Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "stdafx.h"
#include "materialsystem/imaterialsystem.h"
#include "istudiorender.h"
#include "material.h"
#include "materialsystem/imesh.h"
#include "disp_common.h"
#include "bsplighting.h"
#include "interface.h"
#include "filesystem.h"
#include "hammer.h"
#include "tier0/dbg.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
bool SurfHasBumpedLightmaps( int flags )
{
return ( flags & SURF_BUMPLIGHT ) &&
( !( flags & SURF_NOLIGHT ) );
}
void InitLMSamples( Vector4D *pSamples, int nSamples, float value )
{
for( int i=0; i < nSamples; i++ )
{
pSamples[i][0] = pSamples[i][1] = pSamples[i][2] = value;
pSamples[i][3] = 1.0f;
}
}
void InitLMSamplesRed( Vector4D *pSamples, int nSamples )
{
for( int i=0; i < nSamples; i++ )
{
pSamples[i][0] = 1;
pSamples[i][1] = pSamples[i][2] = 0;
pSamples[i][3] = 1.0f;
}
}
CBSPLighting::CMaterialBuf::CMaterialBuf()
{
m_nVerts = m_nIndices = 0;
m_pMesh = NULL;
}
CBSPLighting::CMaterialBuf::~CMaterialBuf()
{
if( m_pMesh )
{
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
pRenderContext->DestroyStaticMesh( m_pMesh );
}
m_DrawCommands.PurgeAndDeleteElements();
}
CBSPLighting::CFaceMaterial::~CFaceMaterial()
{
m_MaterialBufs.PurgeAndDeleteElements();
m_Faces.PurgeAndDeleteElements();
}
CBSPLighting::CBSPLighting()
{
m_nTotalTris = 0;
m_hVRadDLL = 0;
m_pVRadDLL = 0;
m_pBSPLightingThread = 0;
m_bLightingInProgress = false;
}
CBSPLighting::~CBSPLighting()
{
Term();
}
void CBSPLighting::Release()
{
delete this;
}
bool CBSPLighting::Load( char const *pFilename )
{
// Free everything.
Term();
// Load VRAD's DLL (and load the BSP file).
if( !LoadVRADDLL( pFilename ) )
return false;
// Create the lighting thread.
m_pBSPLightingThread = CreateBSPLightingThread( m_pVRadDLL );
if( !m_pBSPLightingThread )
return false;
// Get the BSP file information from VRAD.
CBSPInfo file;
m_pVRadDLL->GetBSPInfo( &file );
// Allocate faces and verts.
CUtlVector<char> usedFaces;
usedFaces.SetSize( file.numfaces );
int nFaces = 0;
int nVerts = 0;
for( int iCountFace=0; iCountFace < file.numfaces; iCountFace++ )
{
usedFaces[iCountFace] = 0;
// Was checking m_LightmapTextureSizeInLuxels[0] twice. Fixing but then
// commenting out the second check to avoid changing the behavior.
if( file.dfaces[iCountFace].m_LightmapTextureSizeInLuxels[0] != 0 /*||
file.dfaces[iCountFace].m_LightmapTextureSizeInLuxels[1] != 0*/ )
{
texinfo_t *pTexInfo = &file.texinfo[ file.dfaces[iCountFace].texinfo ];
if( !(pTexInfo->flags & SURF_NODRAW) )
{
++nFaces;
nVerts += file.dfaces[iCountFace].numedges;
usedFaces[iCountFace] = 1;
}
}
}
CUtlVector<CFace> faces;
faces.SetSize( nFaces );
CUtlVector<CVert> verts;
verts.SetSize( nVerts );
m_StoredFaces.SetSize( nFaces );
InitMaterialLUT( file );
// Make lightmaps and translate the map faces over..
IMaterialSystem *pMatSys = MaterialSystemInterface();
// Add the BSP file as a search path so our FindMaterial calls will get
// VMFs embedded in the BSP file.
g_pFullFileSystem->AddSearchPath( pFilename, "GAME" );
m_nTotalTris = 0;
int iOutVert = 0;
int iOutFace = 0;
for( int iFace=0; iFace < file.numfaces; iFace++ )
{
dface_t *pIn = &file.dfaces[iFace];
if( !usedFaces[iFace] )
{
continue;
}
CFace *pOut = &faces[iOutFace];
CStoredFace *pStoredFace = &m_StoredFaces[iOutFace];
++iOutFace;
pStoredFace->m_iMapFace = iFace;
pStoredFace->m_pFace = pOut;
pOut->m_pDFace = pIn;
pOut->m_pStoredFace = pStoredFace;
// Get its material.
texinfo_t *pTexInfo = &file.texinfo[pIn->texinfo];
dtexdata_t *pTexData = &file.dtexdata[pTexInfo->texdata];
pStoredFace->m_pMaterial = FindOrAddMaterial( file, pTexData->nameStringTableID );
if( pStoredFace->m_pMaterial )
pStoredFace->m_pMaterial->m_Faces.AddToTail( pStoredFace );
// Setup its lightmap.
memcpy( pOut->m_LightmapVecs, file.texinfo[pIn->texinfo].lightmapVecsLuxelsPerWorldUnits, sizeof(pOut->m_LightmapVecs) );
memcpy( pOut->m_LightmapTextureMinsInLuxels, pIn->m_LightmapTextureMinsInLuxels, sizeof(pOut->m_LightmapTextureMinsInLuxels) );
pStoredFace->m_LightmapSize[0] = pIn->m_LightmapTextureSizeInLuxels[0]+1;
pStoredFace->m_LightmapSize[1] = pIn->m_LightmapTextureSizeInLuxels[1]+1;
// Setup the verts.
pOut->m_iVertStart = iOutVert;
pOut->m_nVerts = pIn->numedges;
for( int iEdge=0; iEdge < pIn->numedges; iEdge++ )
{
int edgeVal = file.dsurfedges[ pIn->firstedge + iEdge ];
if( edgeVal < 0 )
verts[pOut->m_iVertStart+iEdge].m_vPos = file.dvertexes[ file.dedges[-edgeVal].v[1] ].point;
else
verts[pOut->m_iVertStart+iEdge].m_vPos = file.dvertexes[ file.dedges[edgeVal].v[0] ].point;
}
m_nTotalTris += pOut->m_nVerts - 2;
iOutVert += pOut->m_nVerts;
pOut->m_iDispInfo = pIn->dispinfo;
}
g_pFullFileSystem->RemoveSearchPath( pFilename, "GAME" );
// Allocate lightmaps.. must be grouped by material.
pMatSys->ResetMaterialLightmapPageInfo();
pMatSys->BeginLightmapAllocation();
FOR_EACH_LL( m_FaceMaterials, iMat )
{
CFaceMaterial *pMat = m_FaceMaterials[iMat];
bool bNeedsBumpmap = pMat->m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
FOR_EACH_LL( pMat->m_Faces, iFace )
{
CStoredFace *pStoredFace = pMat->m_Faces[iFace];
CFace *pOut = pStoredFace->m_pFace;
int bumpedSize = pStoredFace->m_LightmapSize[0];
if( bNeedsBumpmap )
bumpedSize *= 4;
pOut->m_LightmapSortID = pMatSys->AllocateLightmap(
bumpedSize,
pStoredFace->m_LightmapSize[1],
pStoredFace->m_OffsetIntoLightmapPage,
pMat->m_pMaterial );
}
}
pMatSys->EndLightmapAllocation();
// Get sort IDs from the material system.
CUtlVector<MaterialSystem_SortInfo_t> sortInfos;
sortInfos.SetSize( pMatSys->GetNumSortIDs() );
pMatSys->GetSortInfo( sortInfos.Base() );
for( int iFace=0; iFace < faces.Count(); iFace++ )
{
m_StoredFaces[iFace].m_LightmapPageID = sortInfos[faces[iFace].m_LightmapSortID].lightmapPageID;
}
// Setup the gamma table.
BuildGammaTable( 2.2f, 2.2f, 0, 1 );
// Set lightmap texture coordinates.
for( int iFace=0; iFace < faces.Size(); iFace++ )
{
CFace *pFace = &faces[iFace];
CStoredFace *pStoredFace = &m_StoredFaces[iFace];
texinfo_t *pTexInfo = &file.texinfo[pFace->m_pDFace->texinfo];
int lightmapPageSize[2];
pMatSys->GetLightmapPageSize( pFace->m_pStoredFace->m_LightmapPageID, &lightmapPageSize[0], &lightmapPageSize[1] );
pStoredFace->m_BumpSTexCoordOffset = (float)pStoredFace->m_LightmapSize[0] / lightmapPageSize[0];
// Set its texture coordinates.
for( int iVert=0; iVert < pFace->m_nVerts; iVert++ )
{
CVert *pVert = &verts[ pFace->m_iVertStart + iVert ];
Vector &vPos = pVert->m_vPos;
for( int iCoord=0; iCoord < 2; iCoord++ )
{
float *lmVec = pFace->m_LightmapVecs[iCoord];
float flVal = lmVec[0]*vPos[0] + lmVec[1]*vPos[1] + lmVec[2]*vPos[2] + lmVec[3] - pFace->m_LightmapTextureMinsInLuxels[iCoord];
flVal += pFace->m_pStoredFace->m_OffsetIntoLightmapPage[iCoord];
flVal += 0.5f; // bilinear...
flVal /= lightmapPageSize[iCoord];
Assert( _finite(flVal) );
pVert->m_vLightCoords[iCoord] = flVal;
pVert->m_vTexCoords[iCoord] =
DotProduct( vPos, *((Vector*)pTexInfo->textureVecsTexelsPerWorldUnits[iCoord]) ) +
pTexInfo->textureVecsTexelsPerWorldUnits[iCoord][3];
if( pStoredFace->m_pMaterial )
{
if( iCoord == 0 )
pVert->m_vTexCoords[iCoord] /= pStoredFace->m_pMaterial->m_pMaterial->GetMappingWidth();
else
pVert->m_vTexCoords[iCoord] /= pStoredFace->m_pMaterial->m_pMaterial->GetMappingHeight();
}
}
}
}
// Create displacements.
CUtlVector<CDispInfoFaces> dispInfos;
CreateDisplacements( file, faces, dispInfos );
BuildLMGroups( file, faces, verts, dispInfos );
BuildDrawCommands();
ReloadLightmaps();
return true;
}
void CBSPLighting::Term()
{
if( m_pBSPLightingThread )
{
m_pBSPLightingThread->Release();
m_pBSPLightingThread = 0;
}
m_nTotalTris = 0;
if( m_hVRadDLL )
{
if( m_pVRadDLL )
{
// Save the .r0 and .bsp files.
m_pVRadDLL->Serialize();
m_pVRadDLL->Release();
m_pVRadDLL = 0;
}
Sys_UnloadModule( m_hVRadDLL );
m_hVRadDLL = 0;
}
m_StoredFaces.Purge();
}
bool CBSPLighting::Serialize()
{
if( m_pBSPLightingThread )
{
// Only serialize if we're not currently in the middle of lighting.
if( m_pBSPLightingThread->GetCurrentState() == IBSPLightingThread::STATE_FINISHED )
return m_pVRadDLL->Serialize();
}
return false;
}
void CBSPLighting::StartLighting( char const *pVMFFileWithEnts )
{
if( m_pBSPLightingThread )
{
m_pBSPLightingThread->StartLighting( pVMFFileWithEnts );
m_bLightingInProgress = true;
}
}
float CBSPLighting::GetPercentComplete()
{
if( m_bLightingInProgress && m_pBSPLightingThread )
return m_pBSPLightingThread->GetPercentComplete();
else
return -1;
}
void CBSPLighting::Interrupt()
{
if( m_pBSPLightingThread )
m_pBSPLightingThread->Interrupt();
}
bool CBSPLighting::CheckForNewLightmaps()
{
if( !m_pBSPLightingThread )
return false;
// Has it finished lighting?
int curState = m_pBSPLightingThread->GetCurrentState();
if( m_bLightingInProgress )
{
if( curState == IBSPLightingThread::STATE_FINISHED )
{
m_bLightingInProgress = false;
ReloadLightmaps();
return true;
}
else if( curState == IBSPLightingThread::STATE_IDLE )
{
m_bLightingInProgress = false;
}
}
return false;
}
#define DRAWLIGHTMAPPAGE
#if defined( DRAWLIGHTMAPPAGE )
void DrawLightmapPage( IMaterialSystem *materialSystemInterface, int lightmapPageID )
{
IMaterial *g_materialDebugLightmap = materialSystemInterface->FindMaterial( "debug/debuglightmap", TEXTURE_GROUP_OTHER );
// assumes that we are already in ortho mode.
int lightmapPageWidth, lightmapPageHeight;
CMatRenderContextPtr pRenderContext( materialSystemInterface );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, g_materialDebugLightmap );
materialSystemInterface->GetLightmapPageSize( lightmapPageID, &lightmapPageWidth, &lightmapPageHeight );
pRenderContext->BindLightmapPage( lightmapPageID );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
// texcoord 1 is lightmaptexcoord for fixed function.
static int yOffset = 30;
meshBuilder.TexCoord2f( 1, 0.0f, 0.0f );
meshBuilder.Position3f( 0.0f, yOffset, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.TexCoord2f( 1, 1.0f, 0.0f );
meshBuilder.Position3f( lightmapPageWidth, yOffset, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.TexCoord2f( 1, 1.0f, 1.0f );
meshBuilder.Position3f( lightmapPageWidth, yOffset+lightmapPageHeight, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.TexCoord2f( 1, 0.0f, 1.0f );
meshBuilder.Position3f( 0.0f, yOffset+lightmapPageHeight, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
#endif
void CBSPLighting::Draw()
{
if( m_FaceMaterials.Count() == 0 )
return;
IMaterialSystem *pMatSys = MaterialSystemInterface();
if( !pMatSys )
return;
CMatRenderContextPtr pRenderContext( pMatSys );
CheckForNewLightmaps();
pRenderContext->Flush();
#if defined( DRAWLIGHTMAPPAGE )
static bool bDrawIt = false;
if( bDrawIt )
{
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
pRenderContext->Ortho( 0, 0, 300, 300, -99999, 99999 );
static int iPageToDraw = 0;
DrawLightmapPage( MaterialSystemInterface(), iPageToDraw );
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PopMatrix();
}
#endif
// Draw everything from each material.
FOR_EACH_LL( m_FaceMaterials, iMat )
{
CFaceMaterial *pMat = m_FaceMaterials[iMat];
pRenderContext->Bind( pMat->m_pMaterial );
FOR_EACH_LL( pMat->m_MaterialBufs, iBuf )
{
CMaterialBuf *pBuf = pMat->m_MaterialBufs[iBuf];
for( int iCmd=0; iCmd < pBuf->m_DrawCommands.Count(); iCmd++ )
{
CDrawCommand *pCmd = pBuf->m_DrawCommands[iCmd];
pRenderContext->BindLightmapPage( pCmd->m_LightmapPageID );
pBuf->m_pMesh->Draw( pCmd->m_PrimLists.Base(), pCmd->m_PrimLists.Count() );
}
}
}
pRenderContext->Flush();
}
void CBSPLighting::AssignFaceMaterialCounts(
CBSPInfo &file,
CUtlVector<CFace> &faces )
{
FOR_EACH_LL( m_FaceMaterials, i )
{
CFaceMaterial *pMat = m_FaceMaterials[i];
// Start off an initial CMaterialBuf to dump the faces in.
CMaterialBuf *pBuf = new CMaterialBuf;
pMat->m_MaterialBufs.AddToTail( pBuf );
FOR_EACH_LL( pMat->m_Faces, iFace )
{
CStoredFace *pStoredFace = pMat->m_Faces[iFace];
CFace *pFace = pStoredFace->m_pFace;
pStoredFace->m_iFirstIndex = pBuf->m_nIndices;
if( pFace->m_iDispInfo == -1 )
{
pStoredFace->m_nIndices = (pFace->m_nVerts - 2) * 3;
pBuf->m_nIndices += (pFace->m_nVerts - 2) * 3;
pBuf->m_nVerts += pFace->m_nVerts;
}
else
{
ddispinfo_t *pDisp = &file.g_dispinfo[pFace->m_iDispInfo];
int nTris = Square( 1 << pDisp->power ) * 2;
int nVerts = Square( (1 << pDisp->power) + 1 );
pStoredFace->m_nIndices = nTris * 3;
pBuf->m_nIndices += nTris * 3;
pBuf->m_nVerts += nVerts;
}
pBuf->m_Faces.AddToTail( pStoredFace );
// Don't make the buffers too big..
if( pBuf->m_nIndices > (16*1024) || pBuf->m_nVerts > (16*1024) )
{
pBuf = new CMaterialBuf;
pMat->m_MaterialBufs.AddToTail( pBuf );
}
}
}
}
//-----------------------------------------------------------------------------
// Determines the appropriate vertex format for LMGroup meshes
//-----------------------------------------------------------------------------
VertexFormat_t CBSPLighting::ComputeLMGroupVertexFormat( IMaterial * pMaterial )
{
VertexFormat_t vertexFormat = pMaterial->GetVertexFormat();
// FIXME: set VERTEX_FORMAT_COMPRESSED if there are no artifacts and if it saves enough memory (use 'mem_dumpvballocs')
vertexFormat &= ~VERTEX_FORMAT_COMPRESSED;
// FIXME: check for and strip unused vertex elements (bone weights+indices, TANGENT_S/T?) - requires reliable material vertex formats first
return vertexFormat;
}
void CBSPLighting::BuildLMGroups(
CBSPInfo &file,
CUtlVector<CFace> &faces,
CUtlVector<CVert> &verts,
CUtlVector<CDispInfoFaces> &dispInfos
)
{
// Count everything in each CFaceMaterial.
AssignFaceMaterialCounts( file, faces );
IMaterialSystem *pMatSys = MaterialSystemInterface();
if( !pMatSys )
return;
CMatRenderContextPtr pRenderContext( pMatSys );
// Now create the static buffers.
FOR_EACH_LL( m_FaceMaterials, iMat )
{
CFaceMaterial *pMat = m_FaceMaterials[iMat];
FOR_EACH_LL( pMat->m_MaterialBufs, iBuf )
{
CMaterialBuf *pBuf = pMat->m_MaterialBufs[iBuf];
VertexFormat_t vertexFormat = ComputeLMGroupVertexFormat( pMat->m_pMaterial );
pBuf->m_pMesh = pRenderContext->CreateStaticMesh( vertexFormat, "terd", pMat->m_pMaterial );
if( !pBuf->m_pMesh )
continue;
bool bNeedsBumpmap = pMat->m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
CMeshBuilder mb;
mb.Begin( pBuf->m_pMesh, MATERIAL_TRIANGLES, pBuf->m_nVerts, pBuf->m_nIndices );
// Write all the faces in.
int iCurBaseVert = 0;
FOR_EACH_LL( pBuf->m_Faces, iFace )
{
CStoredFace *pStoredFace = pBuf->m_Faces[iFace];
CFace *pFace = pStoredFace->m_pFace;
if( pFace->m_iDispInfo == -1 )
{
// It's a regular face.
CVert *pVerts = &verts[pFace->m_iVertStart];
for( int iVert=0; iVert < pFace->m_nVerts; iVert++ )
{
mb.Position3fv( (float*)&pVerts[iVert].m_vPos );
mb.TexCoord2fv( 0, pVerts[iVert].m_vTexCoords.Base() );
mb.TexCoord2fv( 1, pVerts[iVert].m_vLightCoords.Base() );
if( bNeedsBumpmap )
mb.TexCoord2f ( 2, pStoredFace->m_BumpSTexCoordOffset, 0 );
mb.Color3f( 1,1,1 );
mb.AdvanceVertex();
}
// Write the indices.
for( int iTri=0; iTri < pFace->m_nVerts-2; iTri++ )
{
mb.Index( iCurBaseVert ); mb.AdvanceIndex();
mb.Index( iCurBaseVert+iTri+1 ); mb.AdvanceIndex();
mb.Index( iCurBaseVert+iTri+2 ); mb.AdvanceIndex();
}
iCurBaseVert += pFace->m_nVerts;
}
else
{
// It's a displacement.
CDispInfoFaces *pDisp = &dispInfos[pFace->m_iDispInfo];
// Generate the index list.
unsigned short indices[ (1<<MAX_MAP_DISP_POWER) * (1<<MAX_MAP_DISP_POWER) * 6 ];
int nRequired = DispCommon_GetNumTriIndices( pDisp->m_Power );
Assert( nRequired <= sizeof(indices)/sizeof(indices[0]) );
DispCommon_GenerateTriIndices( pDisp->m_Power, indices );
for( int iIndex=0; iIndex < nRequired; iIndex++ )
{
mb.Index( indices[iIndex] + iCurBaseVert );
mb.AdvanceIndex();
}
// Generate the vert list.
for( int iVert=0; iVert < pDisp->m_Verts.Count(); iVert++ )
{
mb.Position3fv( (float*)&pDisp->m_Verts[iVert].m_vPos );
mb.TexCoord2fv( 0, (float*)&pDisp->m_Verts[iVert].m_vTexCoords );
mb.TexCoord2fv( 1, (float*)&pDisp->m_Verts[iVert].m_vLightCoords );
if( bNeedsBumpmap )
mb.TexCoord2f ( 2, pStoredFace->m_BumpSTexCoordOffset, 0 );
mb.AdvanceVertex();
}
iCurBaseVert += pDisp->m_Verts.Count();;
}
}
mb.End();
}
}
}
bool FindDrawCommand( CUtlVector<CBSPLighting::CDrawCommand*> &drawCommands, int lmPageID, int &index )
{
for( int i=0; i < drawCommands.Count(); i++ )
{
if( drawCommands[i]->m_LightmapPageID == lmPageID )
{
index = i;
return true;
}
}
return false;
}
void CBSPLighting::BuildDrawCommands()
{
FOR_EACH_LL( m_FaceMaterials, iMat )
{
CFaceMaterial *pMat = m_FaceMaterials[iMat];
FOR_EACH_LL( pMat->m_MaterialBufs, iBuf )
{
CMaterialBuf *pBuf = pMat->m_MaterialBufs[iBuf];
// Group by lightmap page IDs.
FOR_EACH_LL( pBuf->m_Faces, iFace )
{
CStoredFace *pFace = pBuf->m_Faces[iFace];
int index;
if( !FindDrawCommand( pBuf->m_DrawCommands, pFace->m_LightmapPageID, index ) )
{
index = pBuf->m_DrawCommands.AddToTail( new CDrawCommand );
pBuf->m_DrawCommands[index]->m_LightmapPageID = pFace->m_LightmapPageID;
}
CPrimList primList;
primList.m_FirstIndex = pFace->m_iFirstIndex;
primList.m_NumIndices = pFace->m_nIndices;
pBuf->m_DrawCommands[index]->m_PrimLists.AddToTail( primList );
}
}
}
}
void CBSPLighting::ReloadLightmaps()
{
if( !m_pVRadDLL )
return;
IMaterialSystem *pMatSys = MaterialSystemInterface();
if( !pMatSys )
return;
CBSPInfo bspInfo;
m_pVRadDLL->GetBSPInfo( &bspInfo );
if( !bspInfo.lightdatasize )
return;
Vector4D blocklights[4][MAX_LIGHTMAP_DIM_INCLUDING_BORDER * MAX_LIGHTMAP_DIM_INCLUDING_BORDER];
for( int iFace=0; iFace < m_StoredFaces.Count(); iFace++ )
{
CStoredFace *pFace = &m_StoredFaces[iFace];
// Avoid updating lightmaps in faces that weren't touched.
if( bspInfo.m_pFacesTouched && !bspInfo.m_pFacesTouched[pFace->m_iMapFace] )
continue;
dface_t *pIn = &bspInfo.dfaces[ pFace->m_iMapFace ];
int nLuxels = pFace->m_LightmapSize[0] * pFace->m_LightmapSize[1];
bool bNeedsBumpmap = pFace->m_pMaterial->m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
texinfo_t *pTexInfo = &bspInfo.texinfo[ bspInfo.dfaces[pFace->m_iMapFace].texinfo ];
bool bHasBumpmap = SurfHasBumpedLightmaps( pTexInfo->flags );
int nLightmaps = 1;
if( bNeedsBumpmap && bHasBumpmap )
nLightmaps = 4;
ColorRGBExp32 *pLightmap = (ColorRGBExp32 *)&bspInfo.dlightdata[pIn->lightofs];
int iLightmap;
for( iLightmap=0; iLightmap < nLightmaps; iLightmap++ )
{
for( int iLuxel=0; iLuxel < nLuxels; iLuxel++ )
{
blocklights[iLightmap][iLuxel][0] = TexLightToLinear( pLightmap->r, pLightmap->exponent );
blocklights[iLightmap][iLuxel][1] = TexLightToLinear( pLightmap->g, pLightmap->exponent );
blocklights[iLightmap][iLuxel][2] = TexLightToLinear( pLightmap->b, pLightmap->exponent );
blocklights[iLightmap][iLuxel][3] = 1;
++pLightmap;
}
}
// If it needs bumpmaps but doesn't have them in the file, then just copy
// the lightmap data into the other lightmaps like the engine does.
if( bNeedsBumpmap && !bHasBumpmap )
{
for( iLightmap=1; iLightmap < 4; iLightmap++ )
{
memcpy( blocklights[iLightmap], blocklights[0], nLuxels * sizeof( blocklights[0][0] ) );
}
}
if( bNeedsBumpmap )
{
pMatSys->UpdateLightmap(
pFace->m_LightmapPageID,
pFace->m_LightmapSize,
pFace->m_OffsetIntoLightmapPage,
(float*)blocklights[0], (float*)blocklights[1], (float*)blocklights[2], (float*)blocklights[3] );
}
else
{
pMatSys->UpdateLightmap(
pFace->m_LightmapPageID,
pFace->m_LightmapSize,
pFace->m_OffsetIntoLightmapPage,
(float*)blocklights[0], NULL, NULL, NULL );
}
}
}
bool CBSPLighting::LoadVRADDLL( char const *pFilename )
{
// Load VRAD's DLL.
m_hVRadDLL = Sys_LoadModule( "vrad_dll.dll" );
if( !m_hVRadDLL )
return false;
CreateInterfaceFn fn = Sys_GetFactory( m_hVRadDLL );
if( !fn )
return false;
int retCode = 0;
m_pVRadDLL = (IVRadDLL*)fn( VRAD_INTERFACE_VERSION, &retCode );
if( !m_pVRadDLL )
return false;
// Tell VRAD to load the BSP file.
if( !m_pVRadDLL->Init( pFilename ) )
return false;
return true;
}
void CBSPLighting::CreateDisplacements( CBSPInfo &file, CUtlVector<CFace> &faces, CUtlVector<CDispInfoFaces> &dispInfos )
{
/*
IMaterialSystem *pMatSys = MaterialSystemInterface();
dispInfos.SetSize( file.g_numdispinfo );
for( int iFace=0; iFace < faces.Size(); iFace++ )
{
CFace *pFace = &faces[iFace];
CStoredFace *pStoredFace = &m_StoredFaces[iFace];
dface_t *pInFace = pFace->m_pDFace;
if( pInFace->dispinfo == -1 )
continue;
ddispinfo_t *pInDisp = &file.g_dispinfo[pInFace->dispinfo];
CDispInfoFaces *pOutDisp = &dispInfos[pInFace->dispinfo];
pOutDisp->m_Power = pInDisp->power;
int nVertsPerSide = (1 << pInDisp->power) + 1;
pOutDisp->m_Verts.SetSize( pInDisp->m_LODs[0].m_nVerts );
int lightmapPageSize[2];
pMatSys->GetLightmapPageSize( pFace->m_pStoredFace->m_LightmapPageID, &lightmapPageSize[0], &lightmapPageSize[1] );
for( int iVert=0; iVert < pInDisp->m_LODs[0].m_nVerts; iVert++ )
{
ddisp_lod_vert_t *pInVert = &file.ddispverts[ pInDisp->m_LODs[0].m_iVertStart + iVert ];
CVert *pOutVert = &pOutDisp->m_Verts[iVert];
pOutVert->m_vPos = pInVert->m_vPos;
for( int iCoord=0; iCoord < 2; iCoord++ )
{
float flVal = pInVert->m_LightCoords[iCoord];
flVal += pFace->m_pStoredFace->m_OffsetIntoLightmapPage[iCoord];
flVal += 0.5f;
flVal /= lightmapPageSize[iCoord];
Assert( _finite(flVal) );
pOutVert->m_vLightCoords[iCoord] = flVal;
pOutVert->m_vTexCoords[iCoord] = pInVert->m_TexCoords[iCoord];
if( iCoord == 0 )
pOutVert->m_vTexCoords[iCoord] /= pStoredFace->m_pMaterial->m_pMaterial->GetMappingWidth();
else
pOutVert->m_vTexCoords[iCoord] /= pStoredFace->m_pMaterial->m_pMaterial->GetMappingHeight();
}
}
}
*/
}
void CBSPLighting::InitMaterialLUT( CBSPInfo &file )
{
m_StringTableIDToMaterial.SetSize( file.nTexDataStringTable );
for( int i=0; i < m_StringTableIDToMaterial.Count(); i++ )
m_StringTableIDToMaterial[i] = 0;
}
CBSPLighting::CFaceMaterial* CBSPLighting::FindOrAddMaterial( CBSPInfo &file, int stringTableID )
{
if( stringTableID >= m_StringTableIDToMaterial.Count() )
{
Assert( false );
return 0;
}
if( m_StringTableIDToMaterial[stringTableID] )
{
return m_StringTableIDToMaterial[stringTableID];
}
else
{
IMaterial *pMaterial = 0;
char *pMaterialName = &file.texDataStringData[ file.texDataStringTable[ stringTableID ] ];
if( pMaterialName )
pMaterial = MaterialSystemInterface()->FindMaterial( pMaterialName, TEXTURE_GROUP_OTHER );
// Don't add CFaceMaterials without a material.
if( !pMaterial )
return 0;
// This is lovely. We have to call this stuff to get it to precalculate the data it needs.
pMaterial->GetMappingHeight();
pMaterial->RecomputeStateSnapshots();
CFaceMaterial *pMat = new CFaceMaterial;
if( pMaterial->IsTranslucent() )
m_FaceMaterials.AddToTail( pMat );
else
m_FaceMaterials.AddToHead( pMat );
pMat->m_pMaterial = pMaterial;
m_StringTableIDToMaterial[stringTableID] = pMat;
return pMat;
}
}
IBSPLighting* CreateBSPLighting()
{
return new CBSPLighting;
}