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883 lines
22 KiB
883 lines
22 KiB
![]()
4 years ago
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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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// $NoKeywords: $
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//
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//=============================================================================//
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#include "vrad.h"
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#include "lightmap.h"
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#include "radial.h"
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#include "mathlib/bumpvects.h"
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#include "utlrbtree.h"
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#include "mathlib/VMatrix.h"
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#include "macro_texture.h"
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void WorldToLuxelSpace( lightinfo_t const *l, Vector const &world, Vector2D &coord )
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{
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Vector pos;
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VectorSubtract( world, l->luxelOrigin, pos );
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coord[0] = DotProduct( pos, l->worldToLuxelSpace[0] ) - l->face->m_LightmapTextureMinsInLuxels[0];
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coord[1] = DotProduct( pos, l->worldToLuxelSpace[1] ) - l->face->m_LightmapTextureMinsInLuxels[1];
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}
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void LuxelSpaceToWorld( lightinfo_t const *l, float s, float t, Vector &world )
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{
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Vector pos;
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s += l->face->m_LightmapTextureMinsInLuxels[0];
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t += l->face->m_LightmapTextureMinsInLuxels[1];
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VectorMA( l->luxelOrigin, s, l->luxelToWorldSpace[0], pos );
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VectorMA( pos, t, l->luxelToWorldSpace[1], world );
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}
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void WorldToLuxelSpace( lightinfo_t const *l, FourVectors const &world, FourVectors &coord )
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{
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FourVectors luxelOrigin;
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luxelOrigin.DuplicateVector ( l->luxelOrigin );
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FourVectors pos = world;
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pos -= luxelOrigin;
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coord.x = pos * l->worldToLuxelSpace[0];
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coord.x = SubSIMD ( coord.x, ReplicateX4 ( l->face->m_LightmapTextureMinsInLuxels[0] ) );
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coord.y = pos * l->worldToLuxelSpace[1];
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coord.y = SubSIMD ( coord.y, ReplicateX4 ( l->face->m_LightmapTextureMinsInLuxels[1] ) );
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coord.z = Four_Zeros;
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}
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void LuxelSpaceToWorld( lightinfo_t const *l, fltx4 s, fltx4 t, FourVectors &world )
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{
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world.DuplicateVector ( l->luxelOrigin );
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FourVectors st;
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s = AddSIMD ( s, ReplicateX4 ( l->face->m_LightmapTextureMinsInLuxels[0] ) );
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st.DuplicateVector ( l->luxelToWorldSpace[0] );
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st *= s;
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world += st;
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t = AddSIMD ( t, ReplicateX4 ( l->face->m_LightmapTextureMinsInLuxels[1] ) );
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st.DuplicateVector ( l->luxelToWorldSpace[1] );
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st *= t;
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world += st;
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}
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void AddDirectToRadial( radial_t *rad,
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Vector const &pnt,
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Vector2D const &coordmins, Vector2D const &coordmaxs,
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LightingValue_t const light[NUM_BUMP_VECTS+1],
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bool hasBumpmap, bool neighborHasBumpmap )
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{
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int s_min, s_max, t_min, t_max;
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Vector2D coord;
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int s, t;
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float ds, dt;
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float r;
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float area;
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int bumpSample;
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// convert world pos into local lightmap texture coord
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WorldToLuxelSpace( &rad->l, pnt, coord );
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s_min = ( int )( coordmins[0] );
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t_min = ( int )( coordmins[1] );
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s_max = ( int )( coordmaxs[0] + 0.9999f ) + 1; // ????
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t_max = ( int )( coordmaxs[1] + 0.9999f ) + 1;
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s_min = max( s_min, 0 );
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t_min = max( t_min, 0 );
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s_max = min( s_max, rad->w );
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t_max = min( t_max, rad->h );
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for( s = s_min; s < s_max; s++ )
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{
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for( t = t_min; t < t_max; t++ )
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{
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float s0 = max( coordmins[0] - s, -1.0 );
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float t0 = max( coordmins[1] - t, -1.0 );
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float s1 = min( coordmaxs[0] - s, 1.0 );
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float t1 = min( coordmaxs[1] - t, 1.0 );
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area = (s1 - s0) * (t1 - t0);
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if (area > EQUAL_EPSILON)
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{
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ds = fabs( coord[0] - s );
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dt = fabs( coord[1] - t );
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r = max( ds, dt );
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if (r < 0.1)
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{
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r = area / 0.1;
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}
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else
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{
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r = area / r;
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}
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int i = s+t*rad->w;
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if( hasBumpmap )
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{
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if( neighborHasBumpmap )
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{
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for( bumpSample = 0; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ )
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{
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rad->light[bumpSample][i].AddWeighted( light[bumpSample], r );
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}
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}
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else
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{
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rad->light[0][i].AddWeighted(light[0],r );
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for( bumpSample = 1; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ )
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{
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rad->light[bumpSample][i].AddWeighted( light[0], r * OO_SQRT_3 );
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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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rad->light[0][i].AddWeighted( light[0], r );
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}
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rad->weight[i] += r;
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}
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}
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}
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}
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void AddBouncedToRadial( radial_t *rad,
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Vector const &pnt,
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Vector2D const &coordmins, Vector2D const &coordmaxs,
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Vector const light[NUM_BUMP_VECTS+1],
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bool hasBumpmap, bool neighborHasBumpmap )
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{
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int s_min, s_max, t_min, t_max;
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Vector2D coord;
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int s, t;
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float ds, dt;
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float r;
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int bumpSample;
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// convert world pos into local lightmap texture coord
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WorldToLuxelSpace( &rad->l, pnt, coord );
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float dists, distt;
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dists = (coordmaxs[0] - coordmins[0]);
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distt = (coordmaxs[1] - coordmins[1]);
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// patches less than a luxel in size could be mistakeningly filtered, so clamp.
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dists = max( 1.0, dists );
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distt = max( 1.0, distt );
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// find possible domain of patch influence
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s_min = ( int )( coord[0] - dists * RADIALDIST );
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t_min = ( int )( coord[1] - distt * RADIALDIST );
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s_max = ( int )( coord[0] + dists * RADIALDIST + 1.0f );
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t_max = ( int )( coord[1] + distt * RADIALDIST + 1.0f );
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// clamp to valid luxel
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s_min = max( s_min, 0 );
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t_min = max( t_min, 0 );
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s_max = min( s_max, rad->w );
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t_max = min( t_max, rad->h );
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for( s = s_min; s < s_max; s++ )
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{
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for( t = t_min; t < t_max; t++ )
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{
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// patch influence is based on patch size
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ds = ( coord[0] - s ) / dists;
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dt = ( coord[1] - t ) / distt;
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r = RADIALDIST2 - (ds * ds + dt * dt);
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int i = s+t*rad->w;
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if (r > 0)
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{
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if( hasBumpmap )
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{
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if( neighborHasBumpmap )
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{
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for( bumpSample = 0; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ )
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{
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rad->light[bumpSample][i].AddWeighted( light[bumpSample], r );
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}
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}
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else
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{
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rad->light[0][i].AddWeighted( light[0], r );
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for( bumpSample = 1; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ )
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{
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rad->light[bumpSample][i].AddWeighted( light[0], r * OO_SQRT_3 );
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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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rad->light[0][i].AddWeighted( light[0], r );
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}
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rad->weight[i] += r;
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}
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}
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}
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}
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void PatchLightmapCoordRange( radial_t *rad, int ndxPatch, Vector2D &mins, Vector2D &maxs )
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{
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winding_t *w;
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int i;
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Vector2D coord;
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mins.Init( 1E30, 1E30 );
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maxs.Init( -1E30, -1E30 );
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CPatch *patch = &g_Patches.Element( ndxPatch );
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w = patch->winding;
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for (i = 0; i < w->numpoints; i++)
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{
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WorldToLuxelSpace( &rad->l, w->p[i], coord );
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mins[0] = min( mins[0], coord[0] );
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maxs[0] = max( maxs[0], coord[0] );
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mins[1] = min( mins[1], coord[1] );
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maxs[1] = max( maxs[1], coord[1] );
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}
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}
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radial_t *AllocateRadial( int facenum )
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{
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radial_t *rad;
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rad = ( radial_t* )calloc( 1, sizeof( *rad ) );
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rad->facenum = facenum;
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InitLightinfo( &rad->l, facenum );
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rad->w = rad->l.face->m_LightmapTextureSizeInLuxels[0]+1;
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rad->h = rad->l.face->m_LightmapTextureSizeInLuxels[1]+1;
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return rad;
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}
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void FreeRadial( radial_t *rad )
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{
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if (rad)
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free( rad );
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}
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radial_t *BuildPatchRadial( int facenum )
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{
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int j;
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radial_t *rad;
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CPatch *patch;
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faceneighbor_t *fn;
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Vector2D mins, maxs;
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bool needsBumpmap, neighborNeedsBumpmap;
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needsBumpmap = texinfo[g_pFaces[facenum].texinfo].flags & SURF_BUMPLIGHT ? true : false;
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rad = AllocateRadial( facenum );
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fn = &faceneighbor[ rad->facenum ];
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CPatch *pNextPatch;
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if( g_FacePatches.Element( rad->facenum ) != g_FacePatches.InvalidIndex() )
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{
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for( patch = &g_Patches.Element( g_FacePatches.Element( rad->facenum ) ); patch; patch = pNextPatch )
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{
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// next patch
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pNextPatch = NULL;
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if( patch->ndxNext != g_Patches.InvalidIndex() )
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{
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pNextPatch = &g_Patches.Element( patch->ndxNext );
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}
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// skip patches with children
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if (patch->child1 != g_Patches.InvalidIndex() )
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continue;
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// get the range of patch lightmap texture coords
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int ndxPatch = patch - g_Patches.Base();
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PatchLightmapCoordRange( rad, ndxPatch, mins, maxs );
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if (patch->numtransfers == 0)
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{
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// Error, using patch that was never evaluated or has no samples
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// patch->totallight[1] = 255;
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}
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//
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// displacement surface patch origin position and normal vectors have been changed to
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// represent the displacement surface position and normal -- for radial "blending"
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// we need to get the base surface patch origin!
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//
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if( ValidDispFace( &g_pFaces[facenum] ) )
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{
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Vector patchOrigin;
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WindingCenter (patch->winding, patchOrigin );
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AddBouncedToRadial( rad, patchOrigin, mins, maxs, patch->totallight.light,
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needsBumpmap, needsBumpmap );
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}
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else
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{
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AddBouncedToRadial( rad, patch->origin, mins, maxs, patch->totallight.light,
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needsBumpmap, needsBumpmap );
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}
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}
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}
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for (j=0 ; j<fn->numneighbors; j++)
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{
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if( g_FacePatches.Element( fn->neighbor[j] ) != g_FacePatches.InvalidIndex() )
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{
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for( patch = &g_Patches.Element( g_FacePatches.Element( fn->neighbor[j] ) ); patch; patch = pNextPatch )
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{
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// next patch
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pNextPatch = NULL;
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if( patch->ndxNext != g_Patches.InvalidIndex() )
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{
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pNextPatch = &g_Patches.Element( patch->ndxNext );
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}
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// skip patches with children
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if (patch->child1 != g_Patches.InvalidIndex() )
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continue;
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// get the range of patch lightmap texture coords
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int ndxPatch = patch - g_Patches.Base();
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PatchLightmapCoordRange( rad, ndxPatch, mins, maxs );
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neighborNeedsBumpmap = texinfo[g_pFaces[facenum].texinfo].flags & SURF_BUMPLIGHT ? true : false;
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//
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// displacement surface patch origin position and normal vectors have been changed to
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// represent the displacement surface position and normal -- for radial "blending"
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// we need to get the base surface patch origin!
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//
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if( ValidDispFace( &g_pFaces[fn->neighbor[j]] ) )
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{
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Vector patchOrigin;
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WindingCenter (patch->winding, patchOrigin );
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AddBouncedToRadial( rad, patchOrigin, mins, maxs, patch->totallight.light,
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needsBumpmap, needsBumpmap );
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}
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else
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{
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AddBouncedToRadial( rad, patch->origin, mins, maxs, patch->totallight.light,
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needsBumpmap, needsBumpmap );
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}
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}
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}
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}
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return rad;
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}
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radial_t *BuildLuxelRadial( int facenum, int style )
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{
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LightingValue_t light[NUM_BUMP_VECTS + 1];
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facelight_t *fl = &facelight[facenum];
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faceneighbor_t *fn = &faceneighbor[facenum];
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radial_t *rad = AllocateRadial( facenum );
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bool needsBumpmap = texinfo[g_pFaces[facenum].texinfo].flags & SURF_BUMPLIGHT ? true : false;
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for (int k=0 ; k<fl->numsamples ; k++)
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{
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if( needsBumpmap )
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{
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for( int bumpSample = 0; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ )
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{
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light[bumpSample] = fl->light[style][bumpSample][k];
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}
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}
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else
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{
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light[0] = fl->light[style][0][k];
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}
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AddDirectToRadial( rad, fl->sample[k].pos, fl->sample[k].mins, fl->sample[k].maxs, light, needsBumpmap, needsBumpmap );
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}
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for (int j = 0; j < fn->numneighbors; j++)
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{
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fl = &facelight[fn->neighbor[j]];
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bool neighborHasBumpmap = false;
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if( texinfo[g_pFaces[fn->neighbor[j]].texinfo].flags & SURF_BUMPLIGHT )
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{
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neighborHasBumpmap = true;
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||
|
}
|
||
|
|
||
|
int nstyle = 0;
|
||
|
|
||
|
// look for style that matches
|
||
|
if (g_pFaces[fn->neighbor[j]].styles[nstyle] != g_pFaces[facenum].styles[style])
|
||
|
{
|
||
|
for (nstyle = 1; nstyle < MAXLIGHTMAPS; nstyle++ )
|
||
|
if ( g_pFaces[fn->neighbor[j]].styles[nstyle] == g_pFaces[facenum].styles[style] )
|
||
|
break;
|
||
|
|
||
|
// if not found, skip this neighbor
|
||
|
if (nstyle >= MAXLIGHTMAPS)
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
lightinfo_t l;
|
||
|
|
||
|
InitLightinfo( &l, fn->neighbor[j] );
|
||
|
|
||
|
for (int k=0 ; k<fl->numsamples ; k++)
|
||
|
{
|
||
|
if( neighborHasBumpmap )
|
||
|
{
|
||
|
for( int bumpSample = 0; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ )
|
||
|
{
|
||
|
light[bumpSample] = fl->light[nstyle][bumpSample][k];
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
light[0]=fl->light[nstyle][0][k];
|
||
|
}
|
||
|
|
||
|
Vector tmp;
|
||
|
Vector2D mins, maxs;
|
||
|
|
||
|
LuxelSpaceToWorld( &l, fl->sample[k].mins[0], fl->sample[k].mins[1], tmp );
|
||
|
WorldToLuxelSpace( &rad->l, tmp, mins );
|
||
|
LuxelSpaceToWorld( &l, fl->sample[k].maxs[0], fl->sample[k].maxs[1], tmp );
|
||
|
WorldToLuxelSpace( &rad->l, tmp, maxs );
|
||
|
|
||
|
AddDirectToRadial( rad, fl->sample[k].pos, mins, maxs, light,
|
||
|
needsBumpmap, neighborHasBumpmap );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return rad;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: returns the closest light value for a given point on the surface
|
||
|
// this is normally a 1:1 mapping
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool SampleRadial( radial_t *rad, Vector& pnt, LightingValue_t light[NUM_BUMP_VECTS + 1], int bumpSampleCount )
|
||
|
{
|
||
|
int bumpSample;
|
||
|
Vector2D coord;
|
||
|
|
||
|
WorldToLuxelSpace( &rad->l, pnt, coord );
|
||
|
int u = ( int )( coord[0] + 0.5f );
|
||
|
int v = ( int )( coord[1] + 0.5f );
|
||
|
int i = u + v * rad->w;
|
||
|
|
||
|
if (u < 0 || u > rad->w || v < 0 || v > rad->h)
|
||
|
{
|
||
|
static bool warning = false;
|
||
|
if ( !warning )
|
||
|
{
|
||
|
// punting over to KenB
|
||
|
// 2d coord indexes off of lightmap, generation of pnt seems suspect
|
||
|
Warning( "SampleRadial: Punting, Waiting for fix\n" );
|
||
|
warning = true;
|
||
|
}
|
||
|
for( bumpSample = 0; bumpSample < bumpSampleCount; bumpSample++ )
|
||
|
{
|
||
|
light[bumpSample].m_vecLighting.Init( 2550, 0, 0 );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool baseSampleOk = true;
|
||
|
for( bumpSample = 0; bumpSample < bumpSampleCount; bumpSample++ )
|
||
|
{
|
||
|
light[bumpSample].Zero();
|
||
|
|
||
|
if (rad->weight[i] > WEIGHT_EPS)
|
||
|
{
|
||
|
light[bumpSample]= rad->light[bumpSample][i];
|
||
|
light[bumpSample].Scale( 1.0 / rad->weight[i] );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( bRed2Black )
|
||
|
{
|
||
|
// Error, luxel has no samples
|
||
|
light[bumpSample].m_vecLighting.Init( 0, 0, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Error, luxel has no samples
|
||
|
// Yes, it actually should be 2550
|
||
|
light[bumpSample].m_vecLighting.Init( 2550, 0, 0 );
|
||
|
}
|
||
|
|
||
|
if (bumpSample == 0)
|
||
|
baseSampleOk = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return baseSampleOk;
|
||
|
}
|
||
|
|
||
|
bool FloatLess( float const& src1, float const& src2 )
|
||
|
{
|
||
|
return src1 < src2;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Debugging!
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void GetRandomColor( unsigned char *color )
|
||
|
{
|
||
|
static bool firstTime = true;
|
||
|
|
||
|
if( firstTime )
|
||
|
{
|
||
|
firstTime = false;
|
||
|
srand( 0 );
|
||
|
}
|
||
|
|
||
|
color[0] = ( unsigned char )( rand() * ( 255.0f / VALVE_RAND_MAX ) );
|
||
|
color[1] = ( unsigned char )( rand() * ( 255.0f / VALVE_RAND_MAX ) );
|
||
|
color[2] = ( unsigned char )( rand() * ( 255.0f / VALVE_RAND_MAX ) );
|
||
|
}
|
||
|
|
||
|
|
||
|
#if 0
|
||
|
// debugging! -- not accurate!
|
||
|
void DumpLuxels( facelight_t *pFaceLight, Vector *luxelColors, int ndxFace )
|
||
|
{
|
||
|
static FileHandle_t pFpLuxels = NULL;
|
||
|
|
||
|
ThreadLock();
|
||
|
|
||
|
if( !pFpLuxels )
|
||
|
{
|
||
|
pFpLuxels = g_pFileSystem->Open( "luxels.txt", "w" );
|
||
|
}
|
||
|
|
||
|
dface_t *pFace = &g_pFaces[ndxFace];
|
||
|
bool bDisp = ( pFace->dispinfo != -1 );
|
||
|
|
||
|
for( int ndx = 0; ndx < pFaceLight->numluxels; ndx++ )
|
||
|
{
|
||
|
WriteWinding( pFpLuxels, pFaceLight->sample[ndx].w, luxelColors[ndx] );
|
||
|
if( bDumpNormals && bDisp )
|
||
|
{
|
||
|
WriteNormal( pFpLuxels, pFaceLight->luxel[ndx], pFaceLight->luxelNormals[ndx], 15.0f, Vector( 255, 255, 0 ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ThreadUnlock();
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
static FileHandle_t pFileLuxels[4] = { NULL, NULL, NULL, NULL };
|
||
|
|
||
|
void DumpDispLuxels( int iFace, Vector &color, int iLuxel, int nBump )
|
||
|
{
|
||
|
// Lock the thread and dump the luxel data.
|
||
|
ThreadLock();
|
||
|
|
||
|
// Get the face and facelight data.
|
||
|
facelight_t *pFaceLight = &facelight[iFace];
|
||
|
|
||
|
// Open the luxel files.
|
||
|
char szFileName[512];
|
||
|
for ( int iBump = 0; iBump < ( NUM_BUMP_VECTS+1 ); ++iBump )
|
||
|
{
|
||
|
if ( pFileLuxels[iBump] == NULL )
|
||
|
{
|
||
|
sprintf( szFileName, "luxels_bump%d.txt", iBump );
|
||
|
pFileLuxels[iBump] = g_pFileSystem->Open( szFileName, "w" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
WriteWinding( pFileLuxels[nBump], pFaceLight->sample[iLuxel].w, color );
|
||
|
|
||
|
ThreadUnlock();
|
||
|
}
|
||
|
|
||
|
void CloseDispLuxels()
|
||
|
{
|
||
|
for ( int iBump = 0; iBump < ( NUM_BUMP_VECTS+1 ); ++iBump )
|
||
|
{
|
||
|
if ( pFileLuxels[iBump] )
|
||
|
{
|
||
|
g_pFileSystem->Close( pFileLuxels[iBump] );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
FinalLightFace
|
||
|
|
||
|
Add the indirect lighting on top of the direct
|
||
|
lighting and save into final map format
|
||
|
=============
|
||
|
*/
|
||
|
void FinalLightFace( int iThread, int facenum )
|
||
|
{
|
||
|
dface_t *f;
|
||
|
int i, j, k;
|
||
|
facelight_t *fl;
|
||
|
float minlight;
|
||
|
int lightstyles;
|
||
|
LightingValue_t lb[NUM_BUMP_VECTS + 1], v[NUM_BUMP_VECTS + 1];
|
||
|
unsigned char *pdata[NUM_BUMP_VECTS + 1];
|
||
|
int bumpSample;
|
||
|
radial_t *rad = NULL;
|
||
|
radial_t *prad = NULL;
|
||
|
|
||
|
f = &g_pFaces[facenum];
|
||
|
|
||
|
// test for non-lit texture
|
||
|
if ( texinfo[f->texinfo].flags & TEX_SPECIAL)
|
||
|
return;
|
||
|
|
||
|
fl = &facelight[facenum];
|
||
|
|
||
|
|
||
|
for (lightstyles=0; lightstyles < MAXLIGHTMAPS; lightstyles++ )
|
||
|
{
|
||
|
if ( f->styles[lightstyles] == 255 )
|
||
|
break;
|
||
|
}
|
||
|
if ( !lightstyles )
|
||
|
return;
|
||
|
|
||
|
|
||
|
//
|
||
|
// sample the triangulation
|
||
|
//
|
||
|
minlight = FloatForKey (face_entity[facenum], "_minlight") * 128;
|
||
|
|
||
|
bool needsBumpmap = ( texinfo[f->texinfo].flags & SURF_BUMPLIGHT ) ? true : false;
|
||
|
int bumpSampleCount = needsBumpmap ? NUM_BUMP_VECTS + 1 : 1;
|
||
|
|
||
|
bool bDisp = ( f->dispinfo != -1 );
|
||
|
|
||
|
//#define RANDOM_COLOR
|
||
|
|
||
|
#ifdef RANDOM_COLOR
|
||
|
unsigned char randomColor[3];
|
||
|
GetRandomColor( randomColor );
|
||
|
#endif
|
||
|
|
||
|
|
||
|
// NOTE: I'm using these RB trees to sort all the illumination values
|
||
|
// to compute median colors. Turns out that this is a somewhat better
|
||
|
// method that using the average; usually if there are surfaces
|
||
|
// with a large light intensity variation, the extremely bright regions
|
||
|
// have a very small area and tend to influence the average too much.
|
||
|
CUtlRBTree< float, int > m_Red( 0, 256, FloatLess );
|
||
|
CUtlRBTree< float, int > m_Green( 0, 256, FloatLess );
|
||
|
CUtlRBTree< float, int > m_Blue( 0, 256, FloatLess );
|
||
|
|
||
|
for (k=0 ; k < lightstyles; k++ )
|
||
|
{
|
||
|
m_Red.RemoveAll();
|
||
|
m_Green.RemoveAll();
|
||
|
m_Blue.RemoveAll();
|
||
|
|
||
|
if (!do_fast)
|
||
|
{
|
||
|
if( !bDisp )
|
||
|
{
|
||
|
rad = BuildLuxelRadial( facenum, k );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
rad = StaticDispMgr()->BuildLuxelRadial( facenum, k, needsBumpmap );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (numbounce > 0 && k == 0)
|
||
|
{
|
||
|
// currently only radiosity light non-displacement surfaces!
|
||
|
if( !bDisp )
|
||
|
{
|
||
|
prad = BuildPatchRadial( facenum );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
prad = StaticDispMgr()->BuildPatchRadial( facenum, needsBumpmap );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// pack the nonbump texture and the three bump texture for the given
|
||
|
// lightstyle right next to each other.
|
||
|
// NOTE: Even though it's building positions for all bump-mapped data,
|
||
|
// it isn't going to use those positions (see loop over bumpSample below)
|
||
|
// The file offset is correctly computed to only store space for 1 set
|
||
|
// of light data if we don't have bumped lighting.
|
||
|
for( bumpSample = 0; bumpSample < bumpSampleCount; ++bumpSample )
|
||
|
{
|
||
|
pdata[bumpSample] = &(*pdlightdata)[f->lightofs + (k * bumpSampleCount + bumpSample) * fl->numluxels*4];
|
||
|
}
|
||
|
|
||
|
// Compute the average luxel color, but not for the bump samples
|
||
|
Vector avg( 0.0f, 0.0f, 0.0f );
|
||
|
int avgCount = 0;
|
||
|
|
||
|
for (j=0 ; j<fl->numluxels; j++)
|
||
|
{
|
||
|
// garymct - direct lighting
|
||
|
bool baseSampleOk = true;
|
||
|
|
||
|
if (!do_fast)
|
||
|
{
|
||
|
if( !bDisp )
|
||
|
{
|
||
|
baseSampleOk = SampleRadial( rad, fl->luxel[j], lb, bumpSampleCount );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
baseSampleOk = StaticDispMgr()->SampleRadial( facenum, rad, fl->luxel[j], j, lb, bumpSampleCount, false );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for ( int iBump = 0 ; iBump < bumpSampleCount; iBump++ )
|
||
|
{
|
||
|
lb[iBump] = fl->light[0][iBump][j];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (prad)
|
||
|
{
|
||
|
// garymct - bounced light
|
||
|
// v is indirect light that is received on the luxel.
|
||
|
if( !bDisp )
|
||
|
{
|
||
|
SampleRadial( prad, fl->luxel[j], v, bumpSampleCount );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
StaticDispMgr()->SampleRadial( facenum, prad, fl->luxel[j], j, v, bumpSampleCount, true );
|
||
|
}
|
||
|
|
||
|
for( bumpSample = 0; bumpSample < bumpSampleCount; ++bumpSample )
|
||
|
{
|
||
|
lb[bumpSample].AddLight( v[bumpSample] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( bDisp && g_bDumpPatches )
|
||
|
{
|
||
|
for( bumpSample = 0; bumpSample < bumpSampleCount; ++bumpSample )
|
||
|
{
|
||
|
DumpDispLuxels( facenum, lb[bumpSample].m_vecLighting, j, bumpSample );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (fl->numsamples == 0)
|
||
|
{
|
||
|
for( i = 0; i < bumpSampleCount; i++ )
|
||
|
{
|
||
|
lb[i].Init( 255, 0, 0 );
|
||
|
}
|
||
|
baseSampleOk = false;
|
||
|
}
|
||
|
|
||
|
int bumpSample;
|
||
|
for( bumpSample = 0; bumpSample < bumpSampleCount; bumpSample++ )
|
||
|
{
|
||
|
// clip from the bottom first
|
||
|
// garymct: minlight is a per entity minimum light value?
|
||
|
for( i=0; i<3; i++ )
|
||
|
{
|
||
|
lb[bumpSample].m_vecLighting[i] = max( lb[bumpSample].m_vecLighting[i], minlight );
|
||
|
}
|
||
|
|
||
|
// Do the average light computation, I'm assuming (perhaps incorrectly?)
|
||
|
// that all luxels in a particular lightmap have the same area here.
|
||
|
// Also, don't bother doing averages for the bump samples. Doing it here
|
||
|
// because of the minlight clamp above + the random color testy thingy.
|
||
|
// Also have to do it before Vec3toColorRGBExp32 because it
|
||
|
// destructively modifies lb[bumpSample] (Feh!)
|
||
|
if ((bumpSample == 0) && baseSampleOk)
|
||
|
{
|
||
|
++avgCount;
|
||
|
|
||
|
ApplyMacroTextures( facenum, fl->luxel[j], lb[0].m_vecLighting );
|
||
|
|
||
|
// For median computation
|
||
|
m_Red.Insert( lb[bumpSample].m_vecLighting[0] );
|
||
|
m_Green.Insert( lb[bumpSample].m_vecLighting[1] );
|
||
|
m_Blue.Insert( lb[bumpSample].m_vecLighting[2] );
|
||
|
}
|
||
|
|
||
|
#ifdef RANDOM_COLOR
|
||
|
pdata[bumpSample][0] = randomColor[0] / ( bumpSample + 1 );
|
||
|
pdata[bumpSample][1] = randomColor[1] / ( bumpSample + 1 );
|
||
|
pdata[bumpSample][2] = randomColor[2] / ( bumpSample + 1 );
|
||
|
pdata[bumpSample][3] = 0;
|
||
|
#else
|
||
|
// convert to a 4 byte r,g,b,signed exponent format
|
||
|
VectorToColorRGBExp32( Vector( lb[bumpSample].m_vecLighting.x, lb[bumpSample].m_vecLighting.y,
|
||
|
lb[bumpSample].m_vecLighting.z ), *( ColorRGBExp32 *)pdata[bumpSample] );
|
||
|
#endif
|
||
|
|
||
|
pdata[bumpSample] += 4;
|
||
|
}
|
||
|
}
|
||
|
FreeRadial( rad );
|
||
|
if (prad)
|
||
|
{
|
||
|
FreeRadial( prad );
|
||
|
prad = NULL;
|
||
|
}
|
||
|
|
||
|
// Compute the median color for this lightstyle
|
||
|
// Remember, the data goes *before* the specified light_ofs, in *reverse order*
|
||
|
ColorRGBExp32 *pAvgColor = dface_AvgLightColor( f, k );
|
||
|
if (avgCount == 0)
|
||
|
{
|
||
|
Vector median( 0, 0, 0 );
|
||
|
VectorToColorRGBExp32( median, *pAvgColor );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
unsigned int r, g, b;
|
||
|
r = m_Red.FirstInorder();
|
||
|
g = m_Green.FirstInorder();
|
||
|
b = m_Blue.FirstInorder();
|
||
|
avgCount >>= 1;
|
||
|
while (avgCount > 0)
|
||
|
{
|
||
|
r = m_Red.NextInorder(r);
|
||
|
g = m_Green.NextInorder(g);
|
||
|
b = m_Blue.NextInorder(b);
|
||
|
--avgCount;
|
||
|
}
|
||
|
|
||
|
Vector median( m_Red[r], m_Green[g], m_Blue[b] );
|
||
|
VectorToColorRGBExp32( median, *pAvgColor );
|
||
|
}
|
||
|
}
|
||
|
}
|