From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/utils/vrad/vrad.cpp | 2936 ++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2936 insertions(+) create mode 100644 mp/src/utils/vrad/vrad.cpp (limited to 'mp/src/utils/vrad/vrad.cpp') diff --git a/mp/src/utils/vrad/vrad.cpp b/mp/src/utils/vrad/vrad.cpp new file mode 100644 index 00000000..854956ec --- /dev/null +++ b/mp/src/utils/vrad/vrad.cpp @@ -0,0 +1,2936 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// + +// vrad.c + +#include "vrad.h" +#include "physdll.h" +#include "lightmap.h" +#include "tier1/strtools.h" +#include "vmpi.h" +#include "macro_texture.h" +#include "vmpi_tools_shared.h" +#include "leaf_ambient_lighting.h" +#include "tools_minidump.h" +#include "loadcmdline.h" +#include "byteswap.h" + +#define ALLOWDEBUGOPTIONS (0 || _DEBUG) + +static FileHandle_t pFpTrans = NULL; + +/* + +NOTES +----- + +every surface must be divided into at least two patches each axis + +*/ + +CUtlVector g_Patches; +CUtlVector g_FacePatches; // constains all patches, children first +CUtlVector faceParents; // contains only root patches, use next parent to iterate +CUtlVector clusterChildren; +CUtlVector emitlight; +CUtlVector addlight; + +int num_sky_cameras; +sky_camera_t sky_cameras[MAX_MAP_AREAS]; +int area_sky_cameras[MAX_MAP_AREAS]; + +entity_t *face_entity[MAX_MAP_FACES]; +Vector face_offset[MAX_MAP_FACES]; // for rotating bmodels +int fakeplanes; + +unsigned numbounce = 100; // 25; /* Originally this was 8 */ + +float maxchop = 4; // coarsest allowed number of luxel widths for a patch +float minchop = 4; // "-chop" tightest number of luxel widths for a patch, used on edges +float dispchop = 8.0f; // number of luxel widths for a patch +float g_MaxDispPatchRadius = 1500.0f; // Maximum radius allowed for displacement patches +qboolean g_bDumpPatches; +bool bDumpNormals = false; +bool g_bDumpRtEnv = false; +bool bRed2Black = true; +bool g_bFastAmbient = false; +bool g_bNoSkyRecurse = false; + +int junk; + +Vector ambient( 0, 0, 0 ); + +float lightscale = 1.0; +float dlight_threshold = 0.1; // was DIRECT_LIGHT constant + +char source[MAX_PATH] = ""; +char platformPath[MAX_PATH] = ""; + +char level_name[MAX_PATH] = ""; // map filename, without extension or path info + +char global_lights[MAX_PATH] = ""; +char designer_lights[MAX_PATH] = ""; +char level_lights[MAX_PATH] = ""; + +char vismatfile[_MAX_PATH] = ""; +char incrementfile[_MAX_PATH] = ""; + +IIncremental *g_pIncremental = 0; +bool g_bInterrupt = false; // Wsed with background lighting in WC. Tells VRAD + // to stop lighting. +float g_SunAngularExtent=0.0; + +float g_flSkySampleScale = 1.0; + +bool g_bLargeDispSampleRadius = false; + +bool g_bOnlyStaticProps = false; +bool g_bShowStaticPropNormals = false; + + +float gamma = 0.5; +float indirect_sun = 1.0; +float reflectivityScale = 1.0; +qboolean do_extra = true; +bool debug_extra = false; +qboolean do_fast = false; +qboolean do_centersamples = false; +int extrapasses = 4; +float smoothing_threshold = 0.7071067; // cos(45.0*(M_PI/180)) +// Cosine of smoothing angle(in radians) +float coring = 1.0; // Light threshold to force to blackness(minimizes lightmaps) +qboolean texscale = true; +int dlight_map = 0; // Setting to 1 forces direct lighting into different lightmap than radiosity + +float luxeldensity = 1.0; +unsigned num_degenerate_faces; + +qboolean g_bLowPriority = false; +qboolean g_bLogHashData = false; +bool g_bNoDetailLighting = false; +double g_flStartTime; +bool g_bStaticPropLighting = false; +bool g_bStaticPropPolys = false; +bool g_bTextureShadows = false; +bool g_bDisablePropSelfShadowing = false; + + +CUtlVector g_FacesVisibleToLights; + +RayTracingEnvironment g_RtEnv; + +dface_t *g_pFaces=0; + +// this is a list of material names used on static props which shouldn't cast shadows. a +// sequential search is used since we allow substring matches. its not time critical, and this +// functionality is a stopgap until vrad starts reading .vmt files. +CUtlVector g_NonShadowCastingMaterialStrings; +/* +=================================================================== + +MISC + +=================================================================== +*/ + + +int leafparents[MAX_MAP_LEAFS]; +int nodeparents[MAX_MAP_NODES]; + +void MakeParents (int nodenum, int parent) +{ + int i, j; + dnode_t *node; + + nodeparents[nodenum] = parent; + node = &dnodes[nodenum]; + + for (i=0 ; i<2 ; i++) + { + j = node->children[i]; + if (j < 0) + leafparents[-j - 1] = nodenum; + else + MakeParents (j, nodenum); + } +} + + +/* +=================================================================== + + TEXTURE LIGHT VALUES + +=================================================================== +*/ + +typedef struct +{ + char name[256]; + Vector value; + char *filename; +} texlight_t; + +#define MAX_TEXLIGHTS 128 + +texlight_t texlights[MAX_TEXLIGHTS]; +int num_texlights; + +/* +============ +ReadLightFile +============ +*/ +void ReadLightFile (char *filename) +{ + char buf[1024]; + int file_texlights = 0; + + FileHandle_t f = g_pFileSystem->Open( filename, "r" ); + if (!f) + { + Warning("Warning: Couldn't open texlight file %s.\n", filename); + return; + } + + Msg("[Reading texlights from '%s']\n", filename); + while ( CmdLib_FGets( buf, sizeof( buf ), f ) ) + { + // check ldr/hdr + char * scan = buf; + if ( !strnicmp( "hdr:", scan, 4) ) + { + scan += 4; + if ( ! g_bHDR ) + { + continue; + } + } + if ( !strnicmp( "ldr:", scan, 4) ) + { + scan += 4; + if ( g_bHDR ) + { + continue; + } + } + + scan += strspn( scan, " \t" ); + char NoShadName[1024]; + if ( sscanf(scan,"noshadow %s",NoShadName)==1) + { + char * dot = strchr( NoShadName, '.' ); + if ( dot ) // if they specify .vmt, kill it + * dot = 0; + //printf("add %s as a non shadow casting material\n",NoShadName); + g_NonShadowCastingMaterialStrings.AddToTail( strdup( NoShadName )); + } + else if ( sscanf( scan, "forcetextureshadow %s", NoShadName ) == 1 ) + { + //printf("add %s as a non shadow casting material\n",NoShadName); + ForceTextureShadowsOnModel( NoShadName ); + } + else + { + char szTexlight[256]; + Vector value; + if ( num_texlights == MAX_TEXLIGHTS ) + Error ("Too many texlights, max = %d", MAX_TEXLIGHTS); + + int argCnt = sscanf (scan, "%s ",szTexlight ); + + if( argCnt != 1 ) + { + if ( strlen( scan ) > 4 ) + Msg( "ignoring bad texlight '%s' in %s", scan, filename ); + continue; + } + + LightForString( scan + strlen( szTexlight ) + 1, value ); + + int j = 0; + for( j; j < num_texlights; j ++ ) + { + if ( strcmp( texlights[j].name, szTexlight ) == 0 ) + { + if ( strcmp( texlights[j].filename, filename ) == 0 ) + { + Msg( "ERROR\a: Duplication of '%s' in file '%s'!\n", + texlights[j].name, texlights[j].filename ); + } + else if ( texlights[j].value[0] != value[0] + || texlights[j].value[1] != value[1] + || texlights[j].value[2] != value[2] ) + { + Warning( "Warning: Overriding '%s' from '%s' with '%s'!\n", + texlights[j].name, texlights[j].filename, filename ); + } + else + { + Warning( "Warning: Redundant '%s' def in '%s' AND '%s'!\n", + texlights[j].name, texlights[j].filename, filename ); + } + break; + } + } + strcpy( texlights[j].name, szTexlight ); + VectorCopy( value, texlights[j].value ); + texlights[j].filename = filename; + file_texlights ++; + + num_texlights = max( num_texlights, j + 1 ); + } + } + qprintf ( "[%i texlights parsed from '%s']\n\n", file_texlights, filename); + g_pFileSystem->Close( f ); +} + + +/* +============ +LightForTexture +============ +*/ +void LightForTexture( const char *name, Vector& result ) +{ + int i; + + result[ 0 ] = result[ 1 ] = result[ 2 ] = 0; + + char baseFilename[ MAX_PATH ]; + + if ( Q_strncmp( "maps/", name, 5 ) == 0 ) + { + // this might be a patch texture for cubemaps. try to parse out the original filename. + if ( Q_strncmp( level_name, name + 5, Q_strlen( level_name ) ) == 0 ) + { + const char *base = name + 5 + Q_strlen( level_name ); + if ( *base == '/' ) + { + ++base; // step past the path separator + + // now we've gotten rid of the 'maps/level_name/' part, so we're left with + // 'originalName_%d_%d_%d'. + strcpy( baseFilename, base ); + bool foundSeparators = true; + for ( int i=0; i<3; ++i ) + { + char *underscore = Q_strrchr( baseFilename, '_' ); + if ( underscore && *underscore ) + { + *underscore = '\0'; + } + else + { + foundSeparators = false; + } + } + + if ( foundSeparators ) + { + name = baseFilename; + } + } + } + } + + for (i=0 ; inumedges); + w->numpoints = f->numedges; + + for (i=0 ; inumedges ; i++) + { + se = dsurfedges[f->firstedge + i]; + if (se < 0) + v = dedges[-se].v[1]; + else + v = dedges[se].v[0]; + + dv = &dvertexes[v]; + VectorAdd (dv->point, origin, w->p[i]); + } + + RemoveColinearPoints (w); + + return w; +} + +/* +============= +BaseLightForFace +============= +*/ +void BaseLightForFace( dface_t *f, Vector& light, float *parea, Vector& reflectivity ) +{ + texinfo_t *tx; + dtexdata_t *texdata; + + // + // check for light emited by texture + // + tx = &texinfo[f->texinfo]; + texdata = &dtexdata[tx->texdata]; + + LightForTexture (TexDataStringTable_GetString( texdata->nameStringTableID ), light); + + + *parea = texdata->height * texdata->width; + + VectorScale( texdata->reflectivity, reflectivityScale, reflectivity ); + + // always keep this less than 1 or the solution will not converge + for ( int i = 0; i < 3; i++ ) + { + if ( reflectivity[i] > 0.99 ) + reflectivity[i] = 0.99; + } +} + +qboolean IsSky (dface_t *f) +{ + texinfo_t *tx; + + tx = &texinfo[f->texinfo]; + if (tx->flags & SURF_SKY) + return true; + return false; +} + +#ifdef STATIC_FOG +/*============= +IsFog +=============*/ +qboolean IsFog( dface_t *f ) +{ + texinfo_t *tx; + + tx = &texinfo[f->texinfo]; + + // % denotes a fog texture + if( tx->texture[0] == '%' ) + return true; + + return false; +} +#endif + + +void ProcessSkyCameras() +{ + int i; + num_sky_cameras = 0; + for (i = 0; i < numareas; ++i) + { + area_sky_cameras[i] = -1; + } + + for (i = 0; i < num_entities; ++i) + { + entity_t *e = &entities[i]; + const char *name = ValueForKey (e, "classname"); + if (stricmp (name, "sky_camera")) + continue; + + Vector origin; + GetVectorForKey( e, "origin", origin ); + int node = PointLeafnum( origin ); + int area = -1; + if (node >= 0 && node < numleafs) area = dleafs[node].area; + float scale = FloatForKey( e, "scale" ); + + if (scale > 0.0f) + { + sky_cameras[num_sky_cameras].origin = origin; + sky_cameras[num_sky_cameras].sky_to_world = scale; + sky_cameras[num_sky_cameras].world_to_sky = 1.0f / scale; + sky_cameras[num_sky_cameras].area = area; + + if (area >= 0 && area < numareas) + { + area_sky_cameras[area] = num_sky_cameras; + } + + ++num_sky_cameras; + } + } + +} + + +/* +============= +MakePatchForFace +============= +*/ +float totalarea; +void MakePatchForFace (int fn, winding_t *w) +{ + dface_t *f = g_pFaces + fn; + float area; + CPatch *patch; + Vector centroid(0,0,0); + int i, j; + texinfo_t *tx; + + // get texture info + tx = &texinfo[f->texinfo]; + + // No patches at all for fog! +#ifdef STATIC_FOG + if ( IsFog( f ) ) + return; +#endif + + // the sky needs patches or the form factors don't work out correctly + // if (IsSky( f ) ) + // return; + + area = WindingArea (w); + if (area <= 0) + { + num_degenerate_faces++; + // Msg("degenerate face\n"); + return; + } + + totalarea += area; + + // get a patch + int ndxPatch = g_Patches.AddToTail(); + patch = &g_Patches[ndxPatch]; + memset( patch, 0, sizeof( CPatch ) ); + patch->ndxNext = g_Patches.InvalidIndex(); + patch->ndxNextParent = g_Patches.InvalidIndex(); + patch->ndxNextClusterChild = g_Patches.InvalidIndex(); + patch->child1 = g_Patches.InvalidIndex(); + patch->child2 = g_Patches.InvalidIndex(); + patch->parent = g_Patches.InvalidIndex(); + patch->needsBumpmap = tx->flags & SURF_BUMPLIGHT ? true : false; + + // link and save patch data + patch->ndxNext = g_FacePatches.Element( fn ); + g_FacePatches[fn] = ndxPatch; +// patch->next = face_g_Patches[fn]; +// face_g_Patches[fn] = patch; + + // compute a separate scale for chop - since the patch "scale" is the texture scale + // we want textures with higher resolution lighting to be chopped up more + float chopscale[2]; + chopscale[0] = chopscale[1] = 16.0f; + if ( texscale ) + { + // Compute the texture "scale" in s,t + for( i=0; i<2; i++ ) + { + patch->scale[i] = 0.0f; + chopscale[i] = 0.0f; + for( j=0; j<3; j++ ) + { + patch->scale[i] += + tx->textureVecsTexelsPerWorldUnits[i][j] * + tx->textureVecsTexelsPerWorldUnits[i][j]; + chopscale[i] += + tx->lightmapVecsLuxelsPerWorldUnits[i][j] * + tx->lightmapVecsLuxelsPerWorldUnits[i][j]; + } + patch->scale[i] = sqrt( patch->scale[i] ); + chopscale[i] = sqrt( chopscale[i] ); + } + } + else + { + patch->scale[0] = patch->scale[1] = 1.0f; + } + + patch->area = area; + + patch->sky = IsSky( f ); + + // chop scaled up lightmaps coarser + patch->luxscale = ((chopscale[0]+chopscale[1])/2); + patch->chop = maxchop; + + +#ifdef STATIC_FOG + patch->fog = FALSE; +#endif + + patch->winding = w; + + patch->plane = &dplanes[f->planenum]; + + // make a new plane to adjust for origined bmodels + if (face_offset[fn][0] || face_offset[fn][1] || face_offset[fn][2] ) + { + dplane_t *pl; + + // origin offset faces must create new planes + if (numplanes + fakeplanes >= MAX_MAP_PLANES) + { + Error ("numplanes + fakeplanes >= MAX_MAP_PLANES"); + } + pl = &dplanes[numplanes + fakeplanes]; + fakeplanes++; + + *pl = *(patch->plane); + pl->dist += DotProduct (face_offset[fn], pl->normal); + patch->plane = pl; + } + + patch->faceNumber = fn; + WindingCenter (w, patch->origin); + + // Save "center" for generating the face normals later. + VectorSubtract( patch->origin, face_offset[fn], face_centroids[fn] ); + + VectorCopy( patch->plane->normal, patch->normal ); + + WindingBounds (w, patch->face_mins, patch->face_maxs); + VectorCopy( patch->face_mins, patch->mins ); + VectorCopy( patch->face_maxs, patch->maxs ); + + BaseLightForFace( f, patch->baselight, &patch->basearea, patch->reflectivity ); + + // Chop all texlights very fine. + if ( !VectorCompare( patch->baselight, vec3_origin ) ) + { + // patch->chop = do_extra ? maxchop / 2 : maxchop; + tx->flags |= SURF_LIGHT; + } + + // get rid of do extra functionality on displacement surfaces + if( ValidDispFace( f ) ) + { + patch->chop = maxchop; + } + + // FIXME: If we wanted to add a dependency from vrad to the material system, + // we could do this. It would add a bunch of file accesses, though: + + /* + // Check for a material var which would override the patch chop + bool bFound; + const char *pMaterialName = TexDataStringTable_GetString( dtexdata[ tx->texdata ].nameStringTableID ); + MaterialSystemMaterial_t hMaterial = FindMaterial( pMaterialName, &bFound, false ); + if ( bFound ) + { + const char *pChopValue = GetMaterialVar( hMaterial, "%chop" ); + if ( pChopValue ) + { + float flChopValue; + if ( sscanf( pChopValue, "%f", &flChopValue ) > 0 ) + { + patch->chop = flChopValue; + } + } + } + */ +} + + +entity_t *EntityForModel (int modnum) +{ + int i; + char *s; + char name[16]; + + sprintf (name, "*%i", modnum); + // search the entities for one using modnum + for (i=0 ; inumfaces ; j++) + { + fn = mod->firstface + j; + face_entity[fn] = ent; + VectorCopy (origin, face_offset[fn]); + f = &g_pFaces[fn]; + if( f->dispinfo == -1 ) + { + w = WindingFromFace (f, origin ); + MakePatchForFace( fn, w ); + } + } + } + + if (num_degenerate_faces > 0) + { + qprintf("%d degenerate faces\n", num_degenerate_faces ); + } + + qprintf ("%i square feet [%.2f square inches]\n", (int)(totalarea/144), totalarea ); + + // make the displacement surface patches + StaticDispMgr()->MakePatches(); +} + +/* +======================================================================= + +SUBDIVIDE + +======================================================================= +*/ + + +//----------------------------------------------------------------------------- +// Purpose: does this surface take/emit light +//----------------------------------------------------------------------------- +bool PreventSubdivision( CPatch *patch ) +{ + dface_t *f = g_pFaces + patch->faceNumber; + texinfo_t *tx = &texinfo[f->texinfo]; + + if (tx->flags & SURF_NOCHOP) + return true; + + if (tx->flags & SURF_NOLIGHT && !(tx->flags & SURF_LIGHT)) + return true; + + return false; +} + + +//----------------------------------------------------------------------------- +// Purpose: subdivide the "parent" patch +//----------------------------------------------------------------------------- +int CreateChildPatch( int nParentIndex, winding_t *pWinding, float flArea, const Vector &vecCenter ) +{ + int nChildIndex = g_Patches.AddToTail(); + + CPatch *child = &g_Patches[nChildIndex]; + CPatch *parent = &g_Patches[nParentIndex]; + + // copy all elements of parent patch to children + *child = *parent; + + // Set up links + child->ndxNext = g_Patches.InvalidIndex(); + child->ndxNextParent = g_Patches.InvalidIndex(); + child->ndxNextClusterChild = g_Patches.InvalidIndex(); + child->child1 = g_Patches.InvalidIndex(); + child->child2 = g_Patches.InvalidIndex(); + child->parent = nParentIndex; + child->m_IterationKey = 0; + + child->winding = pWinding; + child->area = flArea; + + VectorCopy( vecCenter, child->origin ); + if ( ValidDispFace( g_pFaces + child->faceNumber ) ) + { + // shouldn't get here anymore!! + Msg( "SubdividePatch: Error - Should not be here!\n" ); + StaticDispMgr()->GetDispSurfNormal( child->faceNumber, child->origin, child->normal, true ); + } + else + { + GetPhongNormal( child->faceNumber, child->origin, child->normal ); + } + + child->planeDist = child->plane->dist; + WindingBounds(child->winding, child->mins, child->maxs); + + if ( !VectorCompare( child->baselight, vec3_origin ) ) + { + // don't check edges on surf lights + return nChildIndex; + } + + // Subdivide patch towards minchop if on the edge of the face + Vector total; + VectorSubtract( child->maxs, child->mins, total ); + VectorScale( total, child->luxscale, total ); + if ( child->chop > minchop && (total[0] < child->chop) && (total[1] < child->chop) && (total[2] < child->chop) ) + { + for ( int i=0; i<3; ++i ) + { + if ( (child->face_maxs[i] == child->maxs[i] || child->face_mins[i] == child->mins[i] ) + && total[i] > minchop ) + { + child->chop = max( minchop, child->chop / 2 ); + break; + } + } + } + + return nChildIndex; +} + + +//----------------------------------------------------------------------------- +// Purpose: subdivide the "parent" patch +//----------------------------------------------------------------------------- +void SubdividePatch( int ndxPatch ) +{ + winding_t *w, *o1, *o2; + Vector total; + Vector split; + vec_t dist; + vec_t widest = -1; + int i, widest_axis = -1; + bool bSubdivide = false; + + // get the current patch + CPatch *patch = &g_Patches.Element( ndxPatch ); + if ( !patch ) + return; + + // never subdivide sky patches + if ( patch->sky ) + return; + + // get the patch winding + w = patch->winding; + + // subdivide along the widest axis + VectorSubtract (patch->maxs, patch->mins, total); + VectorScale( total, patch->luxscale, total ); + for (i=0 ; i<3 ; i++) + { + if ( total[i] > widest ) + { + widest_axis = i; + widest = total[i]; + } + + if ( (total[i] >= patch->chop) && (total[i] >= minchop) ) + { + bSubdivide = true; + } + } + + if ((!bSubdivide) && widest_axis != -1) + { + // make more square + if (total[widest_axis] > total[(widest_axis + 1) % 3] * 2 && total[widest_axis] > total[(widest_axis + 2) % 3] * 2) + { + if (patch->chop > minchop) + { + bSubdivide = true; + patch->chop = max( minchop, patch->chop / 2 ); + } + } + } + + if ( !bSubdivide ) + return; + + // split the winding + VectorCopy (vec3_origin, split); + split[widest_axis] = 1; + dist = (patch->mins[widest_axis] + patch->maxs[widest_axis])*0.5f; + ClipWindingEpsilon (w, split, dist, ON_EPSILON, &o1, &o2); + + // calculate the area of the patches to see if they are "significant" + Vector center1, center2; + float area1 = WindingAreaAndBalancePoint( o1, center1 ); + float area2 = WindingAreaAndBalancePoint( o2, center2 ); + + if( area1 == 0 || area2 == 0 ) + { + Msg( "zero area child patch\n" ); + return; + } + + // create new child patches + int ndxChild1Patch = CreateChildPatch( ndxPatch, o1, area1, center1 ); + int ndxChild2Patch = CreateChildPatch( ndxPatch, o2, area2, center2 ); + + // FIXME: This could go into CreateChildPatch if child1, child2 were stored in the patch as child[0], child[1] + patch = &g_Patches.Element( ndxPatch ); + patch->child1 = ndxChild1Patch; + patch->child2 = ndxChild2Patch; + + SubdividePatch( ndxChild1Patch ); + SubdividePatch( ndxChild2Patch ); +} + + +/* +============= +SubdividePatches +============= +*/ +void SubdividePatches (void) +{ + unsigned i, num; + + if (numbounce == 0) + return; + + unsigned int uiPatchCount = g_Patches.Size(); + qprintf ("%i patches before subdivision\n", uiPatchCount); + + for (i = 0; i < uiPatchCount; i++) + { + CPatch *pCur = &g_Patches.Element( i ); + pCur->planeDist = pCur->plane->dist; + + pCur->ndxNextParent = faceParents.Element( pCur->faceNumber ); + faceParents[pCur->faceNumber] = pCur - g_Patches.Base(); + } + + for (i=0 ; i< uiPatchCount; i++) + { + CPatch *patch = &g_Patches.Element( i ); + patch->parent = -1; + if ( PreventSubdivision(patch) ) + continue; + + if (!do_fast) + { + if( g_pFaces[patch->faceNumber].dispinfo == -1 ) + { + SubdividePatch( i ); + } + else + { + StaticDispMgr()->SubdividePatch( i ); + } + } + } + + // fixup next pointers + for (i = 0; i < (unsigned)numfaces; i++) + { + g_FacePatches[i] = g_FacePatches.InvalidIndex(); + } + + uiPatchCount = g_Patches.Size(); + for (i = 0; i < uiPatchCount; i++) + { + CPatch *pCur = &g_Patches.Element( i ); + pCur->ndxNext = g_FacePatches.Element( pCur->faceNumber ); + g_FacePatches[pCur->faceNumber] = pCur - g_Patches.Base(); + +#if 0 + CPatch *prev; + prev = face_g_Patches[g_Patches[i].faceNumber]; + g_Patches[i].next = prev; + face_g_Patches[g_Patches[i].faceNumber] = &g_Patches[i]; +#endif + } + + // Cache off the leaf number: + // We have to do this after subdivision because some patches span leaves. + // (only the faces for model #0 are split by it's BSP which is what governs the PVS, and the leaves we're interested in) + // Sub models (1-255) are only split for the BSP that their model forms. + // When those patches are subdivided their origins can end up in a different leaf. + // The engine will split (clip) those faces at run time to the world BSP because the models + // are dynamic and can be moved. In the software renderer, they must be split exactly in order + // to sort per polygon. + for ( i = 0; i < uiPatchCount; i++ ) + { + g_Patches[i].clusterNumber = ClusterFromPoint( g_Patches[i].origin ); + + // + // test for point in solid space (can happen with detail and displacement surfaces) + // + if( g_Patches[i].clusterNumber == -1 ) + { + for( int j = 0; j < g_Patches[i].winding->numpoints; j++ ) + { + int clusterNumber = ClusterFromPoint( g_Patches[i].winding->p[j] ); + if( clusterNumber != -1 ) + { + g_Patches[i].clusterNumber = clusterNumber; + break; + } + } + } + } + + // build the list of patches that need to be lit + for ( num = 0; num < uiPatchCount; num++ ) + { + // do them in reverse order + i = uiPatchCount - num - 1; + + // skip patches with children + CPatch *pCur = &g_Patches.Element( i ); + if( pCur->child1 == g_Patches.InvalidIndex() ) + { + if( pCur->clusterNumber != - 1 ) + { + pCur->ndxNextClusterChild = clusterChildren.Element( pCur->clusterNumber ); + clusterChildren[pCur->clusterNumber] = pCur - g_Patches.Base(); + } + } + +#if 0 + if (g_Patches[i].child1 == g_Patches.InvalidIndex() ) + { + if( g_Patches[i].clusterNumber != -1 ) + { + g_Patches[i].nextclusterchild = cluster_children[g_Patches[i].clusterNumber]; + cluster_children[g_Patches[i].clusterNumber] = &g_Patches[i]; + } + } +#endif + } + + qprintf ("%i patches after subdivision\n", uiPatchCount); +} + + +//===================================================================== + +/* +============= +MakeScales + + This is the primary time sink. + It can be run multi threaded. +============= +*/ +int total_transfer; +int max_transfer; + + +//----------------------------------------------------------------------------- +// Purpose: Computes the form factor from a polygon patch to a differential patch +// using formula 81 of Philip Dutre's Global Illumination Compendium, +// phil@graphics.cornell.edu, http://www.graphics.cornell.edu/~phil/GI/ +//----------------------------------------------------------------------------- +float FormFactorPolyToDiff ( CPatch *pPolygon, CPatch* pDifferential ) +{ + winding_t *pWinding = pPolygon->winding; + + float flFormFactor = 0.0f; + + for ( int iPoint = 0; iPoint < pWinding->numpoints; iPoint++ ) + { + int iNextPoint = ( iPoint < pWinding->numpoints - 1 ) ? iPoint + 1 : 0; + + Vector vGammaVector, vVector1, vVector2; + VectorSubtract( pWinding->p[ iPoint ], pDifferential->origin, vVector1 ); + VectorSubtract( pWinding->p[ iNextPoint ], pDifferential->origin, vVector2 ); + VectorNormalize( vVector1 ); + VectorNormalize( vVector2 ); + CrossProduct( vVector1, vVector2, vGammaVector ); + float flSinAlpha = VectorNormalize( vGammaVector ); + if (flSinAlpha < -1.0f || flSinAlpha > 1.0f) + return 0.0f; + vGammaVector *= asin( flSinAlpha ); + + flFormFactor += DotProduct( vGammaVector, pDifferential->normal ); + } + + flFormFactor *= ( 0.5f / pPolygon->area ); // divide by pi later, multiply by area later + + return flFormFactor; +} + + +//----------------------------------------------------------------------------- +// Purpose: Computes the form factor from a differential element to a differential +// element. This is okay when the distance between patches is 5 times +// greater than patch size. Lecture slides by Pat Hanrahan, +// http://graphics.stanford.edu/courses/cs348b-00/lectures/lecture17/radiosity.2.pdf +//----------------------------------------------------------------------------- +float FormFactorDiffToDiff ( CPatch *pDiff1, CPatch* pDiff2 ) +{ + Vector vDelta; + VectorSubtract( pDiff1->origin, pDiff2->origin, vDelta ); + float flLength = VectorNormalize( vDelta ); + + return -DotProduct( vDelta, pDiff1->normal ) * DotProduct( vDelta, pDiff2->normal ) / ( flLength * flLength ); +} + + + +void MakeTransfer( int ndxPatch1, int ndxPatch2, transfer_t *all_transfers ) +//void MakeTransfer (CPatch *patch, CPatch *patch2, transfer_t *all_transfers ) +{ + Vector delta; + vec_t scale; + float trans; + transfer_t *transfer; + + // + // get patches + // + if( ndxPatch1 == g_Patches.InvalidIndex() || ndxPatch2 == g_Patches.InvalidIndex() ) + return; + + CPatch *pPatch1 = &g_Patches.Element( ndxPatch1 ); + CPatch *pPatch2 = &g_Patches.Element( ndxPatch2 ); + + if (IsSky( &g_pFaces[ pPatch2->faceNumber ] ) ) + return; + + // overflow check! + if ( pPatch1->numtransfers >= MAX_PATCHES) + { + return; + } + + // hack for patch areas that area <= 0 (degenerate) + if ( pPatch2->area <= 0) + { + return; + } + + transfer = &all_transfers[pPatch1->numtransfers]; + + scale = FormFactorDiffToDiff( pPatch2, pPatch1 ); + + // patch normals may be > 90 due to smoothing groups + if (scale <= 0) + { + //Msg("scale <= 0\n"); + return; + } + + // Test 5 times rule + Vector vDelta; + VectorSubtract( pPatch1->origin, pPatch2->origin, vDelta ); + float flThreshold = ( M_PI * 0.04 ) * DotProduct( vDelta, vDelta ); + + if (flThreshold < pPatch2->area) + { + scale = FormFactorPolyToDiff( pPatch2, pPatch1 ); + if (scale <= 0.0) + return; + } + + trans = (pPatch2->area*scale); + + if (trans <= TRANSFER_EPSILON) + { + return; + } + + transfer->patch = pPatch2 - g_Patches.Base(); + + // FIXME: why is this not trans? + transfer->transfer = trans; + +#if 0 + // DEBUG! Dump patches and transfer connection for displacements. This creates a lot of data, so only + // use it when you really want it - that is why it is #if-ed out. + if ( g_bDumpPatches ) + { + if ( !pFpTrans ) + { + pFpTrans = g_pFileSystem->Open( "trans.txt", "w" ); + } + Vector light = pPatch1->totallight.light[0] + pPatch1->directlight; + WriteWinding( pFpTrans, pPatch1->winding, light ); + light = pPatch2->totallight.light[0] + pPatch2->directlight; + WriteWinding( pFpTrans, pPatch2->winding, light ); + WriteLine( pFpTrans, pPatch1->origin, pPatch2->origin, Vector( 255, 0, 255 ) ); + } +#endif + + pPatch1->numtransfers++; +} + + +void MakeScales ( int ndxPatch, transfer_t *all_transfers ) +{ + int j; + float total; + transfer_t *t, *t2; + total = 0; + + if( ndxPatch == g_Patches.InvalidIndex() ) + return; + CPatch *patch = &g_Patches.Element( ndxPatch ); + + // copy the transfers out + if (patch->numtransfers) + { + if (patch->numtransfers > max_transfer) + { + max_transfer = patch->numtransfers; + } + + + patch->transfers = ( transfer_t* )calloc (1, patch->numtransfers * sizeof(transfer_t)); + if (!patch->transfers) + Error ("Memory allocation failure"); + + // get total transfer energy + t2 = all_transfers; + + // overflow check! + for (j=0 ; jnumtransfers ; j++, t2++) + { + total += t2->transfer; + } + + // the total transfer should be PI, but we need to correct errors due to overlaping surfaces + if (total > M_PI) + total = 1.0f/total; + else + total = 1.0f/M_PI; + + t = patch->transfers; + t2 = all_transfers; + for (j=0 ; jnumtransfers ; j++, t++, t2++) + { + t->transfer = t2->transfer*total; + t->patch = t2->patch; + } + if (patch->numtransfers > max_transfer) + { + max_transfer = patch->numtransfers; + } + } + else + { + // Error - patch has no transfers + // patch->totallight[2] = 255; + } + + ThreadLock (); + total_transfer += patch->numtransfers; + ThreadUnlock (); +} + +/* +============= +WriteWorld +============= +*/ +void WriteWorld (char *name, int iBump) +{ + unsigned j; + FileHandle_t out; + CPatch *patch; + + out = g_pFileSystem->Open( name, "w" ); + if (!out) + Error ("Couldn't open %s", name); + + unsigned int uiPatchCount = g_Patches.Size(); + for (j=0; jchild1 != g_Patches.InvalidIndex() ) + continue; + + if( patch->clusterNumber == -1 ) + { + Vector vGreen; + VectorClear( vGreen ); + vGreen[1] = 256.0f; + WriteWinding( out, patch->winding, vGreen ); + } + else + { + Vector light = patch->totallight.light[iBump] + patch->directlight; + WriteWinding( out, patch->winding, light ); + if( bDumpNormals ) + { + WriteNormal( out, patch->origin, patch->plane->normal, 15.0f, patch->plane->normal * 255.0f ); + } + } + } + + g_pFileSystem->Close( out ); +} + +void WriteRTEnv (char *name) +{ + FileHandle_t out; + + out = g_pFileSystem->Open( name, "w" ); + if (!out) + Error ("Couldn't open %s", name); + + winding_t *triw = AllocWinding( 3 ); + triw->numpoints = 3; + + for( int i = 0; i < g_RtEnv.OptimizedTriangleList.Size(); i++ ) + { + triw->p[0] = g_RtEnv.OptimizedTriangleList[i].Vertex( 0); + triw->p[1] = g_RtEnv.OptimizedTriangleList[i].Vertex( 1); + triw->p[2] = g_RtEnv.OptimizedTriangleList[i].Vertex( 2); + int id = g_RtEnv.OptimizedTriangleList[i].m_Data.m_GeometryData.m_nTriangleID; + Vector color(0, 0, 0); + if (id & TRACE_ID_OPAQUE) color.Init(0, 255, 0); + if (id & TRACE_ID_SKY) color.Init(0, 0, 255); + if (id & TRACE_ID_STATICPROP) color.Init(255, 0, 0); + WriteWinding(out, triw, color); + } + FreeWinding(triw); + + g_pFileSystem->Close( out ); +} + +void WriteWinding (FileHandle_t out, winding_t *w, Vector& color ) +{ + int i; + + CmdLib_FPrintf (out, "%i\n", w->numpoints); + for (i=0 ; inumpoints ; i++) + { + CmdLib_FPrintf (out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n", + w->p[i][0], + w->p[i][1], + w->p[i][2], + color[ 0 ] / 256, + color[ 1 ] / 256, + color[ 2 ] / 256 ); + } +} + + +void WriteNormal( FileHandle_t out, Vector const &nPos, Vector const &nDir, + float length, Vector const &color ) +{ + CmdLib_FPrintf( out, "2\n" ); + CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n", + nPos.x, nPos.y, nPos.z, + color.x / 256, color.y / 256, color.z / 256 ); + CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n", + nPos.x + ( nDir.x * length ), + nPos.y + ( nDir.y * length ), + nPos.z + ( nDir.z * length ), + color.x / 256, color.y / 256, color.z / 256 ); +} + +void WriteLine( FileHandle_t out, const Vector &vecPos1, const Vector &vecPos2, const Vector &color ) +{ + CmdLib_FPrintf( out, "2\n" ); + CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n", + vecPos1.x, vecPos1.y, vecPos1.z, + color.x / 256, color.y / 256, color.z / 256 ); + CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n", + vecPos2.x, vecPos2.y, vecPos2.z, + color.x / 256, color.y / 256, color.z / 256 ); +} + +void WriteTrace( const char *pFileName, const FourRays &rays, const RayTracingResult& result ) +{ + FileHandle_t out; + + out = g_pFileSystem->Open( pFileName, "a" ); + if (!out) + Error ("Couldn't open %s", pFileName); + + // Draws rays + for ( int i = 0; i < 4; ++i ) + { + Vector vecOrigin = rays.origin.Vec(i); + Vector vecEnd = rays.direction.Vec(i); + VectorNormalize( vecEnd ); + vecEnd *= SubFloat( result.HitDistance, i ); + vecEnd += vecOrigin; + WriteLine( out, vecOrigin, vecEnd, Vector( 256, 0, 0 ) ); + WriteNormal( out, vecEnd, result.surface_normal.Vec(i), 10.0f, Vector( 256, 265, 0 ) ); + } + + g_pFileSystem->Close( out ); +} + + +/* +============= +CollectLight +============= +*/ +// patch's totallight += new light received to each patch +// patch's emitlight = addlight (newly received light from GatherLight) +// patch's addlight = 0 +// pull received light from children. +void CollectLight( Vector& total ) +{ + int i, j; + CPatch *patch; + + VectorFill( total, 0 ); + + // process patches in reverse order so that children are processed before their parents + unsigned int uiPatchCount = g_Patches.Size(); + for( i = uiPatchCount - 1; i >= 0; i-- ) + { + patch = &g_Patches.Element( i ); + int normalCount = patch->needsBumpmap ? NUM_BUMP_VECTS+1 : 1; + // sky's never collect light, it is just dropped + if (patch->sky) + { + VectorFill( emitlight[ i ], 0 ); + } + else if ( patch->child1 == g_Patches.InvalidIndex() ) + { + // This is a leaf node. + for ( j = 0; j < normalCount; j++ ) + { + VectorAdd( patch->totallight.light[j], addlight[i].light[j], patch->totallight.light[j] ); + } + VectorCopy( addlight[i].light[0], emitlight[i] ); + VectorAdd( total, emitlight[i], total ); + } + else + { + // This is an interior node. + // Pull received light from children. + float s1, s2; + CPatch *child1; + CPatch *child2; + + child1 = &g_Patches[patch->child1]; + child2 = &g_Patches[patch->child2]; + + // BUG: This doesn't do anything? + if ((int)patch->area != (int)(child1->area + child2->area)) + s1 = 0; + + s1 = child1->area / (child1->area + child2->area); + s2 = child2->area / (child1->area + child2->area); + + // patch->totallight = s1 * child1->totallight + s2 * child2->totallight + for ( j = 0; j < normalCount; j++ ) + { + VectorScale( child1->totallight.light[j], s1, patch->totallight.light[j] ); + VectorMA( patch->totallight.light[j], s2, child2->totallight.light[j], patch->totallight.light[j] ); + } + + // patch->emitlight = s1 * child1->emitlight + s2 * child2->emitlight + VectorScale( emitlight[patch->child1], s1, emitlight[i] ); + VectorMA( emitlight[i], s2, emitlight[patch->child2], emitlight[i] ); + } + for ( j = 0; j < NUM_BUMP_VECTS+1; j++ ) + { + VectorFill( addlight[ i ].light[j], 0 ); + } + } +} + +/* +============= +GatherLight + +Get light from other patches + Run multi-threaded +============= +*/ + +#ifdef _WIN32 +#pragma warning (disable:4701) +#endif + +extern void GetBumpNormals( const float* sVect, const float* tVect, const Vector& flatNormal, + const Vector& phongNormal, Vector bumpNormals[NUM_BUMP_VECTS] ); + + +void PreGetBumpNormalsForDisp( texinfo_t *pTexinfo, Vector &vecU, Vector &vecV, Vector &vecNormal ) +{ + Vector vecTexU( pTexinfo->textureVecsTexelsPerWorldUnits[0][0], pTexinfo->textureVecsTexelsPerWorldUnits[0][1], pTexinfo->textureVecsTexelsPerWorldUnits[0][2] ); + Vector vecTexV( pTexinfo->textureVecsTexelsPerWorldUnits[1][0], pTexinfo->textureVecsTexelsPerWorldUnits[1][1], pTexinfo->textureVecsTexelsPerWorldUnits[1][2] ); + Vector vecLightU( pTexinfo->lightmapVecsLuxelsPerWorldUnits[0][0], pTexinfo->lightmapVecsLuxelsPerWorldUnits[0][1], pTexinfo->lightmapVecsLuxelsPerWorldUnits[0][2] ); + Vector vecLightV( pTexinfo->lightmapVecsLuxelsPerWorldUnits[1][0], pTexinfo->lightmapVecsLuxelsPerWorldUnits[1][1], pTexinfo->lightmapVecsLuxelsPerWorldUnits[1][2] ); + + VectorNormalize( vecTexU ); + VectorNormalize( vecTexV ); + VectorNormalize( vecLightU ); + VectorNormalize( vecLightV ); + + bool bDoConversion = false; + if ( fabs( vecTexU.Dot( vecLightU ) ) < 0.999f ) + { + bDoConversion = true; + } + + if ( fabs( vecTexV.Dot( vecLightV ) ) < 0.999f ) + { + bDoConversion = true; + } + + if ( bDoConversion ) + { + matrix3x4_t matTex( vecTexU, vecTexV, vecNormal, vec3_origin ); + matrix3x4_t matLight( vecLightU, vecLightV, vecNormal, vec3_origin ); + matrix3x4_t matTmp; + ConcatTransforms ( matLight, matTex, matTmp ); + MatrixGetColumn( matTmp, 0, vecU ); + MatrixGetColumn( matTmp, 1, vecV ); + MatrixGetColumn( matTmp, 2, vecNormal ); + + Assert( fabs( vecTexU.Dot( vecTexV ) ) <= 0.001f ); + return; + } + + vecU = vecTexU; + vecV = vecTexV; +} + +void GatherLight (int threadnum, void *pUserData) +{ + int i, j, k; + transfer_t *trans; + int num; + CPatch *patch; + Vector sum, v; + + while (1) + { + j = GetThreadWork (); + if (j == -1) + break; + + patch = &g_Patches[j]; + + trans = patch->transfers; + num = patch->numtransfers; + if ( patch->needsBumpmap ) + { + Vector delta; + Vector bumpSum[NUM_BUMP_VECTS+1]; + Vector normals[NUM_BUMP_VECTS+1]; + + // Disps + bool bDisp = ( g_pFaces[patch->faceNumber].dispinfo != -1 ); + if ( bDisp ) + { + normals[0] = patch->normal; + texinfo_t *pTexinfo = &texinfo[g_pFaces[patch->faceNumber].texinfo]; + Vector vecTexU, vecTexV; + PreGetBumpNormalsForDisp( pTexinfo, vecTexU, vecTexV, normals[0] ); + + // use facenormal along with the smooth normal to build the three bump map vectors + GetBumpNormals( vecTexU, vecTexV, normals[0], normals[0], &normals[1] ); + } + else + { + GetPhongNormal( patch->faceNumber, patch->origin, normals[0] ); + + texinfo_t *pTexinfo = &texinfo[g_pFaces[patch->faceNumber].texinfo]; + // use facenormal along with the smooth normal to build the three bump map vectors + GetBumpNormals( pTexinfo->textureVecsTexelsPerWorldUnits[0], + pTexinfo->textureVecsTexelsPerWorldUnits[1], patch->normal, + normals[0], &normals[1] ); + } + + // force the base lightmap to use the flat normal instead of the phong normal + // FIXME: why does the patch not use the phong normal? + normals[0] = patch->normal; + + for ( i = 0; i < NUM_BUMP_VECTS+1; i++ ) + { + VectorFill( bumpSum[i], 0 ); + } + + float dot; + for (k=0 ; kpatch]; + + // get vector to other patch + VectorSubtract (patch2->origin, patch->origin, delta); + VectorNormalize (delta); + // find light emitted from other patch + for(i=0; i<3; i++) + { + v[i] = emitlight[trans->patch][i] * patch2->reflectivity[i]; + } + // remove normal already factored into transfer steradian + float scale = 1.0f / DotProduct (delta, patch->normal); + VectorScale( v, trans->transfer * scale, v ); + + Vector bumpTransfer; + for ( i = 0; i < NUM_BUMP_VECTS+1; i++ ) + { + dot = DotProduct( delta, normals[i] ); + if ( dot <= 0 ) + { +// Assert( i > 0 ); // if this hits, then the transfer shouldn't be here. It doesn't face the flat normal of this face! + continue; + } + bumpTransfer = v * dot; + VectorAdd( bumpSum[i], bumpTransfer, bumpSum[i] ); + } + } + for ( i = 0; i < NUM_BUMP_VECTS+1; i++ ) + { + VectorCopy( bumpSum[i], addlight[j].light[i] ); + } + } + else + { + VectorFill( sum, 0 ); + for (k=0 ; kpatch][i] * g_Patches[trans->patch].reflectivity[i]; + } + VectorScale( v, trans->transfer, v ); + VectorAdd( sum, v, sum ); + } + VectorCopy( sum, addlight[j].light[0] ); + } + } +} + +#ifdef _WIN32 +#pragma warning (default:4701) +#endif + + +/* +============= +BounceLight +============= +*/ +void BounceLight (void) +{ + unsigned i; + Vector added; + char name[64]; + qboolean bouncing = numbounce > 0; + + unsigned int uiPatchCount = g_Patches.Size(); + for (i=0 ; iOpen( "lightemit.txt", "w" ); + + unsigned int uiPatchCount = g_Patches.Size(); + for (i=0 ; iClose( dFp ); + + for (i=0; iemitlight to receiver->addlight + unsigned int uiPatchCount = g_Patches.Size(); + RunThreadsOn (uiPatchCount, true, GatherLight); + // move newly received light (addlight) to light to be sent out (emitlight) + // start at children and pull light up to parents + // light is always received to leaf patches + CollectLight( added ); + + qprintf ("\tBounce #%i added RGB(%.0f, %.0f, %.0f)\n", i+1, added[0], added[1], added[2] ); + + if ( i+1 == numbounce || (added[0] < 1.0 && added[1] < 1.0 && added[2] < 1.0) ) + bouncing = false; + + i++; + if ( g_bDumpPatches && !bouncing && i != 1) + { + sprintf (name, "bounce%i.txt", i); + WriteWorld (name, 0); + } + } +} + + + +//----------------------------------------------------------------------------- +// Purpose: Counts the number of clusters in a map with no visibility +// Output : int +//----------------------------------------------------------------------------- +int CountClusters( void ) +{ + int clusterCount = 0; + + for ( int i = 0; i < numleafs; i++ ) + { + if ( dleafs[i].cluster > clusterCount ) + clusterCount = dleafs[i].cluster; + } + + return clusterCount + 1; +} + + +/* +============= +RadWorld +============= +*/ +void RadWorld_Start() +{ + unsigned i; + + if (luxeldensity < 1.0) + { + // Remember the old lightmap vectors. + float oldLightmapVecs[MAX_MAP_TEXINFO][2][4]; + for (i = 0; i < texinfo.Count(); i++) + { + for( int j=0; j < 2; j++ ) + { + for( int k=0; k < 3; k++ ) + { + oldLightmapVecs[i][j][k] = texinfo[i].lightmapVecsLuxelsPerWorldUnits[j][k]; + } + } + } + + // rescale luxels to be no denser than "luxeldensity" + for (i = 0; i < texinfo.Count(); i++) + { + texinfo_t *tx = &texinfo[i]; + + for (int j = 0; j < 2; j++ ) + { + Vector tmp( tx->lightmapVecsLuxelsPerWorldUnits[j][0], tx->lightmapVecsLuxelsPerWorldUnits[j][1], tx->lightmapVecsLuxelsPerWorldUnits[j][2] ); + float scale = VectorNormalize( tmp ); + // only rescale them if the current scale is "tighter" than the desired scale + // FIXME: since this writes out to the BSP file every run, once it's set high it can't be reset + // to a lower value. + if (fabs( scale ) > luxeldensity) + { + if (scale < 0) + { + scale = -luxeldensity; + } + else + { + scale = luxeldensity; + } + VectorScale( tmp, scale, tmp ); + tx->lightmapVecsLuxelsPerWorldUnits[j][0] = tmp.x; + tx->lightmapVecsLuxelsPerWorldUnits[j][1] = tmp.y; + tx->lightmapVecsLuxelsPerWorldUnits[j][2] = tmp.z; + } + } + } + + UpdateAllFaceLightmapExtents(); + } + + MakeParents (0, -1); + + BuildClusterTable(); + + // turn each face into a single patch + MakePatches (); + PairEdges (); + + // store the vertex normals calculated in PairEdges + // so that the can be written to the bsp file for + // use in the engine + SaveVertexNormals(); + + // subdivide patches to a maximum dimension + SubdividePatches (); + + // add displacement faces to cluster table + AddDispsToClusterTable(); + + // create directlights out of patches and lights + CreateDirectLights (); + + // set up sky cameras + ProcessSkyCameras(); +} + + +// This function should fill in the indices into g_pFaces[] for the faces +// with displacements that touch the specified leaf. +void STUB_GetDisplacementsTouchingLeaf( int iLeaf, CUtlVector &dispFaces ) +{ +} + + +void BuildFacesVisibleToLights( bool bAllVisible ) +{ + g_FacesVisibleToLights.SetSize( numfaces/8 + 1 ); + + if( bAllVisible ) + { + memset( g_FacesVisibleToLights.Base(), 0xFF, g_FacesVisibleToLights.Count() ); + return; + } + + // First merge all the light PVSes. + CUtlVector aggregate; + aggregate.SetSize( (dvis->numclusters/8) + 1 ); + memset( aggregate.Base(), 0, aggregate.Count() ); + + int nDWords = aggregate.Count() / 4; + int nBytes = aggregate.Count() - nDWords*4; + + for( directlight_t *dl = activelights; dl != NULL; dl = dl->next ) + { + byte *pIn = dl->pvs; + byte *pOut = aggregate.Base(); + for( int iDWord=0; iDWord < nDWords; iDWord++ ) + { + *((unsigned long*)pOut) |= *((unsigned long*)pIn); + pIn += 4; + pOut += 4; + } + + for( int iByte=0; iByte < nBytes; iByte++ ) + { + *pOut |= *pIn; + ++pOut; + ++pIn; + } + } + + + // Now tag any faces that are visible to this monster PVS. + for( int iCluster=0; iCluster < dvis->numclusters; iCluster++ ) + { + if( g_ClusterLeaves[iCluster].leafCount ) + { + if( aggregate[iCluster>>3] & (1 << (iCluster & 7)) ) + { + for ( int i = 0; i < g_ClusterLeaves[iCluster].leafCount; i++ ) + { + int iLeaf = g_ClusterLeaves[iCluster].leafs[i]; + + // Tag all the faces. + int iFace; + for( iFace=0; iFace < dleafs[iLeaf].numleaffaces; iFace++ ) + { + int index = dleafs[iLeaf].firstleafface + iFace; + index = dleaffaces[index]; + + assert( index < numfaces ); + g_FacesVisibleToLights[index >> 3] |= (1 << (index & 7)); + } + + // Fill in STUB_GetDisplacementsTouchingLeaf when it's available + // so displacements get relit. + CUtlVector dispFaces; + STUB_GetDisplacementsTouchingLeaf( iLeaf, dispFaces ); + for( iFace=0; iFace < dispFaces.Count(); iFace++ ) + { + int index = dispFaces[iFace]; + g_FacesVisibleToLights[index >> 3] |= (1 << (index & 7)); + } + } + } + } + } + + // For stats.. figure out how many faces it's going to touch. + int nFacesToProcess = 0; + for( int i=0; i < numfaces; i++ ) + { + if( g_FacesVisibleToLights[i>>3] & (1 << (i & 7)) ) + ++nFacesToProcess; + } +} + + + +void MakeAllScales (void) +{ + // determine visibility between patches + BuildVisMatrix (); + + // release visibility matrix + FreeVisMatrix (); + + Msg("transfers %d, max %d\n", total_transfer, max_transfer ); + + qprintf ("transfer lists: %5.1f megs\n" + , (float)total_transfer * sizeof(transfer_t) / (1024*1024)); +} + + +// Helper function. This can be useful to visualize the world and faces and see which face +// corresponds to which dface. +#if 0 + #include "iscratchpad3d.h" + void ScratchPad_DrawWorld() + { + IScratchPad3D *pPad = ScratchPad3D_Create(); + pPad->SetAutoFlush( false ); + + for ( int i=0; i < numfaces; i++ ) + { + dface_t *f = &g_pFaces[i]; + + // Draw the face's outline, then put text for its face index on it too. + CUtlVector points; + for ( int iEdge = 0; iEdge < f->numedges; iEdge++ ) + { + int v; + int se = dsurfedges[f->firstedge + iEdge]; + if ( se < 0 ) + v = dedges[-se].v[1]; + else + v = dedges[se].v[0]; + + dvertex_t *dv = &dvertexes[v]; + points.AddToTail( dv->point ); + } + + // Draw the outline. + Vector vCenter( 0, 0, 0 ); + for ( iEdge=0; iEdge < points.Count(); iEdge++ ) + { + pPad->DrawLine( CSPVert( points[iEdge] ), CSPVert( points[(iEdge+1)%points.Count()] ) ); + vCenter += points[iEdge]; + } + vCenter /= points.Count(); + + // Draw the text. + char str[512]; + Q_snprintf( str, sizeof( str ), "%d", i ); + + CTextParams params; + + params.m_bCentered = true; + params.m_bOutline = true; + params.m_flLetterWidth = 2; + params.m_vColor.Init( 1, 0, 0 ); + + VectorAngles( dplanes[f->planenum].normal, params.m_vAngles ); + params.m_bTwoSided = true; + + params.m_vPos = vCenter; + + pPad->DrawText( str, params ); + } + + pPad->Release(); + } +#endif + + +bool RadWorld_Go() +{ + g_iCurFace = 0; + + InitMacroTexture( source ); + + if( g_pIncremental ) + { + g_pIncremental->PrepareForLighting(); + + // Cull out faces that aren't visible to any of the lights that we're updating with. + BuildFacesVisibleToLights( false ); + } + else + { + // Mark all faces visible.. when not doing incremental lighting, it's highly + // likely that all faces are going to be touched by at least one light so don't + // waste time here. + BuildFacesVisibleToLights( true ); + } + + // build initial facelights + if (g_bUseMPI) + { + // RunThreadsOnIndividual (numfaces, true, BuildFacelights); + RunMPIBuildFacelights(); + } + else + { + RunThreadsOnIndividual (numfaces, true, BuildFacelights); + } + + // Was the process interrupted? + if( g_pIncremental && (g_iCurFace != numfaces) ) + return false; + + // Figure out the offset into lightmap data for each face. + PrecompLightmapOffsets(); + + // If we're doing incremental lighting, stop here. + if( g_pIncremental ) + { + g_pIncremental->Finalize(); + } + else + { + // free up the direct lights now that we have facelights + ExportDirectLightsToWorldLights(); + + if ( g_bDumpPatches ) + { + for( int iBump = 0; iBump < 4; ++iBump ) + { + char szName[64]; + sprintf ( szName, "bounce0_%d.txt", iBump ); + WriteWorld( szName, iBump ); + } + } + + if (numbounce > 0) + { + // allocate memory for emitlight/addlight + emitlight.SetSize( g_Patches.Size() ); + memset( emitlight.Base(), 0, g_Patches.Size() * sizeof( Vector ) ); + addlight.SetSize( g_Patches.Size() ); + memset( addlight.Base(), 0, g_Patches.Size() * sizeof( bumplights_t ) ); + + MakeAllScales (); + + // spread light around + BounceLight (); + } + + // + // displacement surface luxel accumulation (make threaded!!!) + // + StaticDispMgr()->StartTimer( "Build Patch/Sample Hash Table(s)....." ); + StaticDispMgr()->InsertSamplesDataIntoHashTable(); + StaticDispMgr()->InsertPatchSampleDataIntoHashTable(); + StaticDispMgr()->EndTimer(); + + // blend bounced light into direct light and save + VMPI_SetCurrentStage( "FinalLightFace" ); + if ( !g_bUseMPI || g_bMPIMaster ) + RunThreadsOnIndividual (numfaces, true, FinalLightFace); + + // Distribute the lighting data to workers. + VMPI_DistributeLightData(); + + Msg("FinalLightFace Done\n"); fflush(stdout); + } + + return true; +} + +// declare the sample file pointer -- the whole debug print system should +// be reworked at some point!! +FileHandle_t pFileSamples[4][4]; + +void LoadPhysicsDLL( void ) +{ + PhysicsDLLPath( "VPHYSICS.DLL" ); +} + + +void InitDumpPatchesFiles() +{ + for( int iStyle = 0; iStyle < 4; ++iStyle ) + { + for ( int iBump = 0; iBump < 4; ++iBump ) + { + char szFilename[MAX_PATH]; + sprintf( szFilename, "samples_style%d_bump%d.txt", iStyle, iBump ); + pFileSamples[iStyle][iBump] = g_pFileSystem->Open( szFilename, "w" ); + if( !pFileSamples[iStyle][iBump] ) + { + Error( "Can't open %s for -dump.\n", szFilename ); + } + } + } +} + + +void VRAD_LoadBSP( char const *pFilename ) +{ + ThreadSetDefault (); + + g_flStartTime = Plat_FloatTime(); + + if( g_bLowPriority ) + { + SetLowPriority(); + } + + strcpy( level_name, source ); + + // This must come after InitFileSystem because the file system pointer might change. + if ( g_bDumpPatches ) + InitDumpPatchesFiles(); + + // This part is just for VMPI. VMPI's file system needs the basedir in front of all filenames, + // so we prepend qdir here. + strcpy( source, ExpandPath( source ) ); + + if ( !g_bUseMPI ) + { + // Setup the logfile. + char logFile[512]; + _snprintf( logFile, sizeof(logFile), "%s.log", source ); + SetSpewFunctionLogFile( logFile ); + } + + LoadPhysicsDLL(); + + // Set the required global lights filename and try looking in qproject + strcpy( global_lights, "lights.rad" ); + if ( !g_pFileSystem->FileExists( global_lights ) ) + { + // Otherwise, try looking in the BIN directory from which we were run from + Msg( "Could not find lights.rad in %s.\nTrying VRAD BIN directory instead...\n", + global_lights ); + GetModuleFileName( NULL, global_lights, sizeof( global_lights ) ); + Q_ExtractFilePath( global_lights, global_lights, sizeof( global_lights ) ); + strcat( global_lights, "lights.rad" ); + } + + // Set the optional level specific lights filename + strcpy( level_lights, source ); + + Q_DefaultExtension( level_lights, ".rad", sizeof( level_lights ) ); + if ( !g_pFileSystem->FileExists( level_lights ) ) + *level_lights = 0; + + ReadLightFile(global_lights); // Required + if ( *designer_lights ) ReadLightFile(designer_lights); // Command-line + if ( *level_lights ) ReadLightFile(level_lights); // Optional & implied + + strcpy(incrementfile, source); + Q_DefaultExtension(incrementfile, ".r0", sizeof(incrementfile)); + Q_DefaultExtension(source, ".bsp", sizeof( source )); + + GetPlatformMapPath( source, platformPath, 0, MAX_PATH ); + + Msg( "Loading %s\n", platformPath ); + VMPI_SetCurrentStage( "LoadBSPFile" ); + LoadBSPFile (platformPath); + + // now, set whether or not static prop lighting is present + if (g_bStaticPropLighting) + g_LevelFlags |= g_bHDR? LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_HDR : LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_NONHDR; + else + { + g_LevelFlags &= ~( LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_HDR | LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_NONHDR ); + } + + // now, we need to set our face ptr depending upon hdr, and if hdr, init it + if (g_bHDR) + { + g_pFaces = dfaces_hdr; + if (numfaces_hdr==0) + { + numfaces_hdr = numfaces; + memcpy( dfaces_hdr, dfaces, numfaces*sizeof(dfaces[0]) ); + } + } + else + { + g_pFaces = dfaces; + } + + + ParseEntities (); + ExtractBrushEntityShadowCasters(); + + StaticPropMgr()->Init(); + StaticDispMgr()->Init(); + + if (!visdatasize) + { + Msg("No vis information, direct lighting only.\n"); + numbounce = 0; + ambient[0] = ambient[1] = ambient[2] = 0.1f; + dvis->numclusters = CountClusters(); + } + + // + // patches and referencing data (ensure capacity) + // + // TODO: change the maxes to the amount from the bsp!! + // +// g_Patches.EnsureCapacity( MAX_PATCHES ); + + g_FacePatches.SetSize( MAX_MAP_FACES ); + faceParents.SetSize( MAX_MAP_FACES ); + clusterChildren.SetSize( MAX_MAP_CLUSTERS ); + + int ndx; + for ( ndx = 0; ndx < MAX_MAP_FACES; ndx++ ) + { + g_FacePatches[ndx] = g_FacePatches.InvalidIndex(); + faceParents[ndx] = faceParents.InvalidIndex(); + } + + for ( ndx = 0; ndx < MAX_MAP_CLUSTERS; ndx++ ) + { + clusterChildren[ndx] = clusterChildren.InvalidIndex(); + } + + // Setup ray tracer + AddBrushesForRayTrace(); + StaticDispMgr()->AddPolysForRayTrace(); + StaticPropMgr()->AddPolysForRayTrace(); + + // Dump raytracer for glview + if ( g_bDumpRtEnv ) + WriteRTEnv("trace.txt"); + + // Build acceleration structure + printf ( "Setting up ray-trace acceleration structure... "); + float start = Plat_FloatTime(); + g_RtEnv.SetupAccelerationStructure(); + float end = Plat_FloatTime(); + printf ( "Done (%.2f seconds)\n", end-start ); + +#if 0 // To test only k-d build + exit(0); +#endif + + RadWorld_Start(); + + // Setup incremental lighting. + if( g_pIncremental ) + { + if( !g_pIncremental->Init( source, incrementfile ) ) + { + Error( "Unable to load incremental lighting file in %s.\n", incrementfile ); + return; + } + } +} + + +void VRAD_ComputeOtherLighting() +{ + // Compute lighting for the bsp file + if ( !g_bNoDetailLighting ) + { + ComputeDetailPropLighting( THREADINDEX_MAIN ); + } + + ComputePerLeafAmbientLighting(); + + // bake the static props high quality vertex lighting into the bsp + if ( !do_fast && g_bStaticPropLighting ) + { + StaticPropMgr()->ComputeLighting( THREADINDEX_MAIN ); + } +} + +extern void CloseDispLuxels(); + +void VRAD_Finish() +{ + Msg( "Ready to Finish\n" ); + fflush( stdout ); + + if ( verbose ) + { + PrintBSPFileSizes(); + } + + Msg( "Writing %s\n", platformPath ); + VMPI_SetCurrentStage( "WriteBSPFile" ); + WriteBSPFile(platformPath); + + if ( g_bDumpPatches ) + { + for ( int iStyle = 0; iStyle < 4; ++iStyle ) + { + for ( int iBump = 0; iBump < 4; ++iBump ) + { + g_pFileSystem->Close( pFileSamples[iStyle][iBump] ); + } + } + } + + CloseDispLuxels(); + + StaticPropMgr()->Shutdown(); + + double end = Plat_FloatTime(); + + char str[512]; + GetHourMinuteSecondsString( (int)( end - g_flStartTime ), str, sizeof( str ) ); + Msg( "%s elapsed\n", str ); + + ReleasePakFileLumps(); +} + + +// Run startup code like initialize mathlib (called from main() and from the +// WorldCraft interface into vrad). +void VRAD_Init() +{ + MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f, false, false, false, false ); + InstallAllocationFunctions(); + InstallSpewFunction(); +} + + +int ParseCommandLine( int argc, char **argv, bool *onlydetail ) +{ + *onlydetail = false; + + // default to LDR + SetHDRMode( false ); + int i; + for( i=1 ; i 1.0) + luxeldensity = 1.0 / luxeldensity; + } + else + { + Warning("Error: expected a value after '-luxeldensity'\n" ); + return 1; + } + } + else if( !Q_stricmp( argv[i], "-low" ) ) + { + g_bLowPriority = true; + } + else if( !Q_stricmp( argv[i], "-loghash" ) ) + { + g_bLogHashData = true; + } + else if( !Q_stricmp( argv[i], "-onlydetail" ) ) + { + *onlydetail = true; + } + else if (!Q_stricmp(argv[i],"-softsun")) + { + if ( ++i < argc ) + { + g_SunAngularExtent=atof(argv[i]); + g_SunAngularExtent=sin((M_PI/180.0)*g_SunAngularExtent); + printf("sun extent=%f\n",g_SunAngularExtent); + } + else + { + Warning("Error: expected an angular extent value (0..180) '-softsun'\n" ); + return 1; + } + } + else if ( !Q_stricmp( argv[i], "-maxdispsamplesize" ) ) + { + if ( ++i < argc ) + { + g_flMaxDispSampleSize = ( float )atof( argv[i] ); + } + else + { + Warning( "Error: expected a sample size after '-maxdispsamplesize'\n" ); + return 1; + } + } + else if ( stricmp( argv[i], "-StopOnExit" ) == 0 ) + { + g_bStopOnExit = true; + } + else if ( stricmp( argv[i], "-steam" ) == 0 ) + { + } + else if ( stricmp( argv[i], "-allowdebug" ) == 0 ) + { + // Don't need to do anything, just don't error out. + } + else if ( !Q_stricmp( argv[i], CMDLINEOPTION_NOVCONFIG ) ) + { + } + else if ( !Q_stricmp( argv[i], "-vproject" ) || !Q_stricmp( argv[i], "-game" ) ) + { + ++i; + } + else if ( !Q_stricmp( argv[i], "-FullMinidumps" ) ) + { + EnableFullMinidumps( true ); + } + else if ( !Q_stricmp( argv[i], "-hdr" ) ) + { + SetHDRMode( true ); + } + else if ( !Q_stricmp( argv[i], "-ldr" ) ) + { + SetHDRMode( false ); + } + else if (!Q_stricmp(argv[i],"-maxchop")) + { + if ( ++i < argc ) + { + maxchop = (float)atof (argv[i]); + if ( maxchop < 1 ) + { + Warning("Error: expected positive value after '-maxchop'\n" ); + return 1; + } + } + else + { + Warning("Error: expected a value after '-maxchop'\n" ); + return 1; + } + } + else if (!Q_stricmp(argv[i],"-chop")) + { + if ( ++i < argc ) + { + minchop = (float)atof (argv[i]); + if ( minchop < 1 ) + { + Warning("Error: expected positive value after '-chop'\n" ); + return 1; + } + minchop = min( minchop, maxchop ); + } + else + { + Warning("Error: expected a value after '-chop'\n" ); + return 1; + } + } + else if ( !Q_stricmp( argv[i], "-dispchop" ) ) + { + if ( ++i < argc ) + { + dispchop = ( float )atof( argv[i] ); + if ( dispchop < 1.0f ) + { + Warning( "Error: expected positive value after '-dipschop'\n" ); + return 1; + } + } + else + { + Warning( "Error: expected a value after '-dispchop'\n" ); + return 1; + } + } + else if ( !Q_stricmp( argv[i], "-disppatchradius" ) ) + { + if ( ++i < argc ) + { + g_MaxDispPatchRadius = ( float )atof( argv[i] ); + if ( g_MaxDispPatchRadius < 10.0f ) + { + Warning( "Error: g_MaxDispPatchRadius < 10.0\n" ); + return 1; + } + } + else + { + Warning( "Error: expected a value after '-disppatchradius'\n" ); + return 1; + } + } + +#if ALLOWDEBUGOPTIONS + else if (!Q_stricmp(argv[i],"-scale")) + { + if ( ++i < argc ) + { + lightscale = (float)atof (argv[i]); + } + else + { + Warning("Error: expected a value after '-scale'\n" ); + return 1; + } + } + else if (!Q_stricmp(argv[i],"-ambient")) + { + if ( i+3 < argc ) + { + ambient[0] = (float)atof (argv[++i]) * 128; + ambient[1] = (float)atof (argv[++i]) * 128; + ambient[2] = (float)atof (argv[++i]) * 128; + } + else + { + Warning("Error: expected three color values after '-ambient'\n" ); + return 1; + } + } + else if (!Q_stricmp(argv[i],"-dlight")) + { + if ( ++i < argc ) + { + dlight_threshold = (float)atof (argv[i]); + } + else + { + Warning("Error: expected a value after '-dlight'\n" ); + return 1; + } + } + else if (!Q_stricmp(argv[i],"-sky")) + { + if ( ++i < argc ) + { + indirect_sun = (float)atof (argv[i]); + } + else + { + Warning("Error: expected a value after '-sky'\n" ); + return 1; + } + } + else if (!Q_stricmp(argv[i],"-notexscale")) + { + texscale = false; + } + else if (!Q_stricmp(argv[i],"-coring")) + { + if ( ++i < argc ) + { + coring = (float)atof( argv[i] ); + } + else + { + Warning("Error: expected a light threshold after '-coring'\n" ); + return 1; + } + } +#endif + // NOTE: the -mpi checks must come last here because they allow the previous argument + // to be -mpi as well. If it game before something else like -game, then if the previous + // argument was -mpi and the current argument was something valid like -game, it would skip it. + else if ( !Q_strncasecmp( argv[i], "-mpi", 4 ) || !Q_strncasecmp( argv[i-1], "-mpi", 4 ) ) + { + if ( stricmp( argv[i], "-mpi" ) == 0 ) + g_bUseMPI = true; + + // Any other args that start with -mpi are ok too. + if ( i == argc - 1 && V_stricmp( argv[i], "-mpi_ListParams" ) != 0 ) + break; + } + else + { + break; + } + } + + return i; +} + + +void PrintCommandLine( int argc, char **argv ) +{ + Warning( "Command line: " ); + for ( int z=0; z < argc; z++ ) + { + Warning( "\"%s\" ", argv[z] ); + } + Warning( "\n\n" ); +} + + +void PrintUsage( int argc, char **argv ) +{ + PrintCommandLine( argc, argv ); + + Warning( + "usage : vrad [options...] bspfile\n" + "example: vrad c:\\hl2\\hl2\\maps\\test\n" + "\n" + "Common options:\n" + "\n" + " -v (or -verbose): Turn on verbose output (also shows more command\n" + " -bounce # : Set max number of bounces (default: 100).\n" + " -fast : Quick and dirty lighting.\n" + " -fastambient : Per-leaf ambient sampling is lower quality to save compute time.\n" + " -final : High quality processing. equivalent to -extrasky 16.\n" + " -extrasky n : trace N times as many rays for indirect light and sky ambient.\n" + " -low : Run as an idle-priority process.\n" + " -mpi : Use VMPI to distribute computations.\n" + " -rederror : Show errors in red.\n" + "\n" + " -vproject : Override the VPROJECT environment variable.\n" + " -game : Same as -vproject.\n" + "\n" + "Other options:\n" + " -novconfig : Don't bring up graphical UI on vproject errors.\n" + " -dump : Write debugging .txt files.\n" + " -dumpnormals : Write normals to debug files.\n" + " -dumptrace : Write ray-tracing environment to debug files.\n" + " -threads : Control the number of threads vbsp uses (defaults to the #\n" + " or processors on your machine).\n" + " -lights : Load a lights file in addition to lights.rad and the\n" + " level lights file.\n" + " -noextra : Disable supersampling.\n" + " -debugextra : Places debugging data in lightmaps to visualize\n" + " supersampling.\n" + " -smooth # : Set the threshold for smoothing groups, in degrees\n" + " (default 45).\n" + " -dlightmap : Force direct lighting into different lightmap than\n" + " radiosity.\n" + " -stoponexit : Wait for a keypress on exit.\n" + " -mpi_pw : Use a password to choose a specific set of VMPI workers.\n" + " -nodetaillight : Don't light detail props.\n" + " -centersamples : Move sample centers.\n" + " -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).\n" + " The number specified must be less than 1.0 or it will be\n" + " ignored.\n" + " -loghash : Log the sample hash table to samplehash.txt.\n" + " -onlydetail : Only light detail props and per-leaf lighting.\n" + " -maxdispsamplesize #: Set max displacement sample size (default: 512).\n" + " -softsun : Treat the sun as an area light source of size degrees." + " Produces soft shadows.\n" + " Recommended values are between 0 and 5. Default is 0.\n" + " -FullMinidumps : Write large minidumps on crash.\n" + " -chop : Smallest number of luxel widths for a bounce patch, used on edges\n" + " -maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors\n" + "\n" + " -LargeDispSampleRadius: This can be used if there are splotches of bounced light\n" + " on terrain. The compile will take longer, but it will gather\n" + " light across a wider area.\n" + " -StaticPropLighting : generate backed static prop vertex lighting\n" + " -StaticPropPolys : Perform shadow tests of static props at polygon precision\n" + " -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)\n" + " -StaticPropNormals : when lighting static props, just show their normal vector\n" + " -textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture\n" + " -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)\n" + " -nossprops : Globally disable self-shadowing on static props\n" + "\n" +#if 1 // Disabled for the initial SDK release with VMPI so we can get feedback from selected users. + ); +#else + " -mpi_ListParams : Show a list of VMPI parameters.\n" + "\n" + ); + + // Show VMPI parameters? + for ( int i=1; i < argc; i++ ) + { + if ( V_stricmp( argv[i], "-mpi_ListParams" ) == 0 ) + { + Warning( "VMPI-specific options:\n\n" ); + + bool bIsSDKMode = VMPI_IsSDKMode(); + for ( int i=k_eVMPICmdLineParam_FirstParam+1; i < k_eVMPICmdLineParam_LastParam; i++ ) + { + if ( (VMPI_GetParamFlags( (EVMPICmdLineParam)i ) & VMPI_PARAM_SDK_HIDDEN) && bIsSDKMode ) + continue; + + Warning( "[%s]\n", VMPI_GetParamString( (EVMPICmdLineParam)i ) ); + Warning( VMPI_GetParamHelpString( (EVMPICmdLineParam)i ) ); + Warning( "\n\n" ); + } + break; + } + } +#endif +} + + +int RunVRAD( int argc, char **argv ) +{ +#if defined(_MSC_VER) && ( _MSC_VER >= 1310 ) + Msg("Valve Software - vrad.exe SSE (" __DATE__ ")\n" ); +#else + Msg("Valve Software - vrad.exe (" __DATE__ ")\n" ); +#endif + + Msg("\n Valve Radiosity Simulator \n"); + + verbose = true; // Originally FALSE + + bool onlydetail; + int i = ParseCommandLine( argc, argv, &onlydetail ); + if (i != argc - 1) + { + PrintUsage( argc, argv ); + DeleteCmdLine( argc, argv ); + CmdLib_Exit( 1 ); + } + + VRAD_LoadBSP( argv[i] ); + + if ( (! onlydetail) && (! g_bOnlyStaticProps ) ) + { + RadWorld_Go(); + } + + VRAD_ComputeOtherLighting(); + + VRAD_Finish(); + + VMPI_SetCurrentStage( "master done" ); + + DeleteCmdLine( argc, argv ); + CmdLib_Cleanup(); + return 0; +} + + +int VRAD_Main(int argc, char **argv) +{ + g_pFileSystem = NULL; // Safeguard against using it before it's properly initialized. + + VRAD_Init(); + + // This must come first. + VRAD_SetupMPI( argc, argv ); + + // Initialize the filesystem, so additional commandline options can be loaded + Q_StripExtension( argv[ argc - 1 ], source, sizeof( source ) ); + CmdLib_InitFileSystem( argv[ argc - 1 ] ); + Q_FileBase( source, source, sizeof( source ) ); + +#if !defined( _DEBUG ) + if ( g_bUseMPI && !g_bMPIMaster ) + { + SetupToolsMinidumpHandler( VMPI_ExceptionFilter ); + } + else +#endif + { + LoadCmdLineFromFile( argc, argv, source, "vrad" ); // Don't do this if we're a VMPI worker.. + SetupDefaultToolsMinidumpHandler(); + } + + return RunVRAD( argc, argv ); +} + + + + + -- cgit v1.2.3