------------------------------------------------------------------
+
+static CVRadDispMgr s_DispMgr;
+
+IVRadDispMgr *StaticDispMgr( void )
+{
+ return &s_DispMgr;
+}
+
+
+//=============================================================================
+//
+// Displacement/Face List
+//
+// ISpatialLeafEnumerator
+bool CBSPDispFaceListEnumerator::EnumerateLeaf( int ndxLeaf, int context )
+{
+ return s_DispMgr.DispFaceList_EnumerateLeaf( ndxLeaf, context );
+}
+
+// IBSPTreeDataEnumerator
+bool FASTCALL CBSPDispFaceListEnumerator::EnumerateElement( int userId, int context )
+{
+ return s_DispMgr.DispFaceList_EnumerateElement( userId, context );
+}
+
+
+//=============================================================================
+//
+// RayEnumerator
+//
+bool CBSPDispRayEnumerator::EnumerateLeaf( int ndxLeaf, int context )
+{
+ return s_DispMgr.DispRay_EnumerateLeaf( ndxLeaf, context );
+}
+
+bool FASTCALL CBSPDispRayEnumerator::EnumerateElement( int userId, int context )
+{
+ return s_DispMgr.DispRay_EnumerateElement( userId, context );
+}
+
+
+//-----------------------------------------------------------------------------
+// Here's an enumerator that we use for testing against disps in a leaf...
+//-----------------------------------------------------------------------------
+
+class CBSPDispRayDistanceEnumerator : public IBSPTreeDataEnumerator
+{
+public:
+ CBSPDispRayDistanceEnumerator() : m_Distance(1.0f), m_pSurface(0) {}
+
+ // IBSPTreeDataEnumerator
+ bool FASTCALL EnumerateElement( int userId, int context )
+ {
+ return s_DispMgr.DispRayDistance_EnumerateElement( userId, this );
+ }
+
+ float m_Distance;
+ dface_t* m_pSurface;
+ DispTested_t *m_pDispTested;
+ Ray_t const *m_pRay;
+ Vector2D m_LuxelCoord;
+ Vector m_Normal;
+};
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+CVRadDispMgr::CVRadDispMgr()
+{
+ m_pBSPTreeData = CreateBSPTreeData();
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+CVRadDispMgr::~CVRadDispMgr()
+{
+ DestroyBSPTreeData( m_pBSPTreeData );
+}
+
+
+//-----------------------------------------------------------------------------
+// Insert a displacement into the tree for collision
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::InsertDispIntoTree( int ndxDisp )
+{
+ DispCollTree_t &dispTree = m_DispTrees[ndxDisp];
+ CDispCollTree *pDispTree = dispTree.m_pDispTree;
+
+ // get the bounding box of the tree
+ Vector boxMin, boxMax;
+ pDispTree->GetBounds( boxMin, boxMax );
+
+ // add the displacement to the tree so we will collide against it
+ dispTree.m_Handle = m_pBSPTreeData->Insert( ndxDisp, boxMin, boxMax );
+}
+
+
+//-----------------------------------------------------------------------------
+// Remove a displacement from the tree for collision
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::RemoveDispFromTree( int ndxDisp )
+{
+ // release the tree handle
+ if( m_DispTrees[ndxDisp].m_Handle != TREEDATA_INVALID_HANDLE )
+ {
+ m_pBSPTreeData->Remove( m_DispTrees[ndxDisp].m_Handle );
+ m_DispTrees[ndxDisp].m_Handle = TREEDATA_INVALID_HANDLE;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::Init( void )
+{
+ // initialize the bsp tree
+ m_pBSPTreeData->Init( ToolBSPTree() );
+
+ // read in displacements that have been compiled into the bsp file
+ UnserializeDisps();
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::Shutdown( void )
+{
+ // remove all displacements from the tree
+ for( int ndxDisp = m_DispTrees.Size(); ndxDisp >= 0; ndxDisp-- )
+ {
+ RemoveDispFromTree( ndxDisp );
+ }
+
+ // shutdown the bsp tree
+ m_pBSPTreeData->Shutdown();
+
+ // purge the displacement collision tree list
+ m_DispTrees.Purge();
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::DispBuilderInit( CCoreDispInfo *pBuilderDisp, dface_t *pFace, int ndxFace )
+{
+ // get the .bsp displacement
+ ddispinfo_t *pDisp = &g_dispinfo[pFace->dispinfo];
+ if( !pDisp )
+ return;
+
+ //
+ // initlialize the displacement base surface
+ //
+ CCoreDispSurface *pSurf = pBuilderDisp->GetSurface();
+ pSurf->SetPointCount( 4 );
+ pSurf->SetHandle( ndxFace );
+ pSurf->SetContents( pDisp->contents );
+
+ Vector pt[4];
+ int ndxPt;
+ for( ndxPt = 0; ndxPt < 4; ndxPt++ )
+ {
+ int eIndex = dsurfedges[pFace->firstedge+ndxPt];
+ if( eIndex < 0 )
+ {
+ pSurf->SetPoint( ndxPt, dvertexes[dedges[-eIndex].v[1]].point );
+ }
+ else
+ {
+ pSurf->SetPoint( ndxPt, dvertexes[dedges[eIndex].v[0]].point );
+ }
+
+ VectorCopy( pSurf->GetPoint(ndxPt), pt[ndxPt] );
+ }
+
+ //
+ // calculate the displacement surface normal
+ //
+ Vector vFaceNormal;
+ pSurf->GetNormal( vFaceNormal );
+ for( ndxPt = 0; ndxPt < 4; ndxPt++ )
+ {
+ pSurf->SetPointNormal( ndxPt, vFaceNormal );
+ }
+
+ // set the surface initial point info
+ pSurf->SetPointStart( pDisp->startPosition );
+ pSurf->FindSurfPointStartIndex();
+ pSurf->AdjustSurfPointData();
+
+ Vector vecTmp( texinfo[pFace->texinfo].lightmapVecsLuxelsPerWorldUnits[0][0],
+ texinfo[pFace->texinfo].lightmapVecsLuxelsPerWorldUnits[0][1],
+ texinfo[pFace->texinfo].lightmapVecsLuxelsPerWorldUnits[0][2] );
+ int nLuxelsPerWorldUnit = static_cast<int>( 1.0f / VectorLength( vecTmp ) );
+ Vector vecU( texinfo[pFace->texinfo].lightmapVecsLuxelsPerWorldUnits[0][0],
+ texinfo[pFace->texinfo].lightmapVecsLuxelsPerWorldUnits[0][1],
+ texinfo[pFace->texinfo].lightmapVecsLuxelsPerWorldUnits[0][2] );
+ Vector vecV( texinfo[pFace->texinfo].lightmapVecsLuxelsPerWorldUnits[1][0],
+ texinfo[pFace->texinfo].lightmapVecsLuxelsPerWorldUnits[1][1],
+ texinfo[pFace->texinfo].lightmapVecsLuxelsPerWorldUnits[1][2] );
+ pSurf->CalcLuxelCoords( nLuxelsPerWorldUnit, false, vecU, vecV );
+
+ pBuilderDisp->SetNeighborData( pDisp->m_EdgeNeighbors, pDisp->m_CornerNeighbors );
+
+ CDispVert *pVerts = &g_DispVerts[ pDisp->m_iDispVertStart ];
+ CDispTri *pTris = &g_DispTris[pDisp->m_iDispTriStart];
+
+ //
+ // initialize the displacement data
+ //
+ pBuilderDisp->InitDispInfo(
+ pDisp->power,
+ pDisp->minTess,
+ pDisp->smoothingAngle,
+ pVerts,
+ pTris );
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::UnserializeDisps( void )
+{
+ // temporarily create the "builder" displacements
+ CUtlVector<CCoreDispInfo*> builderDisps;
+ for ( int iDisp = 0; iDisp < g_dispinfo.Count(); ++iDisp )
+ {
+ CCoreDispInfo *pDisp = new CCoreDispInfo;
+ if ( !pDisp )
+ {
+ builderDisps.Purge();
+ return;
+ }
+
+ int nIndex = builderDisps.AddToTail();
+ pDisp->SetListIndex( nIndex );
+ builderDisps[nIndex] = pDisp;
+ }
+
+ // Set them up as CDispUtilsHelpers.
+ for ( int iDisp = 0; iDisp < g_dispinfo.Count(); ++iDisp )
+ {
+ builderDisps[iDisp]->SetDispUtilsHelperInfo( builderDisps.Base(), g_dispinfo.Count() );
+ }
+
+ //
+ // find all faces with displacement data and initialize
+ //
+ for( int ndxFace = 0; ndxFace < numfaces; ndxFace++ )
+ {
+ dface_t *pFace = &g_pFaces[ndxFace];
+ if( ValidDispFace( pFace ) )
+ {
+ DispBuilderInit( builderDisps[pFace->dispinfo], pFace, ndxFace );
+ }
+ }
+
+ // generate the displacement surfaces
+ for( int iDisp = 0; iDisp < g_dispinfo.Count(); ++iDisp )
+ {
+ builderDisps[iDisp]->Create();
+ }
+
+ // smooth edge normals
+ SmoothNeighboringDispSurfNormals( builderDisps.Base(), g_dispinfo.Count() );
+
+ //
+ // create the displacement collision tree and add it to the bsp tree
+ //
+ CVRADDispColl *pDispTrees = new CVRADDispColl[g_dispinfo.Count()];
+ if( !pDispTrees )
+ return;
+
+ m_DispTrees.AddMultipleToTail( g_dispinfo.Count() );
+
+ for( int iDisp = 0; iDisp < g_dispinfo.Count(); iDisp++ )
+ {
+ pDispTrees[iDisp].Create( builderDisps[iDisp] );
+
+ m_DispTrees[iDisp].m_pDispTree = &pDispTrees[iDisp];
+ m_DispTrees[iDisp].m_Handle = TREEDATA_INVALID_HANDLE;
+
+ InsertDispIntoTree( iDisp );
+ }
+
+ // free "builder" disps
+ builderDisps.Purge();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: create a set of patches for each displacement surface to transfer
+// bounced light around with
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::MakePatches( void )
+{
+ // Collect stats - keep track of the total displacement surface area.
+ float flTotalArea = 0.0f;
+
+ // Create patches for all of the displacements.
+ int nTreeCount = m_DispTrees.Size();
+ for( int iTree = 0; iTree < nTreeCount; ++iTree )
+ {
+ // Get the current displacement collision tree.
+ CVRADDispColl *pDispTree = m_DispTrees[iTree].m_pDispTree;
+ if( !pDispTree )
+ continue;
+
+ flTotalArea += pDispTree->CreateParentPatches();
+ }
+
+ // Print stats.
+ qprintf( "%i Displacements\n", nTreeCount );
+ qprintf( "%i Square Feet [%.2f Square Inches]\n", ( int )( flTotalArea / 144.0f ), flTotalArea );
+}
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::SubdividePatch( int iPatch )
+{
+ // Get the current patch to subdivide.
+ CPatch *pPatch = &g_Patches[iPatch];
+ if ( !pPatch )
+ return;
+
+ // Create children patches.
+ DispCollTree_t &dispTree = m_DispTrees[g_pFaces[pPatch->faceNumber].dispinfo];
+ CVRADDispColl *pTree = dispTree.m_pDispTree;
+ if( pTree )
+ {
+ pTree->CreateChildPatches( iPatch, 0 );
+ }
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::StartRayTest( DispTested_t &dispTested )
+{
+ if( m_DispTrees.Size() > 0 )
+ {
+ if( dispTested.m_pTested == 0 )
+ {
+ dispTested.m_pTested = new int[m_DispTrees.Size()];
+ memset( dispTested.m_pTested, 0, m_DispTrees.Size() * sizeof( int ) );
+ dispTested.m_Enum = 0;
+ }
+ ++dispTested.m_Enum;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CVRadDispMgr::ClipRayToDisp( DispTested_t &dispTested, Ray_t const &ray )
+{
+ StartRayTest( dispTested );
+
+ EnumContext_t ctx;
+ ctx.m_pRay = &ray;
+ ctx.m_pDispTested = &dispTested;
+
+ // If it got through without a hit, it returns true
+ return !m_pBSPTreeData->EnumerateLeavesAlongRay( ray, &m_EnumDispRay, ( int )&ctx );
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CVRadDispMgr::ClipRayToDispInLeaf( DispTested_t &dispTested, Ray_t const &ray,
+ int ndxLeaf )
+{
+ EnumContext_t ctx;
+ ctx.m_pRay = &ray;
+ ctx.m_pDispTested = &dispTested;
+
+ return !m_pBSPTreeData->EnumerateElementsInLeaf( ndxLeaf, &m_EnumDispRay, ( int )&ctx );
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::ClipRayToDispInLeaf( DispTested_t &dispTested, Ray_t const &ray,
+ int ndxLeaf, float& dist, dface_t*& pFace, Vector2D& luxelCoord )
+{
+ CBSPDispRayDistanceEnumerator rayTestEnum;
+ rayTestEnum.m_pRay = &ray;
+ rayTestEnum.m_pDispTested = &dispTested;
+
+ m_pBSPTreeData->EnumerateElementsInLeaf( ndxLeaf, &rayTestEnum, 0 );
+
+ dist = rayTestEnum.m_Distance;
+ pFace = rayTestEnum.m_pSurface;
+ if (pFace)
+ {
+ Vector2DCopy( rayTestEnum.m_LuxelCoord, luxelCoord );
+ }
+}
+
+void CVRadDispMgr::ClipRayToDispInLeaf( DispTested_t &dispTested, Ray_t const &ray,
+ int ndxLeaf, float& dist, Vector *pNormal )
+{
+ CBSPDispRayDistanceEnumerator rayTestEnum;
+ rayTestEnum.m_pRay = &ray;
+ rayTestEnum.m_pDispTested = &dispTested;
+
+ m_pBSPTreeData->EnumerateElementsInLeaf( ndxLeaf, &rayTestEnum, 0 );
+ dist = rayTestEnum.m_Distance;
+ if ( rayTestEnum.m_pSurface )
+ {
+ *pNormal = rayTestEnum.m_Normal;
+ }
+}
+
+void CVRadDispMgr::AddPolysForRayTrace( void )
+{
+ int nTreeCount = m_DispTrees.Size();
+ for( int iTree = 0; iTree < nTreeCount; ++iTree )
+ {
+ // Get the current displacement collision tree.
+ CVRADDispColl *pDispTree = m_DispTrees[iTree].m_pDispTree;
+
+ // Add the triangles of the tree to the RT environment
+ pDispTree->AddPolysForRayTrace();
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::GetDispSurfNormal( int ndxFace, Vector &pt, Vector &ptNormal,
+ bool bInside )
+{
+ // get the displacement surface data
+ DispCollTree_t &dispTree = m_DispTrees[g_pFaces[ndxFace].dispinfo];
+ CVRADDispColl *pDispTree = dispTree.m_pDispTree;
+
+ // find the parameterized displacement indices
+ Vector2D uv;
+ pDispTree->BaseFacePlaneToDispUV( pt, uv );
+
+ if( bInside )
+ {
+ if( uv[0] < 0.0f || uv[0] > 1.0f ) { Msg( "Disp UV (%f) outside bounds!\n", uv[0] ); }
+ if( uv[1] < 0.0f || uv[1] > 1.0f ) { Msg( "Disp UV (%f) outside bounds!\n", uv[1] ); }
+ }
+
+ if( uv[0] < 0.0f ) { uv[0] = 0.0f; }
+ if( uv[0] > 1.0f ) { uv[0] = 1.0f; }
+ if( uv[1] < 0.0f ) { uv[1] = 0.0f; }
+ if( uv[1] > 1.0f ) { uv[1] = 1.0f; }
+
+ // get the normal at "pt"
+ pDispTree->DispUVToSurfNormal( uv, ptNormal );
+
+ // get the new "pt"
+ pDispTree->DispUVToSurfPoint( uv, pt, 1.0f );
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::GetDispSurf( int ndxFace, CVRADDispColl **ppDispTree )
+{
+ DispCollTree_t &dispTree = m_DispTrees[g_pFaces[ndxFace].dispinfo];
+ *ppDispTree = dispTree.m_pDispTree;
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CVRadDispMgr::DispRay_EnumerateLeaf( int ndxLeaf, int context )
+{
+ return m_pBSPTreeData->EnumerateElementsInLeaf( ndxLeaf, &m_EnumDispRay, context );
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CVRadDispMgr::DispRay_EnumerateElement( int userId, int context )
+{
+ DispCollTree_t &dispTree = m_DispTrees[userId];
+ EnumContext_t *pCtx = ( EnumContext_t* )context;
+
+ // don't test twice (check tested value)
+ if( pCtx->m_pDispTested->m_pTested[userId] == pCtx->m_pDispTested->m_Enum )
+ return true;
+
+ // set the tested value
+ pCtx->m_pDispTested->m_pTested[userId] = pCtx->m_pDispTested->m_Enum;
+
+ // false mean stop iterating -- return false if we hit! (NOTE: opposite return
+ // result of the collision tree's ray test, thus the !)
+ CBaseTrace trace;
+ trace.fraction = 1.0f;
+ return ( !dispTree.m_pDispTree->AABBTree_Ray( *pCtx->m_pRay, pCtx->m_pRay->InvDelta(), &trace, true ) );
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+
+bool CVRadDispMgr::DispRayDistance_EnumerateElement( int userId, CBSPDispRayDistanceEnumerator* pCtx )
+{
+ DispCollTree_t &dispTree = m_DispTrees[userId];
+
+ // don't test twice (check tested value)
+ if( pCtx->m_pDispTested->m_pTested[userId] == pCtx->m_pDispTested->m_Enum )
+ return true;
+
+ // set the tested value
+ pCtx->m_pDispTested->m_pTested[userId] = pCtx->m_pDispTested->m_Enum;
+
+ // Test the ray, if it's closer than previous tests, use it!
+ RayDispOutput_t output;
+ output.ndxVerts[0] = -1;
+ output.ndxVerts[1] = -1;
+ output.ndxVerts[2] = -1;
+ output.ndxVerts[3] = -1;
+ output.u = -1.0f;
+ output.v = -1.0f;
+ output.dist = FLT_MAX;
+
+ if (dispTree.m_pDispTree->AABBTree_Ray( *pCtx->m_pRay, output ))
+ {
+ if (output.dist < pCtx->m_Distance)
+ {
+ pCtx->m_Distance = output.dist;
+ pCtx->m_pSurface = &g_pFaces[dispTree.m_pDispTree->GetParentIndex()];
+
+ // Get the luxel coordinate
+ ComputePointFromBarycentric(
+ dispTree.m_pDispTree->GetLuxelCoord(output.ndxVerts[0]),
+ dispTree.m_pDispTree->GetLuxelCoord(output.ndxVerts[1]),
+ dispTree.m_pDispTree->GetLuxelCoord(output.ndxVerts[2]),
+ output.u, output.v, pCtx->m_LuxelCoord );
+
+ Vector v0,v1,v2;
+ dispTree.m_pDispTree->GetVert( output.ndxVerts[0], v0 );
+ dispTree.m_pDispTree->GetVert( output.ndxVerts[1], v1 );
+ dispTree.m_pDispTree->GetVert( output.ndxVerts[2], v2 );
+ Vector e0 = v1-v0;
+ Vector e1 = v2-v0;
+ pCtx->m_Normal = CrossProduct( e0, e1 );
+ VectorNormalize(pCtx->m_Normal);
+ }
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Test a ray against a particular dispinfo
+//-----------------------------------------------------------------------------
+
+/*
+float CVRadDispMgr::ClipRayToDisp( Ray_t const &ray, int dispinfo )
+{
+ assert( m_DispTrees.IsValidIndex(dispinfo) );
+
+ RayDispOutput_t output;
+ if (!m_DispTrees[dispinfo].m_pDispTree->AABBTree_Ray( ray, output ))
+ return 1.0f;
+ return output.dist;
+}
+*/
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CVRadDispMgr::DispFaceList_EnumerateLeaf( int ndxLeaf, int context )
+{
+ //
+ // add the faces found in this leaf to the face list
+ //
+ dleaf_t *pLeaf = &dleafs[ndxLeaf];
+ for( int ndxFace = 0; ndxFace < pLeaf->numleaffaces; ndxFace++ )
+ {
+ // get the current face index
+ int ndxLeafFace = pLeaf->firstleafface + ndxFace;
+
+ // check to see if the face already lives in the list
+ int ndx;
+ int size = m_EnumDispFaceList.m_FaceList.Size();
+ for( ndx = 0; ndx < size; ndx++ )
+ {
+ if( m_EnumDispFaceList.m_FaceList[ndx] == ndxLeafFace )
+ break;
+ }
+
+ if( ndx == size )
+ {
+ int ndxList = m_EnumDispFaceList.m_FaceList.AddToTail();
+ m_EnumDispFaceList.m_FaceList[ndxList] = ndxLeafFace;
+ }
+ }
+
+ return m_pBSPTreeData->EnumerateElementsInLeaf( ndxLeaf, &m_EnumDispFaceList, context );
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CVRadDispMgr::DispFaceList_EnumerateElement( int userId, int context )
+{
+ DispCollTree_t &dispTree = m_DispTrees[userId];
+ CVRADDispColl *pDispTree = dispTree.m_pDispTree;
+ if( !pDispTree )
+ return false;
+
+ // check to see if the displacement already lives in the list
+ int ndx;
+ int size = m_EnumDispFaceList.m_DispList.Size();
+ for( ndx = 0; ndx < size; ndx++ )
+ {
+ if( m_EnumDispFaceList.m_DispList[ndx] == pDispTree )
+ break;
+ }
+
+ if( ndx == size )
+ {
+ int ndxList = m_EnumDispFaceList.m_DispList.AddToTail();
+ m_EnumDispFaceList.m_DispList[ndxList] = pDispTree;
+ }
+
+ return true;
+}
+
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+inline void GetSampleLight( facelight_t *pFaceLight, int ndxStyle, bool bBumped,
+ int ndxSample, LightingValue_t *pSampleLight )
+{
+// SampleLight[0].Init( 20.0f, 10.0f, 10.0f );
+// return;
+
+ // get sample from bumped lighting data
+ if( bBumped )
+ {
+ for( int ndxBump = 0; ndxBump < ( NUM_BUMP_VECTS+1 ); ndxBump++ )
+ {
+ pSampleLight[ndxBump] = pFaceLight->light[ndxStyle][ndxBump][ndxSample];
+ }
+ }
+ // just a generally lit surface
+ else
+ {
+ pSampleLight[0] = pFaceLight->light[ndxStyle][0][ndxSample];
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void AddSampleLightToRadial( Vector const &samplePos, Vector const &sampleNormal,
+ LightingValue_t *pSampleLight, float sampleRadius2,
+ Vector const &luxelPos, Vector const &luxelNormal,
+ radial_t *pRadial, int ndxRadial, bool bBumped,
+ bool bNeighborBumped )
+{
+ // check normals to see if sample contributes any light at all
+ float angle = sampleNormal.Dot( luxelNormal );
+ if ( angle < 0.15f )
+ return;
+
+ // calculate the light vector
+ Vector vSegment = samplePos - luxelPos;
+
+ // get the distance to the light
+ float dist = vSegment.Length();
+ float dist2 = dist * dist;
+
+ // Check to see if the light is within the influence.
+ float influence = 1.0f - ( dist2 / ( sampleRadius2 ) );
+ if( influence <= 0.0f )
+ return;
+
+ influence *= angle;
+
+ if( bBumped )
+ {
+ if( bNeighborBumped )
+ {
+ for( int ndxBump = 0; ndxBump < ( NUM_BUMP_VECTS+1 ); ndxBump++ )
+ {
+ pRadial->light[ndxBump][ndxRadial].AddWeighted( pSampleLight[ndxBump], influence );
+ }
+ pRadial->weight[ndxRadial] += influence;
+ }
+ else
+ {
+ influence *= 0.05f;
+ for( int ndxBump = 0; ndxBump < ( NUM_BUMP_VECTS+1 ); ndxBump++ )
+ {
+ pRadial->light[ndxBump][ndxRadial].AddWeighted( pSampleLight[0], influence );
+ }
+ pRadial->weight[ndxRadial] += influence;
+ }
+ }
+ else
+ {
+ pRadial->light[0][ndxRadial].AddWeighted( pSampleLight[0], influence );
+ pRadial->weight[ndxRadial] += influence;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CVRadDispMgr::IsNeighbor( int iFace, int iNeighborFace )
+{
+ if ( iFace == iNeighborFace )
+ return true;
+
+ faceneighbor_t *pFaceNeighbor = &faceneighbor[iFace];
+ for ( int iNeighbor = 0; iNeighbor < pFaceNeighbor->numneighbors; iNeighbor++ )
+ {
+ if ( pFaceNeighbor->neighbor[iNeighbor] == iNeighborFace )
+ return true;
+ }
+
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::RadialLuxelAddSamples( int ndxFace, Vector const &luxelPt, Vector const &luxelNormal, float radius,
+ radial_t *pRadial, int ndxRadial, bool bBump, int lightStyle )
+{
+ // calculate one over the voxel size
+ float ooVoxelSize = 1.0f / SAMPLEHASH_VOXEL_SIZE;
+
+ //
+ // find voxel info
+ //
+ int voxelMin[3], voxelMax[3];
+ for( int axis = 0; axis < 3; axis++ )
+ {
+ voxelMin[axis] = ( int )( ( luxelPt[axis] - radius ) * ooVoxelSize );
+ voxelMax[axis] = ( int )( ( luxelPt[axis] + radius ) * ooVoxelSize ) + 1;
+ }
+
+ SampleData_t sampleData;
+ for( int ndxZ = voxelMin[2]; ndxZ < voxelMax[2] + 1; ndxZ++ )
+ {
+ for( int ndxY = voxelMin[1]; ndxY < voxelMax[1] + 1; ndxY++ )
+ {
+ for( int ndxX = voxelMin[0]; ndxX < voxelMax[0] + 1; ndxX++ )
+ {
+ sampleData.x = ndxX * 100;
+ sampleData.y = ndxY * 10;
+ sampleData.z = ndxZ;
+
+ UtlHashHandle_t handle = g_SampleHashTable.Find( sampleData );
+ if( handle != g_SampleHashTable.InvalidHandle() )
+ {
+ SampleData_t *pSampleData = &g_SampleHashTable.Element( handle );
+ int count = pSampleData->m_Samples.Count();
+ for( int ndx = 0; ndx < count; ndx++ )
+ {
+ SampleHandle_t sampleHandle = pSampleData->m_Samples.Element( ndx );
+ int ndxSample = ( sampleHandle & 0x0000ffff );
+ int ndxFaceLight = ( ( sampleHandle >> 16 ) & 0x0000ffff );
+
+ facelight_t *pFaceLight = &facelight[ndxFaceLight];
+ if( pFaceLight && IsNeighbor( ndxFace, ndxFaceLight ) )
+ {
+ //
+ // check for similar lightstyles
+ //
+ dface_t *pFace = &g_pFaces[ndxFaceLight];
+ if( pFace )
+ {
+ int ndxNeighborStyle = -1;
+ for( int ndxLightStyle = 0; ndxLightStyle < MAXLIGHTMAPS; ndxLightStyle++ )
+ {
+ if( pFace->styles[ndxLightStyle] == lightStyle )
+ {
+ ndxNeighborStyle = ndxLightStyle;
+ break;
+ }
+ }
+ if( ndxNeighborStyle == -1 )
+ continue;
+
+ // is this surface bumped???
+ bool bNeighborBump = texinfo[pFace->texinfo].flags & SURF_BUMPLIGHT ? true : false;
+
+ LightingValue_t sampleLight[NUM_BUMP_VECTS+1];
+ GetSampleLight( pFaceLight, ndxNeighborStyle, bNeighborBump, ndxSample, sampleLight );
+ AddSampleLightToRadial( pFaceLight->sample[ndxSample].pos, pFaceLight->sample[ndxSample].normal,
+ sampleLight, radius*radius, luxelPt, luxelNormal, pRadial, ndxRadial,
+ bBump, bNeighborBump );
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::RadialLuxelBuild( CVRADDispColl *pDispTree, radial_t *pRadial,
+ int ndxStyle, bool bBump )
+{
+ //
+ // get data lighting data
+ //
+ int ndxFace = pDispTree->GetParentIndex();
+
+ dface_t *pFace = &g_pFaces[ndxFace];
+ facelight_t *pFaceLight = &facelight[ndxFace];
+
+ // get the influence radius
+ float radius2 = pDispTree->GetSampleRadius2();
+ float radius = ( float )sqrt( radius2 );
+
+ int radialSize = pRadial->w * pRadial->h;
+ for( int ndxRadial = 0; ndxRadial < radialSize; ndxRadial++ )
+ {
+ RadialLuxelAddSamples( ndxFace, pFaceLight->luxel[ndxRadial], pFaceLight->luxelNormals[ndxRadial],
+ radius, pRadial, ndxRadial, bBump, pFace->styles[ndxStyle] );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+radial_t *CVRadDispMgr::BuildLuxelRadial( int ndxFace, int ndxStyle, bool bBump )
+{
+ // allocate the radial
+ radial_t *pRadial = AllocateRadial( ndxFace );
+ if( !pRadial )
+ return NULL;
+
+ //
+ // step 1: get the displacement surface to be lit
+ //
+ DispCollTree_t &dispTree = m_DispTrees[g_pFaces[ndxFace].dispinfo];
+ CVRADDispColl *pDispTree = dispTree.m_pDispTree;
+ if( !pDispTree )
+ return NULL;
+
+ // step 2: build radial luxels
+ RadialLuxelBuild( pDispTree, pRadial, ndxStyle, bBump );
+
+ // step 3: return the built radial
+ return pRadial;
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CVRadDispMgr::SampleRadial( int ndxFace, radial_t *pRadial, Vector const &vPos, int ndxLxl,
+ LightingValue_t *pLightSample, int sampleCount, bool bPatch )
+{
+ bool bGoodSample = true;
+ for ( int count = 0; count < sampleCount; count++ )
+ {
+ pLightSample[count].Zero();
+
+ if ( pRadial->weight[ndxLxl] > 0.0f )
+ {
+ pLightSample[count].AddWeighted( pRadial->light[count][ndxLxl], ( 1.0f / pRadial->weight[ndxLxl] ) );
+ }
+ else
+ {
+ // error, luxel has no samples (not for patches)
+ if ( !bPatch )
+ {
+ // Yes, 2550 is correct!
+ // pLightSample[count].Init( 2550.0f, 0.0f, 2550.0f );
+ if( count == 0 )
+ bGoodSample = false;
+ }
+ }
+ }
+
+ return bGoodSample;
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void GetPatchLight( CPatch *pPatch, bool bBump, Vector *pPatchLight )
+{
+ VectorCopy( pPatch->totallight.light[0], pPatchLight[0] );
+
+ if( bBump )
+ {
+ for( int ndxBump = 1; ndxBump < ( NUM_BUMP_VECTS + 1 ); ndxBump++ )
+ {
+ VectorCopy( pPatch->totallight.light[ndxBump], pPatchLight[ndxBump] );
+ }
+ }
+}
+
+extern void GetBumpNormals( const float* sVect, const float* tVect, const Vector& flatNormal,
+ const Vector& phongNormal, Vector bumpNormals[NUM_BUMP_VECTS] );
+extern void PreGetBumpNormalsForDisp( texinfo_t *pTexinfo, Vector &vecU, Vector &vecV, Vector &vecNormal );
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void AddPatchLightToRadial( Vector const &patchOrigin, Vector const &patchNormal,
+ Vector *pPatchLight, float patchRadius2,
+ Vector const &luxelPos, Vector const &luxelNormal,
+ radial_t *pRadial, int ndxRadial, bool bBump,
+ bool bNeighborBump )
+{
+ // calculate the light vector
+ Vector vSegment = patchOrigin - luxelPos;
+
+ // get the distance to the light
+ float dist = vSegment.Length();
+ float dist2 = dist * dist;
+
+ // Check to see if the light is within the sample influence.
+ float influence = 1.0f - ( dist2 / ( patchRadius2 ) );
+ if ( influence <= 0.0f )
+ return;
+
+ if( bBump )
+ {
+ Vector normals[NUM_BUMP_VECTS+1];
+ normals[0] = luxelNormal;
+ texinfo_t *pTexinfo = &texinfo[g_pFaces[pRadial->facenum].texinfo];
+ Vector vecTexU, vecTexV;
+ PreGetBumpNormalsForDisp( pTexinfo, vecTexU, vecTexV, normals[0] );
+ GetBumpNormals( vecTexU, vecTexV, normals[0], normals[0], &normals[1] );
+
+ if( bNeighborBump )
+ {
+ float flScale = patchNormal.Dot( normals[0] );
+ flScale = clamp( flScale, 0.0f, flScale );
+ float flBumpInfluence = influence * flScale;
+
+ for( int ndxBump = 0; ndxBump < ( NUM_BUMP_VECTS+1 ); ndxBump++ )
+ {
+ pRadial->light[ndxBump][ndxRadial].AddWeighted( pPatchLight[ndxBump], flBumpInfluence );
+ }
+
+ pRadial->weight[ndxRadial] += flBumpInfluence;
+ }
+ else
+ {
+ float flScale = patchNormal.Dot( normals[0] );
+ flScale = clamp( flScale, 0.0f, flScale );
+ float flBumpInfluence = influence * flScale * 0.05f;
+
+ for( int ndxBump = 0; ndxBump < ( NUM_BUMP_VECTS+1 ); ndxBump++ )
+ {
+ pRadial->light[ndxBump][ndxRadial].AddWeighted( pPatchLight[0], flBumpInfluence );
+ }
+
+ pRadial->weight[ndxRadial] += flBumpInfluence;
+ }
+ }
+ else
+ {
+ float flScale = patchNormal.Dot( luxelNormal );
+ flScale = clamp( flScale, 0.0f, flScale );
+ influence *= flScale;
+ pRadial->light[0][ndxRadial].AddWeighted( pPatchLight[0], influence );
+
+ // add the weight value
+ pRadial->weight[ndxRadial] += influence;
+ }
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::RadialLuxelAddPatch( int ndxFace, Vector const &luxelPt,
+ Vector const &luxelNormal, float radius,
+ radial_t *pRadial, int ndxRadial, bool bBump,
+ CUtlVector<CPatch*> &interestingPatches )
+{
+#ifdef SAMPLEHASH_QUERY_ONCE
+ for ( int i=0; i < interestingPatches.Count(); i++ )
+ {
+ CPatch *pPatch = interestingPatches[i];
+ bool bNeighborBump = texinfo[g_pFaces[pPatch->faceNumber].texinfo].flags & SURF_BUMPLIGHT ? true : false;
+
+ Vector patchLight[NUM_BUMP_VECTS+1];
+ GetPatchLight( pPatch, bBump, patchLight );
+ AddPatchLightToRadial( pPatch->origin, pPatch->normal, patchLight, radius*radius,
+ luxelPt, luxelNormal, pRadial, ndxRadial, bBump, bNeighborBump );
+ }
+#else
+ // calculate one over the voxel size
+ float ooVoxelSize = 1.0f / SAMPLEHASH_VOXEL_SIZE;
+
+ //
+ // find voxel info
+ //
+ int voxelMin[3], voxelMax[3];
+ for ( int axis = 0; axis < 3; axis++ )
+ {
+ voxelMin[axis] = ( int )( ( luxelPt[axis] - radius ) * ooVoxelSize );
+ voxelMax[axis] = ( int )( ( luxelPt[axis] + radius ) * ooVoxelSize ) + 1;
+ }
+
+ unsigned short curIterationKey = IncrementPatchIterationKey();
+ PatchSampleData_t patchData;
+ for ( int ndxZ = voxelMin[2]; ndxZ < voxelMax[2] + 1; ndxZ++ )
+ {
+ for ( int ndxY = voxelMin[1]; ndxY < voxelMax[1] + 1; ndxY++ )
+ {
+ for ( int ndxX = voxelMin[0]; ndxX < voxelMax[0] + 1; ndxX++ )
+ {
+ patchData.x = ndxX * 100;
+ patchData.y = ndxY * 10;
+ patchData.z = ndxZ;
+
+ UtlHashHandle_t handle = g_PatchSampleHashTable.Find( patchData );
+ if ( handle != g_PatchSampleHashTable.InvalidHandle() )
+ {
+ PatchSampleData_t *pPatchData = &g_PatchSampleHashTable.Element( handle );
+ int count = pPatchData->m_ndxPatches.Count();
+ for ( int ndx = 0; ndx < count; ndx++ )
+ {
+ int ndxPatch = pPatchData->m_ndxPatches.Element( ndx );
+ CPatch *pPatch = &g_Patches.Element( ndxPatch );
+ if ( pPatch && pPatch->m_IterationKey != curIterationKey )
+ {
+ pPatch->m_IterationKey = curIterationKey;
+
+ if ( IsNeighbor( ndxFace, pPatch->faceNumber ) )
+ {
+ bool bNeighborBump = texinfo[g_pFaces[pPatch->faceNumber].texinfo].flags & SURF_BUMPLIGHT ? true : false;
+
+ Vector patchLight[NUM_BUMP_VECTS+1];
+ GetPatchLight( pPatch, bBump, patchLight );
+ AddPatchLightToRadial( pPatch->origin, pPatch->normal, patchLight, radius*radius,
+ luxelPt, luxelNormal, pRadial, ndxRadial, bBump, bNeighborBump );
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+#endif
+}
+
+
+void CVRadDispMgr::GetInterestingPatchesForLuxels(
+ int ndxFace,
+ CUtlVector<CPatch*> &interestingPatches,
+ float patchSampleRadius )
+{
+ facelight_t *pFaceLight = &facelight[ndxFace];
+
+ // Get the max bounds of all voxels that these luxels touch.
+ Vector vLuxelMin( FLT_MAX, FLT_MAX, FLT_MAX );
+ Vector vLuxelMax( -FLT_MAX, -FLT_MAX, -FLT_MAX );
+ for ( int i=0; i < pFaceLight->numluxels; i++ )
+ {
+ VectorMin( pFaceLight->luxel[i], vLuxelMin, vLuxelMin );
+ VectorMax( pFaceLight->luxel[i], vLuxelMax, vLuxelMax );
+ }
+
+ int allVoxelMin[3], allVoxelMax[3];
+ for ( int axis = 0; axis < 3; axis++ )
+ {
+ allVoxelMin[axis] = ( int )( ( vLuxelMin[axis] - patchSampleRadius ) / SAMPLEHASH_VOXEL_SIZE );
+ allVoxelMax[axis] = ( int )( ( vLuxelMax[axis] + patchSampleRadius ) / SAMPLEHASH_VOXEL_SIZE ) + 1;
+ }
+ int allVoxelSize[3] = { allVoxelMax[0] - allVoxelMin[0], allVoxelMax[1] - allVoxelMin[1], allVoxelMax[2] - allVoxelMin[2] };
+
+
+ // Now figure out exactly which voxels these luxels touch.
+ CUtlVector<unsigned char> voxelBits;
+ voxelBits.SetSize( ((allVoxelSize[0] * allVoxelSize[1] * allVoxelSize[2]) + 7) / 8 );
+ memset( voxelBits.Base(), 0, voxelBits.Count() );
+
+ for ( int i=0; i < pFaceLight->numluxels; i++ )
+ {
+ int voxelMin[3], voxelMax[3];
+ for ( int axis=0; axis < 3; axis++ )
+ {
+ voxelMin[axis] = ( int )( ( pFaceLight->luxel[i][axis] - patchSampleRadius ) / SAMPLEHASH_VOXEL_SIZE );
+ voxelMax[axis] = ( int )( ( pFaceLight->luxel[i][axis] + patchSampleRadius ) / SAMPLEHASH_VOXEL_SIZE ) + 1;
+ }
+
+ for ( int x=voxelMin[0]; x < voxelMax[0]; x++ )
+ {
+ for ( int y=voxelMin[1]; y < voxelMax[1]; y++ )
+ {
+ for ( int z=voxelMin[2]; z < voxelMax[2]; z++ )
+ {
+ int iBit = (z - allVoxelMin[2])*(allVoxelSize[0]*allVoxelSize[1]) +
+ (y-allVoxelMin[1])*allVoxelSize[0] +
+ (x-allVoxelMin[0]);
+ voxelBits[iBit>>3] |= (1 << (iBit & 7));
+ }
+ }
+ }
+ }
+
+
+ // Now get the list of patches that touch those voxels.
+ unsigned short curIterationKey = IncrementPatchIterationKey();
+
+ for ( int x=0; x < allVoxelSize[0]; x++ )
+ {
+ for ( int y=0; y < allVoxelSize[1]; y++ )
+ {
+ for ( int z=0; z < allVoxelSize[2]; z++ )
+ {
+ // Make sure this voxel has any luxels that care about it.
+ int iBit = z*(allVoxelSize[0]*allVoxelSize[1]) + y*allVoxelSize[0] + x;
+ unsigned char val = voxelBits[iBit>>3] & (1 << (iBit & 7));
+ if ( !val )
+ continue;
+
+ PatchSampleData_t patchData;
+ patchData.x = (x + allVoxelMin[0]) * 100;
+ patchData.y = (y + allVoxelMin[1]) * 10;
+ patchData.z = (z + allVoxelMin[2]);
+
+ UtlHashHandle_t handle = g_PatchSampleHashTable.Find( patchData );
+ if ( handle != g_PatchSampleHashTable.InvalidHandle() )
+ {
+ PatchSampleData_t *pPatchData = &g_PatchSampleHashTable.Element( handle );
+
+ // For all patches that touch this hash table element..
+ for ( int ndx = 0; ndx < pPatchData->m_ndxPatches.Count(); ndx++ )
+ {
+ int ndxPatch = pPatchData->m_ndxPatches.Element( ndx );
+ CPatch *pPatch = &g_Patches.Element( ndxPatch );
+
+ // If we haven't touched the patch already and it's a valid neighbor, then we want to use it.
+ if ( pPatch && pPatch->m_IterationKey != curIterationKey )
+ {
+ pPatch->m_IterationKey = curIterationKey;
+
+ if ( IsNeighbor( ndxFace, pPatch->faceNumber ) )
+ {
+ interestingPatches.AddToTail( pPatch );
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::RadialPatchBuild( CVRADDispColl *pDispTree, radial_t *pRadial,
+ bool bBump )
+{
+ //
+ // get data lighting data
+ //
+ int ndxFace = pDispTree->GetParentIndex();
+ facelight_t *pFaceLight = &facelight[ndxFace];
+
+ // get the influence radius
+ float radius2 = pDispTree->GetPatchSampleRadius2();
+ float radius = ( float )sqrt( radius2 );
+
+ CUtlVector<CPatch*> interestingPatches;
+#ifdef SAMPLEHASH_QUERY_ONCE
+ GetInterestingPatchesForLuxels( ndxFace, interestingPatches, radius );
+#endif
+
+ int radialSize = pRadial->w * pRadial->h;
+ for( int ndxRadial = 0; ndxRadial < radialSize; ndxRadial++ )
+ {
+ RadialLuxelAddPatch(
+ ndxFace,
+ pFaceLight->luxel[ndxRadial],
+ pFaceLight->luxelNormals[ndxRadial],
+ radius,
+ pRadial,
+ ndxRadial,
+ bBump,
+ interestingPatches );
+ }
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+radial_t *CVRadDispMgr::BuildPatchRadial( int ndxFace, bool bBump )
+{
+ // allocate the radial
+ radial_t *pRadial = AllocateRadial( ndxFace );
+ if( !pRadial )
+ return NULL;
+
+ //
+ // step 1: get the displacement surface to be lit
+ //
+ DispCollTree_t &dispTree = m_DispTrees[g_pFaces[ndxFace].dispinfo];
+ CVRADDispColl *pDispTree = dispTree.m_pDispTree;
+ if( !pDispTree )
+ return NULL;
+
+ // step 2: build radial of patch light
+ RadialPatchBuild( pDispTree, pRadial, bBump );
+
+ // step 3: return the built radial
+ return pRadial;
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool SampleInSolid( sample_t *pSample )
+{
+ int ndxLeaf = PointLeafnum( pSample->pos );
+ return ( dleafs[ndxLeaf].contents == CONTENTS_SOLID );
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::InsertSamplesDataIntoHashTable( void )
+{
+ int totalSamples = 0;
+#if 0
+ int totalSamplesInSolid = 0;
+#endif
+
+ for( int ndxFace = 0; ndxFace < numfaces; ndxFace++ )
+ {
+ dface_t *pFace = &g_pFaces[ndxFace];
+ facelight_t *pFaceLight = &facelight[ndxFace];
+ if( !pFace || !pFaceLight )
+ continue;
+
+ if( texinfo[pFace->texinfo].flags & TEX_SPECIAL )
+ continue;
+
+#if 0
+ bool bDisp = ( pFace->dispinfo != -1 );
+#endif
+ //
+ // for each sample
+ //
+ for( int ndxSample = 0; ndxSample < pFaceLight->numsamples; ndxSample++ )
+ {
+ sample_t *pSample = &pFaceLight->sample[ndxSample];
+ if( pSample )
+ {
+#if 0
+ if( bDisp )
+ {
+ // test sample to see if the displacement samples resides in solid
+ if( SampleInSolid( pSample ) )
+ {
+ totalSamplesInSolid++;
+ continue;
+ }
+ }
+#endif
+
+ // create the sample handle
+ SampleHandle_t sampleHandle = ndxSample;
+ sampleHandle |= ( ndxFace << 16 );
+
+ SampleData_AddSample( pSample, sampleHandle );
+ }
+
+ }
+
+ totalSamples += pFaceLight->numsamples;
+ }
+
+#if 0
+ // not implemented yet!!!
+ Msg( "%d samples in solid\n", totalSamplesInSolid );
+#endif
+
+ // log the distribution
+ SampleData_Log();
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::InsertPatchSampleDataIntoHashTable( void )
+{
+ // don't insert patch samples if we are not bouncing light
+ if( numbounce <= 0 )
+ return;
+
+ int totalPatchSamples = 0;
+
+ for( int ndxFace = 0; ndxFace < numfaces; ndxFace++ )
+ {
+ dface_t *pFace = &g_pFaces[ndxFace];
+ facelight_t *pFaceLight = &facelight[ndxFace];
+ if( !pFace || !pFaceLight )
+ continue;
+
+ if( texinfo[pFace->texinfo].flags & TEX_SPECIAL )
+ continue;
+
+ //
+ // for each patch
+ //
+ CPatch *pNextPatch = NULL;
+ if( g_FacePatches.Element( ndxFace ) != g_FacePatches.InvalidIndex() )
+ {
+ for( CPatch *pPatch = &g_Patches.Element( g_FacePatches.Element( ndxFace ) ); pPatch; pPatch = pNextPatch )
+ {
+ // next patch
+ pNextPatch = NULL;
+ if( pPatch->ndxNext != g_Patches.InvalidIndex() )
+ {
+ pNextPatch = &g_Patches.Element( pPatch->ndxNext );
+ }
+
+ // skip patches with children
+ if( pPatch->child1 != g_Patches.InvalidIndex() )
+ continue;
+
+ int ndxPatch = pPatch - g_Patches.Base();
+ PatchSampleData_AddSample( pPatch, ndxPatch );
+
+ totalPatchSamples++;
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::StartTimer( const char *name )
+{
+ Msg( name );
+ m_Timer.Start();
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRadDispMgr::EndTimer( void )
+{
+ m_Timer.End();
+ CCycleCount duration = m_Timer.GetDuration();
+ double seconds = duration.GetSeconds();
+
+ Msg( "Done<%1.4lf sec>\n", seconds );
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CVRadDispMgr::BuildDispSamples( lightinfo_t *pLightInfo, facelight_t *pFaceLight, int ndxFace )
+{
+ // get the tree assosciated with the face
+ DispCollTree_t &dispTree = m_DispTrees[g_pFaces[ndxFace].dispinfo];
+ CVRADDispColl *pDispTree = dispTree.m_pDispTree;
+ if( !pDispTree )
+ return false;
+
+ // lightmap size
+ int width = pLightInfo->face->m_LightmapTextureSizeInLuxels[0]+1;
+ int height = pLightInfo->face->m_LightmapTextureSizeInLuxels[1]+1;
+
+ // calculate the steps in uv space
+ float stepU = 1.0f / ( float )width;
+ float stepV = 1.0f / ( float )height;
+ float halfStepU = stepU * 0.5f;
+ float halfStepV = stepV * 0.5f;
+
+ //
+ // build the winding points (used to generate world space winding and
+ // calculate the area of the "sample")
+ //
+ int ndxU, ndxV;
+
+ // NOTE: These allocations are necessary to avoid stack overflow
+ // FIXME: Solve with storing global per-thread temp buffers if there's
+ // a performance problem with this solution...
+ bool bTempAllocationNecessary = ((height + 1) * (width + 1)) > SINGLE_BRUSH_MAP;
+
+ Vector worldPointBuffer[SINGLE_BRUSH_MAP];
+ sample_t sampleBuffer[SINGLE_BRUSH_MAP*2];
+
+ Vector *pWorldPoints = worldPointBuffer;
+ sample_t *pSamples = sampleBuffer;
+ if (bTempAllocationNecessary)
+ {
+ pWorldPoints = new Vector[ SINGLEMAP ];
+ pSamples = new sample_t[ SINGLEMAP ];
+ }
+
+ for( ndxV = 0; ndxV < ( height + 1 ); ndxV++ )
+ {
+ for( ndxU = 0; ndxU < ( width + 1 ); ndxU++ )
+ {
+ int ndx = ( ndxV * ( width + 1 ) ) + ndxU;
+
+ Vector2D uv( ndxU * stepU, ndxV * stepV );
+ pDispTree->DispUVToSurfPoint( uv, pWorldPoints[ndx], 0.0f );
+ }
+ }
+
+
+ for( ndxV = 0; ndxV < height; ndxV++ )
+ {
+ for( ndxU = 0; ndxU < width; ndxU++ )
+ {
+ // build the winding
+ winding_t *pWinding = AllocWinding( 4 );
+ if( pWinding )
+ {
+ pWinding->numpoints = 4;
+ pWinding->p[0] = pWorldPoints[(ndxV*(width+1))+ndxU];
+ pWinding->p[1] = pWorldPoints[((ndxV+1)*(width+1))+ndxU];
+ pWinding->p[2] = pWorldPoints[((ndxV+1)*(width+1))+(ndxU+1)];
+ pWinding->p[3] = pWorldPoints[(ndxV*(width+1))+(ndxU+1)];
+
+ // calculate the area
+ float area = WindingArea( pWinding );
+
+ int ndxSample = ( ndxV * width ) + ndxU;
+ pSamples[ndxSample].w = pWinding;
+ pSamples[ndxSample].area = area;
+ }
+ else
+ {
+ Msg( "BuildDispSamples: WARNING - failed winding allocation\n" );
+ }
+ }
+ }
+
+ //
+ // build the samples points (based on s, t and sampleoffset (center of samples);
+ // generates world space position and normal)
+ //
+ for( ndxV = 0; ndxV < height; ndxV++ )
+ {
+ for( ndxU = 0; ndxU < width; ndxU++ )
+ {
+ int ndxSample = ( ndxV * width ) + ndxU;
+ pSamples[ndxSample].s = ndxU;
+ pSamples[ndxSample].t = ndxV;
+ pSamples[ndxSample].coord[0] = ( ndxU * stepU ) + halfStepU;
+ pSamples[ndxSample].coord[1] = ( ndxV * stepV ) + halfStepV;
+ pDispTree->DispUVToSurfPoint( pSamples[ndxSample].coord, pSamples[ndxSample].pos, 1.0f );
+ pDispTree->DispUVToSurfNormal( pSamples[ndxSample].coord, pSamples[ndxSample].normal );
+ }
+ }
+
+ //
+ // copy over samples
+ //
+ pFaceLight->numsamples = width * height;
+ pFaceLight->sample = ( sample_t* )calloc( pFaceLight->numsamples, sizeof( *pFaceLight->sample ) );
+ if( !pFaceLight->sample )
+ goto buildDispSamplesError;
+
+ memcpy( pFaceLight->sample, pSamples, pFaceLight->numsamples * sizeof( *pFaceLight->sample ) );
+
+ // statistics - warning?!
+ if( pFaceLight->numsamples == 0 )
+ {
+ Msg( "BuildDispSamples: WARNING - no samples %d\n", pLightInfo->face - g_pFaces );
+ }
+
+ if (bTempAllocationNecessary)
+ {
+ delete[] pWorldPoints;
+ delete[] pSamples;
+ }
+
+ return true;
+
+buildDispSamplesError:
+ if (bTempAllocationNecessary)
+ {
+ delete[] pWorldPoints;
+ delete[] pSamples;
+ }
+
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CVRadDispMgr::BuildDispLuxels( lightinfo_t *pLightInfo, facelight_t *pFaceLight, int ndxFace )
+{
+ // get the tree assosciated with the face
+ DispCollTree_t &dispTree = m_DispTrees[g_pFaces[ndxFace].dispinfo];
+ CVRADDispColl *pDispTree = dispTree.m_pDispTree;
+ if( !pDispTree )
+ return false;
+
+ // lightmap size
+ int width = pLightInfo->face->m_LightmapTextureSizeInLuxels[0]+1;
+ int height = pLightInfo->face->m_LightmapTextureSizeInLuxels[1]+1;
+
+ // calcuate actual luxel points
+ pFaceLight->numluxels = width * height;
+ pFaceLight->luxel = ( Vector* )calloc( pFaceLight->numluxels, sizeof( *pFaceLight->luxel ) );
+ pFaceLight->luxelNormals = ( Vector* )calloc( pFaceLight->numluxels, sizeof( Vector ) );
+ if( !pFaceLight->luxel || !pFaceLight->luxelNormals )
+ return false;
+
+ float stepU = 1.0f / ( float )( width - 1 );
+ float stepV = 1.0f / ( float )( height - 1 );
+
+ for( int ndxV = 0; ndxV < height; ndxV++ )
+ {
+ for( int ndxU = 0; ndxU < width; ndxU++ )
+ {
+ int ndxLuxel = ( ndxV * width ) + ndxU;
+
+ Vector2D uv( ndxU * stepU, ndxV * stepV );
+ pDispTree->DispUVToSurfPoint( uv, pFaceLight->luxel[ndxLuxel], 1.0f );
+ pDispTree->DispUVToSurfNormal( uv, pFaceLight->luxelNormals[ndxLuxel] );
+ }
+ }
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CVRadDispMgr::BuildDispSamplesAndLuxels_DoFast( lightinfo_t *pLightInfo, facelight_t *pFaceLight, int ndxFace )
+{
+ // get the tree assosciated with the face
+ DispCollTree_t &dispTree = m_DispTrees[g_pFaces[ndxFace].dispinfo];
+ CVRADDispColl *pDispTree = dispTree.m_pDispTree;
+ if( !pDispTree )
+ return false;
+
+ // lightmap size
+ int width = pLightInfo->face->m_LightmapTextureSizeInLuxels[0]+1;
+ int height = pLightInfo->face->m_LightmapTextureSizeInLuxels[1]+1;
+
+ // calcuate actual luxel points
+ pFaceLight->numsamples = width * height;
+ pFaceLight->sample = ( sample_t* )calloc( pFaceLight->numsamples, sizeof( *pFaceLight->sample ) );
+ if( !pFaceLight->sample )
+ return false;
+
+ pFaceLight->numluxels = width * height;
+ pFaceLight->luxel = ( Vector* )calloc( pFaceLight->numluxels, sizeof( *pFaceLight->luxel ) );
+ pFaceLight->luxelNormals = ( Vector* )calloc( pFaceLight->numluxels, sizeof( Vector ) );
+ if( !pFaceLight->luxel || !pFaceLight->luxelNormals )
+ return false;
+
+ float stepU = 1.0f / ( float )( width - 1 );
+ float stepV = 1.0f / ( float )( height - 1 );
+ float halfStepU = stepU * 0.5f;
+ float halfStepV = stepV * 0.5f;
+
+ for( int ndxV = 0; ndxV < height; ndxV++ )
+ {
+ for( int ndxU = 0; ndxU < width; ndxU++ )
+ {
+ int ndx = ( ndxV * width ) + ndxU;
+
+ pFaceLight->sample[ndx].s = ndxU;
+ pFaceLight->sample[ndx].t = ndxV;
+ pFaceLight->sample[ndx].coord[0] = ( ndxU * stepU ) + halfStepU;
+ pFaceLight->sample[ndx].coord[1] = ( ndxV * stepV ) + halfStepV;
+
+ pDispTree->DispUVToSurfPoint( pFaceLight->sample[ndx].coord, pFaceLight->sample[ndx].pos, 1.0f );
+ pDispTree->DispUVToSurfNormal( pFaceLight->sample[ndx].coord, pFaceLight->sample[ndx].normal );
+
+ pFaceLight->luxel[ndx] = pFaceLight->sample[ndx].pos;
+ pFaceLight->luxelNormals[ndx] = pFaceLight->sample[ndx].normal;
+ }
+ }
+
+ return true;
+}