diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /sp/src/utils/vrad/trace.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/utils/vrad/trace.cpp')
| -rw-r--r-- | sp/src/utils/vrad/trace.cpp | 644 |
1 files changed, 644 insertions, 0 deletions
diff --git a/sp/src/utils/vrad/trace.cpp b/sp/src/utils/vrad/trace.cpp new file mode 100644 index 00000000..f049fc40 --- /dev/null +++ b/sp/src/utils/vrad/trace.cpp @@ -0,0 +1,644 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//===========================================================================//
+// trace.c
+
+//=============================================================================
+
+#include "vrad.h"
+#include "trace.h"
+#include "Cmodel.h"
+#include "mathlib/vmatrix.h"
+
+
+//=============================================================================
+
+class CToolTrace : public CBaseTrace
+{
+public:
+ CToolTrace() {}
+
+ Vector mins;
+ Vector maxs;
+ Vector extents;
+
+ texinfo_t *surface;
+
+ qboolean ispoint;
+
+private:
+ CToolTrace( const CToolTrace& );
+};
+
+
+// 1/32 epsilon to keep floating point happy
+#define DIST_EPSILON (0.03125)
+
+// JAYHL2: This used to be -1, but that caused lots of epsilon issues
+// around slow sloping planes. Perhaps Quake2 limited maps to a certain
+// slope / angle on walkable ground. It has to be a negative number
+// so that the tests work out.
+#define NEVER_UPDATED -9999
+
+//=============================================================================
+
+bool DM_RayDispIntersectTest( CVRADDispColl *pTree, Vector& rayStart, Vector& rayEnd, CToolTrace *pTrace );
+void DM_ClipBoxToBrush( CToolTrace *trace, const Vector & mins, const Vector & maxs, const Vector& p1, const Vector& p2, dbrush_t *brush );
+
+//=============================================================================
+
+float TraceLeafBrushes( int leafIndex, const Vector &start, const Vector &end, CBaseTrace &traceOut )
+{
+ dleaf_t *pLeaf = dleafs + leafIndex;
+ CToolTrace trace;
+ memset( &trace, 0, sizeof(trace) );
+ trace.ispoint = true;
+ trace.startsolid = false;
+ trace.fraction = 1.0;
+
+ for ( int i = 0; i < pLeaf->numleafbrushes; i++ )
+ {
+ int brushnum = dleafbrushes[pLeaf->firstleafbrush+i];
+ dbrush_t *b = &dbrushes[brushnum];
+ if ( !(b->contents & MASK_OPAQUE))
+ continue;
+
+ Vector zeroExtents = vec3_origin;
+ DM_ClipBoxToBrush( &trace, zeroExtents, zeroExtents, start, end, b);
+ if ( trace.fraction != 1.0 || trace.startsolid )
+ {
+ if ( trace.startsolid )
+ trace.fraction = 0.0f;
+ traceOut = trace;
+ return trace.fraction;
+ }
+ }
+ traceOut = trace;
+ return 1.0f;
+}
+
+DispTested_t s_DispTested[MAX_TOOL_THREADS+1];
+
+// this just uses the average coverage for the triangle
+class CCoverageCount : public ITransparentTriangleCallback
+{
+public:
+ CCoverageCount()
+ {
+ m_coverage = Four_Zeros;
+ }
+
+ virtual bool VisitTriangle_ShouldContinue( const TriIntersectData_t &triangle, const FourRays &rays, fltx4 *pHitMask, fltx4 *b0, fltx4 *b1, fltx4 *b2, int32 hitID )
+ {
+ float color = g_RtEnv.GetTriangleColor( hitID ).x;
+ m_coverage = AddSIMD( m_coverage, AndSIMD ( *pHitMask, ReplicateX4 ( color ) ) );
+ m_coverage = MinSIMD( m_coverage, Four_Ones );
+
+ fltx4 onesMask = CmpEqSIMD( m_coverage, Four_Ones );
+
+ // we should continue if the ones that hit the triangle have onesMask set to zero
+ // so hitMask & onesMask != hitMask
+ // so hitMask & onesMask == hitMask means we're done
+ // so ts(hitMask & onesMask == hitMask) != 0xF says go on
+ return 0xF != TestSignSIMD ( CmpEqSIMD ( AndSIMD( *pHitMask, onesMask ), *pHitMask ) );
+ }
+
+ fltx4 GetCoverage()
+ {
+ return m_coverage;
+ }
+
+ fltx4 GetFractionVisible()
+ {
+ return SubSIMD ( Four_Ones, m_coverage );
+ }
+
+ fltx4 m_coverage;
+};
+
+// this will sample the texture to get a coverage at the ray intersection point
+class CCoverageCountTexture : public CCoverageCount
+{
+public:
+ virtual bool VisitTriangle_ShouldContinue( const TriIntersectData_t &triangle, const FourRays &rays, fltx4 *pHitMask, fltx4 *b0, fltx4 *b1, fltx4 *b2, int32 hitID )
+ {
+ int sign = TestSignSIMD( *pHitMask );
+ float addedCoverage[4];
+ for ( int s = 0; s < 4; s++)
+ {
+ addedCoverage[s] = 0.0f;
+ if ( ( sign >> s) & 0x1 )
+ {
+ addedCoverage[s] = ComputeCoverageFromTexture( b0->m128_f32[s], b1->m128_f32[s], b2->m128_f32[s], hitID );
+ }
+ }
+ m_coverage = AddSIMD( m_coverage, LoadUnalignedSIMD( addedCoverage ) );
+ m_coverage = MinSIMD( m_coverage, Four_Ones );
+ fltx4 onesMask = CmpEqSIMD( m_coverage, Four_Ones );
+
+ // we should continue if the ones that hit the triangle have onesMask set to zero
+ // so hitMask & onesMask != hitMask
+ // so hitMask & onesMask == hitMask means we're done
+ // so ts(hitMask & onesMask == hitMask) != 0xF says go on
+ return 0xF != TestSignSIMD ( CmpEqSIMD ( AndSIMD( *pHitMask, onesMask ), *pHitMask ) );
+ }
+};
+
+void TestLine( const FourVectors& start, const FourVectors& stop,
+ fltx4 *pFractionVisible, int static_prop_index_to_ignore )
+{
+ FourRays myrays;
+ myrays.origin = start;
+ myrays.direction = stop;
+ myrays.direction -= myrays.origin;
+ fltx4 len = myrays.direction.length();
+ myrays.direction *= ReciprocalSIMD( len );
+
+ RayTracingResult rt_result;
+ CCoverageCountTexture coverageCallback;
+
+ g_RtEnv.Trace4Rays(myrays, Four_Zeros, len, &rt_result, TRACE_ID_STATICPROP | static_prop_index_to_ignore, g_bTextureShadows ? &coverageCallback : 0 );
+
+ // Assume we can see the targets unless we get hits
+ float visibility[4];
+ for ( int i = 0; i < 4; i++ )
+ {
+ visibility[i] = 1.0f;
+ if ( ( rt_result.HitIds[i] != -1 ) &&
+ ( rt_result.HitDistance.m128_f32[i] < len.m128_f32[i] ) )
+ {
+ visibility[i] = 0.0f;
+ }
+ }
+ *pFractionVisible = LoadUnalignedSIMD( visibility );
+ if ( g_bTextureShadows )
+ *pFractionVisible = MinSIMD( *pFractionVisible, coverageCallback.GetFractionVisible() );
+}
+
+
+
+/*
+================
+DM_ClipBoxToBrush
+================
+*/
+void DM_ClipBoxToBrush( CToolTrace *trace, const Vector& mins, const Vector& maxs, const Vector& p1, const Vector& p2,
+ dbrush_t *brush)
+{
+ dplane_t *plane, *clipplane;
+ float dist;
+ Vector ofs;
+ float d1, d2;
+ float f;
+ dbrushside_t *side, *leadside;
+
+ if (!brush->numsides)
+ return;
+
+ float enterfrac = NEVER_UPDATED;
+ float leavefrac = 1.f;
+ clipplane = NULL;
+
+ bool getout = false;
+ bool startout = false;
+ leadside = NULL;
+
+ // Loop interchanged, so we don't have to check trace->ispoint every side.
+ if ( !trace->ispoint )
+ {
+ for (int i=0 ; i<brush->numsides ; ++i)
+ {
+ side = &dbrushsides[brush->firstside+i];
+ plane = dplanes + side->planenum;
+
+ // FIXME: special case for axial
+
+ // general box case
+ // push the plane out apropriately for mins/maxs
+
+ // FIXME: use signbits into 8 way lookup for each mins/maxs
+ ofs.x = (plane->normal.x < 0) ? maxs.x : mins.x;
+ ofs.y = (plane->normal.y < 0) ? maxs.y : mins.y;
+ ofs.z = (plane->normal.z < 0) ? maxs.z : mins.z;
+// for (j=0 ; j<3 ; j++)
+// {
+ // Set signmask to either 0 if the sign is negative, or 0xFFFFFFFF is the sign is positive:
+ //int signmask = (((*(int *)&(plane->normal[j]))&0x80000000) >> 31) - 1;
+
+ //float temp = maxs[j];
+ //*(int *)&(ofs[j]) = (~signmask) & (*(int *)&temp);
+ //float temp1 = mins[j];
+ //*(int *)&(ofs[j]) |= (signmask) & (*(int *)&temp1);
+// }
+ dist = DotProduct (ofs, plane->normal);
+ dist = plane->dist - dist;
+
+ d1 = DotProduct (p1, plane->normal) - dist;
+ d2 = DotProduct (p2, plane->normal) - dist;
+
+ // if completely in front of face, no intersection
+ if (d1 > 0 && d2 > 0)
+ return;
+
+ if (d2 > 0)
+ getout = true; // endpoint is not in solid
+ if (d1 > 0)
+ startout = true;
+
+ if (d1 <= 0 && d2 <= 0)
+ continue;
+
+ // crosses face
+ if (d1 > d2)
+ { // enter
+ f = (d1-DIST_EPSILON) / (d1-d2);
+ if (f > enterfrac)
+ {
+ enterfrac = f;
+ clipplane = plane;
+ leadside = side;
+ }
+ }
+ else
+ { // leave
+ f = (d1+DIST_EPSILON) / (d1-d2);
+ if (f < leavefrac)
+ leavefrac = f;
+ }
+ }
+ }
+ else
+ {
+ for (int i=0 ; i<brush->numsides ; ++i)
+ {
+ side = &dbrushsides[brush->firstside+i];
+ plane = dplanes + side->planenum;
+
+ // FIXME: special case for axial
+
+ // special point case
+ // don't ray trace against bevel planes
+ if( side->bevel == 1 )
+ continue;
+
+ dist = plane->dist;
+ d1 = DotProduct (p1, plane->normal) - dist;
+ d2 = DotProduct (p2, plane->normal) - dist;
+
+ // if completely in front of face, no intersection
+ if (d1 > 0 && d2 > 0)
+ return;
+
+ if (d2 > 0)
+ getout = true; // endpoint is not in solid
+ if (d1 > 0)
+ startout = true;
+
+ if (d1 <= 0 && d2 <= 0)
+ continue;
+
+ // crosses face
+ if (d1 > d2)
+ { // enter
+ f = (d1-DIST_EPSILON) / (d1-d2);
+ if (f > enterfrac)
+ {
+ enterfrac = f;
+ clipplane = plane;
+ leadside = side;
+ }
+ }
+ else
+ { // leave
+ f = (d1+DIST_EPSILON) / (d1-d2);
+ if (f < leavefrac)
+ leavefrac = f;
+ }
+ }
+ }
+
+
+
+ if (!startout)
+ { // original point was inside brush
+ trace->startsolid = true;
+ if (!getout)
+ trace->allsolid = true;
+ return;
+ }
+ if (enterfrac < leavefrac)
+ {
+ if (enterfrac > NEVER_UPDATED && enterfrac < trace->fraction)
+ {
+ if (enterfrac < 0)
+ enterfrac = 0;
+ trace->fraction = enterfrac;
+ trace->plane.dist = clipplane->dist;
+ trace->plane.normal = clipplane->normal;
+ trace->plane.type = clipplane->type;
+ if (leadside->texinfo!=-1)
+ trace->surface = &texinfo[leadside->texinfo];
+ else
+ trace->surface = 0;
+ trace->contents = brush->contents;
+ }
+ }
+}
+
+void TestLine_DoesHitSky( FourVectors const& start, FourVectors const& stop,
+ fltx4 *pFractionVisible, bool canRecurse, int static_prop_to_skip, bool bDoDebug )
+{
+ FourRays myrays;
+ myrays.origin = start;
+ myrays.direction = stop;
+ myrays.direction -= myrays.origin;
+ fltx4 len = myrays.direction.length();
+ myrays.direction *= ReciprocalSIMD( len );
+ RayTracingResult rt_result;
+ CCoverageCountTexture coverageCallback;
+
+ g_RtEnv.Trace4Rays(myrays, Four_Zeros, len, &rt_result, TRACE_ID_STATICPROP | static_prop_to_skip, g_bTextureShadows? &coverageCallback : 0);
+
+ if ( bDoDebug )
+ {
+ WriteTrace( "trace.txt", myrays, rt_result );
+ }
+
+ float aOcclusion[4];
+ for ( int i = 0; i < 4; i++ )
+ {
+ aOcclusion[i] = 0.0f;
+ if ( ( rt_result.HitIds[i] != -1 ) &&
+ ( rt_result.HitDistance.m128_f32[i] < len.m128_f32[i] ) )
+ {
+ int id = g_RtEnv.OptimizedTriangleList[rt_result.HitIds[i]].m_Data.m_IntersectData.m_nTriangleID;
+ if ( !( id & TRACE_ID_SKY ) )
+ aOcclusion[i] = 1.0f;
+ }
+ }
+ fltx4 occlusion = LoadUnalignedSIMD( aOcclusion );
+ if (g_bTextureShadows)
+ occlusion = MaxSIMD ( occlusion, coverageCallback.GetCoverage() );
+
+ bool fullyOccluded = ( TestSignSIMD( CmpGeSIMD( occlusion, Four_Ones ) ) == 0xF );
+
+ // if we hit sky, and we're not in a sky camera's area, try clipping into the 3D sky boxes
+ if ( (! fullyOccluded) && canRecurse && (! g_bNoSkyRecurse ) )
+ {
+ FourVectors dir = stop;
+ dir -= start;
+ dir.VectorNormalize();
+
+ int leafIndex = -1;
+ leafIndex = PointLeafnum( start.Vec( 0 ) );
+ if ( leafIndex >= 0 )
+ {
+ int area = dleafs[leafIndex].area;
+ if (area >= 0 && area < numareas)
+ {
+ if (area_sky_cameras[area] < 0)
+ {
+ int cam;
+ for (cam = 0; cam < num_sky_cameras; ++cam)
+ {
+ FourVectors skystart, skytrans, skystop;
+ skystart.DuplicateVector( sky_cameras[cam].origin );
+ skystop = start;
+ skystop *= sky_cameras[cam].world_to_sky;
+ skystart += skystop;
+
+ skystop = dir;
+ skystop *= MAX_TRACE_LENGTH;
+ skystop += skystart;
+ TestLine_DoesHitSky ( skystart, skystop, pFractionVisible, false, static_prop_to_skip, bDoDebug );
+ occlusion = AddSIMD ( occlusion, Four_Ones );
+ occlusion = SubSIMD ( occlusion, *pFractionVisible );
+ }
+ }
+ }
+ }
+ }
+
+ occlusion = MaxSIMD( occlusion, Four_Zeros );
+ occlusion = MinSIMD( occlusion, Four_Ones );
+ *pFractionVisible = SubSIMD( Four_Ones, occlusion );
+}
+
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+int PointLeafnum_r( const Vector &point, int ndxNode )
+{
+ // while loop here is to avoid recursion overhead
+ while( ndxNode >= 0 )
+ {
+ dnode_t *pNode = dnodes + ndxNode;
+ dplane_t *pPlane = dplanes + pNode->planenum;
+
+ float dist;
+ if( pPlane->type < 3 )
+ {
+ dist = point[pPlane->type] - pPlane->dist;
+ }
+ else
+ {
+ dist = DotProduct( pPlane->normal, point ) - pPlane->dist;
+ }
+
+ if( dist < 0.0f )
+ {
+ ndxNode = pNode->children[1];
+ }
+ else
+ {
+ ndxNode = pNode->children[0];
+ }
+ }
+
+ return ( -1 - ndxNode );
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+int PointLeafnum( const Vector &point )
+{
+ return PointLeafnum_r( point, 0 );
+}
+
+// this iterates the list of entities looking for _vradshadows 1
+// each brush entity containing this key is added to the raytracing environment
+// as a triangle soup model.
+
+dmodel_t *BrushmodelForEntity( entity_t *pEntity )
+{
+ const char *pModelname = ValueForKey( pEntity, "model" );
+ if ( Q_strlen(pModelname) > 1 )
+ {
+ int modelIndex = atol( pModelname + 1 );
+ if ( modelIndex > 0 && modelIndex < nummodels )
+ {
+ return &dmodels[modelIndex];
+ }
+ }
+ return NULL;
+}
+
+void AddBrushToRaytraceEnvironment( dbrush_t *pBrush, const VMatrix &xform )
+{
+ if ( !( pBrush->contents & MASK_OPAQUE ) )
+ return;
+
+ Vector v0, v1, v2;
+ for (int i = 0; i < pBrush->numsides; i++ )
+ {
+ dbrushside_t *side = &dbrushsides[pBrush->firstside + i];
+ dplane_t *plane = &dplanes[side->planenum];
+ texinfo_t *tx = &texinfo[side->texinfo];
+ winding_t *w = BaseWindingForPlane (plane->normal, plane->dist);
+
+ if ( tx->flags & SURF_SKY || side->dispinfo )
+ continue;
+
+ for (int j=0 ; j<pBrush->numsides && w; j++)
+ {
+ if (i == j)
+ continue;
+ dbrushside_t *pOtherSide = &dbrushsides[pBrush->firstside + j];
+ if (pOtherSide->bevel)
+ continue;
+ plane = &dplanes[pOtherSide->planenum^1];
+ ChopWindingInPlace (&w, plane->normal, plane->dist, 0);
+ }
+ if ( w )
+ {
+ for ( int j = 2; j < w->numpoints; j++ )
+ {
+ v0 = xform.VMul4x3(w->p[0]);
+ v1 = xform.VMul4x3(w->p[j-1]);
+ v2 = xform.VMul4x3(w->p[j]);
+ Vector fullCoverage;
+ fullCoverage.x = 1.0f;
+ g_RtEnv.AddTriangle(TRACE_ID_OPAQUE, v0, v1, v2, fullCoverage);
+ }
+ FreeWinding( w );
+ }
+ }
+}
+
+
+// recurse the bsp and build a list of brushes at the leaves under this node
+void GetBrushes_r( int node, CUtlVector<int> &list )
+{
+ if ( node < 0 )
+ {
+ int leafIndex = -1 - node;
+ // Add the solids in the leaf
+ for ( int i = 0; i < dleafs[leafIndex].numleafbrushes; i++ )
+ {
+ int brushIndex = dleafbrushes[dleafs[leafIndex].firstleafbrush + i];
+ if ( list.Find(brushIndex) < 0 )
+ {
+ list.AddToTail( brushIndex );
+ }
+ }
+ }
+ else
+ {
+ // recurse
+ dnode_t *pnode = dnodes + node;
+
+ GetBrushes_r( pnode->children[0], list );
+ GetBrushes_r( pnode->children[1], list );
+ }
+}
+
+
+void AddBrushes( dmodel_t *pModel, const VMatrix &xform )
+{
+ if ( pModel )
+ {
+ CUtlVector<int> brushList;
+ GetBrushes_r( pModel->headnode, brushList );
+ for ( int i = 0; i < brushList.Count(); i++ )
+ {
+ int ndxBrush = brushList[i];
+ AddBrushToRaytraceEnvironment( &dbrushes[ndxBrush], xform );
+ }
+ }
+}
+
+
+// Adds the brush entities that cast shadows to the raytrace environment
+void ExtractBrushEntityShadowCasters()
+{
+ for ( int i = 0; i < num_entities; i++ )
+ {
+ if ( IntForKey( &entities[i], "vrad_brush_cast_shadows" ) != 0 )
+ {
+ Vector origin;
+ QAngle angles;
+ GetVectorForKey( &entities[i], "origin", origin );
+ GetAnglesForKey( &entities[i], "angles", angles );
+ VMatrix xform;
+ xform.SetupMatrixOrgAngles( origin, angles );
+ AddBrushes( BrushmodelForEntity( &entities[i] ), xform );
+ }
+ }
+}
+
+void AddBrushesForRayTrace( void )
+{
+ if ( !nummodels )
+ return;
+
+ VMatrix identity;
+ identity.Identity();
+
+ CUtlVector<int> brushList;
+ GetBrushes_r ( dmodels[0].headnode, brushList );
+
+ for ( int i = 0; i < brushList.Size(); i++ )
+ {
+ dbrush_t *brush = &dbrushes[brushList[i]];
+ AddBrushToRaytraceEnvironment ( brush, identity );
+ }
+
+ for ( int i = 0; i < dmodels[0].numfaces; i++ )
+ {
+ int ndxFace = dmodels[0].firstface + i;
+ dface_t *face = &g_pFaces[ndxFace];
+
+ texinfo_t *tx = &texinfo[face->texinfo];
+ if ( !( tx->flags & SURF_SKY ) )
+ continue;
+
+ Vector points[MAX_POINTS_ON_WINDING];
+
+ for ( int j = 0; j < face->numedges; j++ )
+ {
+ int surfEdge = dsurfedges[face->firstedge + j];
+ short v;
+
+ if (surfEdge < 0)
+ v = dedges[-surfEdge].v[1];
+ else
+ v = dedges[surfEdge].v[0];
+
+ dvertex_t *dv = &dvertexes[v];
+ points[j] = dv->point;
+ }
+
+ for ( int j = 2; j < face->numedges; j++ )
+ {
+ Vector fullCoverage;
+ fullCoverage.x = 1.0f;
+ g_RtEnv.AddTriangle ( TRACE_ID_SKY, points[0], points[j - 1], points[j], fullCoverage );
+ }
+ }
+}
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