From a0c29e7dd67abb15c74c85f07741784877edfdcd Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Mon, 2 Sep 2013 11:39:10 -0700 Subject: 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. --- sp/src/raytrace/trace2.cpp | 376 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 376 insertions(+) create mode 100644 sp/src/raytrace/trace2.cpp (limited to 'sp/src/raytrace/trace2.cpp') 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 + +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=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;l0) + { + 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); + } + } +} -- cgit v1.2.3