diff options
| author | Joe Ludwig <[email protected]> | 2013-09-02 11:39:10 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-09-02 11:39:10 -0700 |
| commit | a0c29e7dd67abb15c74c85f07741784877edfdcd (patch) | |
| tree | 35bd6b4580afa14648895b0f321d33a712a5d0fa /sp/src/raytrace/trace2.cpp | |
| parent | Added bloom shader and screenspace effect helpers as examples for the SDK. (diff) | |
| download | source-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 'sp/src/raytrace/trace2.cpp')
| -rw-r--r-- | sp/src/raytrace/trace2.cpp | 376 |
1 files changed, 376 insertions, 0 deletions
diff --git a/sp/src/raytrace/trace2.cpp b/sp/src/raytrace/trace2.cpp new file mode 100644 index 00000000..f7f4ed7e --- /dev/null +++ b/sp/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);
+ }
+ }
+}
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