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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#include <tier0/platform.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <stdlib.h>
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#include "bitmap/float_bm.h"
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#include "vstdlib/vstdlib.h"
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#include "raytrace.h"
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#include "mathlib/bumpvects.h"
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#include "mathlib/halton.h"
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#include "tier0/threadtools.h"
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#include "tier0/progressbar.h"
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// In order to handle intersections with wrapped copies, we repeat the bitmap triangles this many
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// times
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#define NREPS_TILE 1
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extern int n_intersection_calculations;
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struct SSBumpCalculationContext // what each thread needs to see
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{
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RayTracingEnvironment *m_pRtEnv;
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FloatBitMap_t *ret_bm; // the bitmnap we are building
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FloatBitMap_t const *src_bm;
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int nrays_to_trace_per_pixel;
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float bump_scale;
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Vector *trace_directions; // light source directions to trace
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Vector *normals;
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int min_y; // range of scanlines to computer for
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int max_y;
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uint32 m_nOptionFlags;
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int thread_number;
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};
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static uintp SSBumpCalculationThreadFN( void * ctx1 )
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{
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SSBumpCalculationContext *ctx = ( SSBumpCalculationContext * ) ctx1;
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RayStream ray_trace_stream_ctx;
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RayTracingSingleResult * rslts = new
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RayTracingSingleResult[ctx->ret_bm->Width * ctx->nrays_to_trace_per_pixel];
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for( int y = ctx->min_y; y <= ctx->max_y; y++ )
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{
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if ( ctx->thread_number == 0 )
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ReportProgress("Computing output",(1+ctx->max_y-ctx->min_y),y-ctx->min_y);
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for( int r = 0; r < ctx->nrays_to_trace_per_pixel; r++ )
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{
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for( int x = 0; x < ctx->ret_bm->Width; x++ )
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{
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Vector surf_pnt( x, y, ctx->bump_scale * ctx->src_bm->Pixel( x, y, 3 ) );
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// move the ray origin up a hair
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surf_pnt.z += 0.55;
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Vector trace_end = surf_pnt;
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Vector trace_dir = ctx->trace_directions[ r ];
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trace_dir *= ( 1 + NREPS_TILE * 2 ) * max( ctx->src_bm->Width, ctx->src_bm->Height );
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trace_end += trace_dir;
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ctx->m_pRtEnv->AddToRayStream( ray_trace_stream_ctx, surf_pnt, trace_end,
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& ( rslts[ r + ctx->nrays_to_trace_per_pixel * ( x )] ));
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}
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}
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if ( ctx->nrays_to_trace_per_pixel )
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ctx->m_pRtEnv->FinishRayStream( ray_trace_stream_ctx );
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// now, all ray tracing results are in the results buffer. Determine the visible self-shadowed
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// bump map lighting at each vertex in each basis direction
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for( int x = 0; x < ctx->src_bm->Width; x++ )
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{
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int nNumChannels = ( ctx->m_nOptionFlags & SSBUMP_OPTION_NONDIRECTIONAL ) ? 1 : 3;
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for( int c = 0; c < nNumChannels; c++ )
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{
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float sum_dots = 0;
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float sum_possible_dots = 0;
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Vector ldir = g_localBumpBasis[c];
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float ndotl = DotProduct( ldir, ctx->normals[x + y * ctx->src_bm->Width] );
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if ( ndotl < 0 )
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ctx->ret_bm->Pixel( x, y, c ) = 0;
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else
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{
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if ( ctx->nrays_to_trace_per_pixel )
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{
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RayTracingSingleResult *this_rslt =
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rslts + ctx->nrays_to_trace_per_pixel * ( x );
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for( int r = 0; r < ctx->nrays_to_trace_per_pixel; r++ )
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{
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float dot;
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if ( ctx->m_nOptionFlags & SSBUMP_OPTION_NONDIRECTIONAL )
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dot = ctx->trace_directions[r].z;
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else
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dot = DotProduct( ldir, ctx->trace_directions[r] );
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if ( dot > 0 )
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{
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sum_possible_dots += dot;
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if ( this_rslt[r].HitID == - 1 )
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sum_dots += dot;
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}
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}
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}
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else
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{
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sum_dots = sum_possible_dots = 1.0;
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}
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ctx->ret_bm->Pixel( x, y, c ) = ( ndotl * sum_dots ) / sum_possible_dots;
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}
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}
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if ( ctx->m_nOptionFlags & SSBUMP_OPTION_NONDIRECTIONAL )
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{
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ctx->ret_bm->Pixel( x, y, 1 ) = ctx->ret_bm->Pixel( x, y, 0 ); // copy height
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ctx->ret_bm->Pixel( x, y, 2 ) = ctx->ret_bm->Pixel( x, y, 0 ); // copy height
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ctx->ret_bm->Pixel( x, y, 3 ) = ctx->ret_bm->Pixel( x, y, 0 ); // copy height
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}
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else
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{
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ctx->ret_bm->Pixel( x, y, 3 ) = ctx->src_bm->Pixel( x, y, 3 ); // copy height
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}
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}
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}
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delete[] rslts;
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return 0;
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}
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void FloatBitMap_t::ComputeVertexPositionsAndNormals( float flHeightScale, Vector **ppPosOut, Vector **ppNormalOut ) const
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{
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Vector *verts = new Vector[Width * Height];
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// first, calculate vertex positions
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for( int y = 0; y < Height; y++ )
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for( int x = 0; x < Width; x++ )
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{
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Vector * out = verts + x + y * Width;
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out->x = x;
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out->y = y;
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out->z = flHeightScale * Pixel( x, y, 3 );
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}
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Vector *normals = new Vector[Width * Height];
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// now, calculate normals, smoothed
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for( int y = 0; y < Height; y++ )
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for( int x = 0; x < Width; x++ )
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{
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// now, calculcate average normal
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Vector avg_normal( 0, 0, 0 );
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for( int xofs =- 1;xofs <= 1;xofs++ )
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for( int yofs =- 1;yofs <= 1;yofs++ )
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{
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int x0 = ( x + xofs );
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if ( x0 < 0 )
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x0 += Width;
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int y0 = ( y + yofs );
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if ( y0 < 0 )
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y0 += Height;
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x0 = x0 % Width;
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y0 = y0 % Height;
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int x1 = ( x0 + 1 ) % Width;
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int y1 = ( y0 + 1 ) % Height;
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// now, form the two triangles from this vertex
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Vector p0 = verts[x0 + y0 * Width];
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Vector e1 = verts[x1 + y0 * Width];
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e1 -= p0;
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Vector e2 = verts[x0 + y1 * Width];
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e2 -= p0;
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Vector n1;
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CrossProduct( e1, e2, n1 );
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if ( n1.z < 0 )
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n1.Negate();
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e1 = verts[x + y1 * Width];
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e1 -= p0;
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e2 = verts[x1 + y1 * Width];
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e2 -= p0;
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Vector n2;
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CrossProduct( e1, e2, n2 );
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if ( n2.z < 0 )
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n2.Negate();
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n1.NormalizeInPlace();
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n2.NormalizeInPlace();
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avg_normal += n1;
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avg_normal += n2;
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}
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avg_normal.NormalizeInPlace();
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normals[x + y * Width]= avg_normal;
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}
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*ppPosOut = verts;
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*ppNormalOut = normals;
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}
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FloatBitMap_t *FloatBitMap_t::ComputeSelfShadowedBumpmapFromHeightInAlphaChannel(
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float bump_scale, int nrays_to_trace_per_pixel,
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uint32 nOptionFlags ) const
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{
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// first, add all the triangles from the height map to the "world".
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// we will make multiple copies to handle wrapping
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int tcnt = 1;
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Vector * verts;
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Vector * normals;
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ComputeVertexPositionsAndNormals( bump_scale, & verts, & normals );
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RayTracingEnvironment rtEnv;
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rtEnv.Flags |= RTE_FLAGS_DONT_STORE_TRIANGLE_COLORS; // save some ram
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if ( nrays_to_trace_per_pixel )
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{
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rtEnv.MakeRoomForTriangles( ( 1 + 2 * NREPS_TILE ) * ( 1 + 2 * NREPS_TILE ) * 2 * Height * Width );
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// now, add a whole mess of triangles to trace against
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for( int tilex =- NREPS_TILE; tilex <= NREPS_TILE; tilex++ )
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for( int tiley =- NREPS_TILE; tiley <= NREPS_TILE; tiley++ )
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{
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int min_x = 0;
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int max_x = Width - 1;
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int min_y = 0;
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int max_y = Height - 1;
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if ( tilex < 0 )
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min_x = Width / 2;
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if ( tilex > 0 )
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max_x = Width / 2;
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if ( tiley < 0 )
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min_y = Height / 2;
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if ( tiley > 0 )
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max_y = Height / 2;
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for( int y = min_y; y <= max_y; y++ )
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for( int x = min_x; x <= max_x; x++ )
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{
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Vector ofs( tilex * Width, tiley * Height, 0 );
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int x1 = ( x + 1 ) % Width;
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int y1 = ( y + 1 ) % Height;
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Vector v0 = verts[x + y * Width];
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Vector v1 = verts[x1 + y * Width];
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Vector v2 = verts[x1 + y1 * Width];
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Vector v3 = verts[x + y1 * Width];
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v0.x = x; v0.y = y;
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v1.x = x + 1; v1.y = y;
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v2.x = x + 1; v2.y = y + 1;
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v3.x = x; v3.y = y + 1;
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v0 += ofs; v1 += ofs; v2 += ofs; v3 += ofs;
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rtEnv.AddTriangle( tcnt++, v0, v1, v2, Vector( 1, 1, 1 ) );
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rtEnv.AddTriangle( tcnt++, v0, v3, v2, Vector( 1, 1, 1 ) );
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}
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}
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//printf("added %d triangles\n",tcnt-1);
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ReportProgress("Creating kd-tree",0,0);
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rtEnv.SetupAccelerationStructure();
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// ok, now we have built a structure for ray intersection. we will take advantage
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// of the SSE ray tracing code by intersecting rays as a batch.
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}
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// We need to calculate for each vertex (i.e. pixel) of the heightmap, how "much" of the world
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// it can see in each basis direction. we will do this by sampling a sphere of rays around the
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// vertex, and using dot-product weighting to measure the lighting contribution in each basis
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// direction. note that the surface normal is not used here. The surface normal will end up
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// being reflected in the result because of rays being blocked when they try to pass through
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// the planes of the triangles touching the vertex.
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// note that there is no reason inter-bounced lighting could not be folded into this
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// calculation.
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FloatBitMap_t * ret = new FloatBitMap_t( Width, Height );
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Vector *trace_directions=new Vector[nrays_to_trace_per_pixel];
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DirectionalSampler_t my_sphere_sampler;
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for( int r=0; r < nrays_to_trace_per_pixel; r++)
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{
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Vector trace_dir=my_sphere_sampler.NextValue();
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// trace_dir=Vector(1,0,0);
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trace_dir.z=fabs(trace_dir.z); // upwards facing only
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trace_directions[ r ]= trace_dir;
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}
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volatile SSBumpCalculationContext ctxs[32];
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ctxs[0].m_pRtEnv =& rtEnv;
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ctxs[0].ret_bm = ret;
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ctxs[0].src_bm = this;
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ctxs[0].nrays_to_trace_per_pixel = nrays_to_trace_per_pixel;
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ctxs[0].bump_scale = bump_scale;
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ctxs[0].trace_directions = trace_directions;
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ctxs[0].normals = normals;
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ctxs[0].min_y = 0;
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ctxs[0].max_y = Height - 1;
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ctxs[0].m_nOptionFlags = nOptionFlags;
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int nthreads = min( 32, (int)GetCPUInformation()->m_nPhysicalProcessors );
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ThreadHandle_t waithandles[32];
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int starty = 0;
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int ystep = Height / nthreads;
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for( int t = 0;t < nthreads; t++ )
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{
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if ( t )
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memcpy( (void * ) ( & ctxs[t] ), ( void * ) & ctxs[0], sizeof( ctxs[0] ));
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ctxs[t].thread_number = t;
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ctxs[t].min_y = starty;
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if ( t != nthreads - 1 )
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ctxs[t].max_y = min( Height - 1, starty + ystep - 1 );
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else
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ctxs[t].max_y = Height - 1;
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waithandles[t]= CreateSimpleThread( SSBumpCalculationThreadFN, ( SSBumpCalculationContext * ) & ctxs[t] );
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starty += ystep;
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}
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for(int t=0;t<nthreads;t++)
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{
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ThreadJoin( waithandles[t] );
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}
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if ( nOptionFlags & SSBUMP_MOD2X_DETAIL_TEXTURE )
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{
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const float flOutputScale = 0.5 * ( 1.0 / .57735026 ); // normalize so that a flat normal yields 0.5
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// scale output weights by color channel
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for( int nY = 0; nY < Height; nY++ )
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for( int nX = 0; nX < Width; nX++ )
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{
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float flScale = flOutputScale * (2.0/3.0) * ( Pixel( nX, nY, 0 ) + Pixel( nX, nY, 1 ) + Pixel( nX, nY, 2 ) );
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ret->Pixel( nX, nY, 0 ) *= flScale;
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ret->Pixel( nX, nY, 1 ) *= flScale;
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ret->Pixel( nX, nY, 2 ) *= flScale;
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}
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}
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delete[] verts;
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delete[] trace_directions;
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delete[] normals;
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return ret; // destructor will clean up rtenv
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}
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// generate a conventional normal map from a source with height stored in alpha.
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FloatBitMap_t *FloatBitMap_t::ComputeBumpmapFromHeightInAlphaChannel( float bump_scale ) const
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{
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Vector *verts;
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Vector *normals;
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ComputeVertexPositionsAndNormals( bump_scale, &verts, &normals );
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FloatBitMap_t *ret=new FloatBitMap_t( Width, Height );
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for( int y = 0; y < Height; y++ )
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for( int x = 0; x < Width; x++ )
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{
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Vector const & N = normals[ x + y * Width ];
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ret->Pixel( x, y, 0 ) = 0.5+ 0.5 * N.x;
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ret->Pixel( x, y, 1 ) = 0.5+ 0.5 * N.y;
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ret->Pixel( x, y, 2 ) = 0.5+ 0.5 * N.z;
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ret->Pixel( x, y, 3 ) = Pixel( x, y, 3 );
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}
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return ret;
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}
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