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708 lines
19 KiB
708 lines
19 KiB
//========= 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 "vrad.h" |
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#include "leaf_ambient_lighting.h" |
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#include "bsplib.h" |
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#include "vraddetailprops.h" |
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#include "mathlib/anorms.h" |
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#include "pacifier.h" |
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#include "coordsize.h" |
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#include "vstdlib/random.h" |
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#include "bsptreedata.h" |
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#include "messbuf.h" |
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#include "vmpi.h" |
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#include "vmpi_distribute_work.h" |
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static TableVector g_BoxDirections[6] = |
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{ |
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{ 1, 0, 0 }, |
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{ -1, 0, 0 }, |
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{ 0, 1, 0 }, |
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{ 0, -1, 0 }, |
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{ 0, 0, 1 }, |
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{ 0, 0, -1 }, |
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}; |
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static void ComputeAmbientFromSurface( dface_t *surfID, dworldlight_t* pSkylight, |
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Vector& radcolor ) |
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{ |
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if ( !surfID ) |
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return; |
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texinfo_t *pTexInfo = &texinfo[surfID->texinfo]; |
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// If we hit the sky, use the sky ambient |
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if ( pTexInfo->flags & SURF_SKY ) |
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{ |
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if ( pSkylight ) |
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{ |
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// add in sky ambient |
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VectorCopy( pSkylight->intensity, radcolor ); |
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} |
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} |
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else |
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{ |
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Vector reflectivity = dtexdata[pTexInfo->texdata].reflectivity; |
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VectorMultiply( radcolor, reflectivity, radcolor ); |
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} |
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} |
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// TODO: it's CRAZY how much lighting code we share with the engine. It should all be shared code. |
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float Engine_WorldLightAngle( const dworldlight_t *wl, const Vector& lnormal, const Vector& snormal, const Vector& delta ) |
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{ |
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float dot, dot2; |
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Assert( wl->type == emit_surface ); |
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dot = DotProduct( snormal, delta ); |
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if (dot < 0) |
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return 0; |
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dot2 = -DotProduct (delta, lnormal); |
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if (dot2 <= ON_EPSILON/10) |
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return 0; // behind light surface |
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return dot * dot2; |
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} |
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// TODO: it's CRAZY how much lighting code we share with the engine. It should all be shared code. |
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float Engine_WorldLightDistanceFalloff( const dworldlight_t *wl, const Vector& delta ) |
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{ |
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Assert( wl->type == emit_surface ); |
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// Cull out stuff that's too far |
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if (wl->radius != 0) |
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{ |
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if ( DotProduct( delta, delta ) > (wl->radius * wl->radius)) |
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return 0.0f; |
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} |
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return InvRSquared(delta); |
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} |
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void AddEmitSurfaceLights( const Vector &vStart, Vector lightBoxColor[6] ) |
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{ |
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fltx4 fractionVisible; |
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FourVectors vStart4, wlOrigin4; |
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vStart4.DuplicateVector ( vStart ); |
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for ( int iLight=0; iLight < *pNumworldlights; iLight++ ) |
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{ |
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dworldlight_t *wl = &dworldlights[iLight]; |
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// Should this light even go in the ambient cubes? |
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if ( !( wl->flags & DWL_FLAGS_INAMBIENTCUBE ) ) |
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continue; |
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Assert( wl->type == emit_surface ); |
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// Can this light see the point? |
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wlOrigin4.DuplicateVector ( wl->origin ); |
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TestLine ( vStart4, wlOrigin4, &fractionVisible ); |
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if ( !TestSignSIMD ( CmpGtSIMD ( fractionVisible, Four_Zeros ) ) ) |
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continue; |
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// Add this light's contribution. |
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Vector vDelta = wl->origin - vStart; |
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float flDistanceScale = Engine_WorldLightDistanceFalloff( wl, vDelta ); |
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Vector vDeltaNorm = vDelta; |
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VectorNormalize( vDeltaNorm ); |
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float flAngleScale = Engine_WorldLightAngle( wl, wl->normal, vDeltaNorm, vDeltaNorm ); |
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float ratio = flDistanceScale * flAngleScale * SubFloat ( fractionVisible, 0 ); |
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if ( ratio == 0 ) |
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continue; |
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for ( int i=0; i < 6; i++ ) |
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{ |
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float t = DotProduct( g_BoxDirections[i], vDeltaNorm ); |
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if ( t > 0 ) |
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{ |
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lightBoxColor[i] += wl->intensity * (t * ratio); |
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} |
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} |
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} |
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} |
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void ComputeAmbientFromSphericalSamples( int iThread, const Vector &vStart, Vector lightBoxColor[6] ) |
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{ |
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// Figure out the color that rays hit when shot out from this position. |
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Vector radcolor[NUMVERTEXNORMALS]; |
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float tanTheta = tan(VERTEXNORMAL_CONE_INNER_ANGLE); |
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for ( int i = 0; i < NUMVERTEXNORMALS; i++ ) |
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{ |
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Vector vEnd = vStart + g_anorms[i] * (COORD_EXTENT * 1.74); |
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// Now that we've got a ray, see what surface we've hit |
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Vector lightStyleColors[MAX_LIGHTSTYLES]; |
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lightStyleColors[0].Init(); // We only care about light style 0 here. |
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CalcRayAmbientLighting( iThread, vStart, vEnd, tanTheta, lightStyleColors ); |
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radcolor[i] = lightStyleColors[0]; |
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} |
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// accumulate samples into radiant box |
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for ( int j = 6; --j >= 0; ) |
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{ |
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float t = 0; |
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lightBoxColor[j].Init(); |
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for (int i = 0; i < NUMVERTEXNORMALS; i++) |
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{ |
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float c = DotProduct( g_anorms[i], g_BoxDirections[j] ); |
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if (c > 0) |
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{ |
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t += c; |
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lightBoxColor[j] += radcolor[i] * c; |
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} |
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} |
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lightBoxColor[j] *= 1/t; |
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} |
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// Now add direct light from the emit_surface lights. These go in the ambient cube because |
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// there are a ton of them and they are often so dim that they get filtered out by r_worldlightmin. |
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AddEmitSurfaceLights( vStart, lightBoxColor ); |
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} |
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bool IsLeafAmbientSurfaceLight( dworldlight_t *wl ) |
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{ |
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static const float g_flWorldLightMinEmitSurface = 0.005f; |
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static const float g_flWorldLightMinEmitSurfaceDistanceRatio = ( InvRSquared( Vector( 0, 0, 512 ) ) ); |
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if ( wl->type != emit_surface ) |
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return false; |
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if ( wl->style != 0 ) |
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return false; |
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float intensity = max( wl->intensity[0], wl->intensity[1] ); |
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intensity = max( intensity, wl->intensity[2] ); |
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return (intensity * g_flWorldLightMinEmitSurfaceDistanceRatio) < g_flWorldLightMinEmitSurface; |
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} |
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class CLeafSampler |
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{ |
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public: |
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CLeafSampler( int iThread ) : m_iThread(iThread) {} |
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// Generate a random point in the leaf's bounding volume |
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// reject any points that aren't actually in the leaf |
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// do a couple of tracing heuristics to eliminate points that are inside detail brushes |
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// or underneath displacement surfaces in the leaf |
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// return once we have a valid point, use the center if one can't be computed quickly |
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void GenerateLeafSamplePosition( int leafIndex, const CUtlVector<dplane_t> &leafPlanes, Vector &samplePosition ) |
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{ |
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dleaf_t *pLeaf = dleafs + leafIndex; |
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float dx = pLeaf->maxs[0] - pLeaf->mins[0]; |
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float dy = pLeaf->maxs[1] - pLeaf->mins[1]; |
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float dz = pLeaf->maxs[2] - pLeaf->mins[2]; |
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bool bValid = false; |
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for ( int i = 0; i < 1000 && !bValid; i++ ) |
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{ |
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samplePosition.x = pLeaf->mins[0] + m_random.RandomFloat(0, dx); |
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samplePosition.y = pLeaf->mins[1] + m_random.RandomFloat(0, dy); |
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samplePosition.z = pLeaf->mins[2] + m_random.RandomFloat(0, dz); |
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bValid = true; |
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for ( int j = leafPlanes.Count(); --j >= 0 && bValid; ) |
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{ |
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float d = DotProduct(leafPlanes[j].normal, samplePosition) - leafPlanes[j].dist; |
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if ( d < DIST_EPSILON ) |
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{ |
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// not inside the leaf, try again |
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bValid = false; |
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break; |
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} |
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} |
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if ( !bValid ) |
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continue; |
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for ( int j = 0; j < 6; j++ ) |
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{ |
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Vector start = samplePosition; |
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int axis = j%3; |
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start[axis] = (j<3) ? pLeaf->mins[axis] : pLeaf->maxs[axis]; |
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float t; |
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Vector normal; |
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CastRayInLeaf( m_iThread, samplePosition, start, leafIndex, &t, &normal ); |
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if ( t == 0.0f ) |
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{ |
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// inside a func_detail, try again. |
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bValid = false; |
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break; |
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} |
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if ( t != 1.0f ) |
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{ |
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Vector delta = start - samplePosition; |
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if ( DotProduct(delta, normal) > 0 ) |
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{ |
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// hit backside of displacement, try again. |
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bValid = false; |
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break; |
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} |
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} |
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} |
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} |
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if ( !bValid ) |
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{ |
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// didn't generate a valid sample point, just use the center of the leaf bbox |
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samplePosition = ( Vector( pLeaf->mins[0], pLeaf->mins[1], pLeaf->mins[2] ) + Vector( pLeaf->maxs[0], pLeaf->maxs[1], pLeaf->maxs[2] ) ) * 0.5f; |
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} |
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} |
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private: |
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int m_iThread; |
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CUniformRandomStream m_random; |
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}; |
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// gets a list of the planes pointing into a leaf |
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void GetLeafBoundaryPlanes( CUtlVector<dplane_t> &list, int leafIndex ) |
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{ |
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list.RemoveAll(); |
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int nodeIndex = leafparents[leafIndex]; |
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int child = -(leafIndex + 1); |
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while ( nodeIndex >= 0 ) |
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{ |
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dnode_t *pNode = dnodes + nodeIndex; |
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dplane_t *pNodePlane = dplanes + pNode->planenum; |
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if ( pNode->children[0] == child ) |
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{ |
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// front side |
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list.AddToTail( *pNodePlane ); |
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} |
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else |
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{ |
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// back side |
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int plane = list.AddToTail(); |
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list[plane].dist = -pNodePlane->dist; |
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list[plane].normal = -pNodePlane->normal; |
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list[plane].type = pNodePlane->type; |
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} |
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child = nodeIndex; |
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nodeIndex = nodeparents[child]; |
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} |
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} |
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// this stores each sample of the ambient lighting |
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struct ambientsample_t |
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{ |
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Vector pos; |
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Vector cube[6]; |
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}; |
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// add the sample to the list. If we exceed the maximum number of samples, the worst sample will |
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// be discarded. This has the effect of converging on the best samples when enough are added. |
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void AddSampleToList( CUtlVector<ambientsample_t> &list, const Vector &samplePosition, Vector *pCube ) |
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{ |
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const int MAX_SAMPLES = 16; |
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int index = list.AddToTail(); |
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list[index].pos = samplePosition; |
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for ( int i = 0; i < 6; i++ ) |
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{ |
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list[index].cube[i] = pCube[i]; |
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} |
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if ( list.Count() <= MAX_SAMPLES ) |
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return; |
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int nearestNeighborIndex = 0; |
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float nearestNeighborDist = FLT_MAX; |
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float nearestNeighborTotal = 0; |
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for ( int i = 0; i < list.Count(); i++ ) |
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{ |
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int closestIndex = 0; |
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float closestDist = FLT_MAX; |
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float totalDC = 0; |
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for ( int j = 0; j < list.Count(); j++ ) |
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{ |
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if ( j == i ) |
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continue; |
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float dist = (list[i].pos - list[j].pos).Length(); |
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float maxDC = 0; |
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for ( int k = 0; k < 6; k++ ) |
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{ |
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// color delta is computed per-component, per cube side |
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for (int s = 0; s < 3; s++ ) |
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{ |
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float dc = fabs(list[i].cube[k][s] - list[j].cube[k][s]); |
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maxDC = max(maxDC,dc); |
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} |
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totalDC += maxDC; |
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} |
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// need a measurable difference in color or we'll just rely on position |
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if ( maxDC < 1e-4f ) |
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{ |
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maxDC = 0; |
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} |
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else if ( maxDC > 1.0f ) |
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{ |
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maxDC = 1.0f; |
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} |
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// selection criteria is 10% distance, 90% color difference |
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// choose samples that fill the space (large distance from each other) |
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// and have largest color variation |
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float distanceFactor = 0.1f + (maxDC * 0.9f); |
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dist *= distanceFactor; |
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// find the "closest" sample to this one |
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if ( dist < closestDist ) |
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{ |
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closestDist = dist; |
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closestIndex = j; |
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} |
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} |
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// the sample with the "closest" neighbor is rejected |
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if ( closestDist < nearestNeighborDist || (closestDist == nearestNeighborDist && totalDC < nearestNeighborTotal) ) |
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{ |
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nearestNeighborDist = closestDist; |
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nearestNeighborIndex = i; |
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} |
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} |
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list.FastRemove( nearestNeighborIndex ); |
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} |
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// max number of units in gamma space of per-side delta |
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int CubeDeltaGammaSpace( Vector *pCube0, Vector *pCube1 ) |
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{ |
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int maxDelta = 0; |
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// do this comparison in gamma space to try and get a perceptual basis for the compare |
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for ( int i = 0; i < 6; i++ ) |
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{ |
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for ( int j = 0; j < 3; j++ ) |
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{ |
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int val0 = LinearToScreenGamma( pCube0[i][j] ); |
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int val1 = LinearToScreenGamma( pCube1[i][j] ); |
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int delta = abs(val0-val1); |
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if ( delta > maxDelta ) |
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maxDelta = delta; |
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} |
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} |
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return maxDelta; |
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} |
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// reconstruct the ambient lighting for a leaf at the given position in worldspace |
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// optionally skip one of the entries in the list |
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void Mod_LeafAmbientColorAtPos( Vector *pOut, const Vector &pos, const CUtlVector<ambientsample_t> &list, int skipIndex ) |
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{ |
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for ( int i = 0; i < 6; i++ ) |
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{ |
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pOut[i].Init(); |
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} |
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float totalFactor = 0; |
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for ( int i = 0; i < list.Count(); i++ ) |
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{ |
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if ( i == skipIndex ) |
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continue; |
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// do an inverse squared distance weighted average of the samples to reconstruct |
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// the original function |
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float dist = (list[i].pos - pos).LengthSqr(); |
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float factor = 1.0f / (dist + 1.0f); |
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totalFactor += factor; |
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for ( int j = 0; j < 6; j++ ) |
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{ |
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pOut[j] += list[i].cube[j] * factor; |
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} |
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} |
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for ( int i = 0; i < 6; i++ ) |
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{ |
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pOut[i] *= (1.0f / totalFactor); |
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} |
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} |
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// this samples the lighting at each sample and removes any unnecessary samples |
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void CompressAmbientSampleList( CUtlVector<ambientsample_t> &list ) |
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{ |
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Vector testCube[6]; |
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for ( int i = 0; i < list.Count(); i++ ) |
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{ |
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if ( list.Count() > 1 ) |
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{ |
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Mod_LeafAmbientColorAtPos( testCube, list[i].pos, list, i ); |
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if ( CubeDeltaGammaSpace(testCube, list[i].cube) < 3 ) |
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{ |
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list.FastRemove(i); |
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i--; |
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} |
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} |
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} |
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} |
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// basically this is an intersection routine that returns a distance between the boxes |
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float AABBDistance( const Vector &mins0, const Vector &maxs0, const Vector &mins1, const Vector &maxs1 ) |
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{ |
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Vector delta; |
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for ( int i = 0; i < 3; i++ ) |
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{ |
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float greatestMin = max(mins0[i], mins1[i]); |
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float leastMax = min(maxs0[i], maxs1[i]); |
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delta[i] = (greatestMin < leastMax) ? 0 : (leastMax - greatestMin); |
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} |
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return delta.Length(); |
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} |
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// build a list of leaves from a query |
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class CLeafList : public ISpatialLeafEnumerator |
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{ |
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public: |
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virtual bool EnumerateLeaf( int leaf, int context ) |
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{ |
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m_list.AddToTail(leaf); |
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return true; |
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} |
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CUtlVector<int> m_list; |
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}; |
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// conver short[3] to vector |
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static void LeafBounds( int leafIndex, Vector &mins, Vector &maxs ) |
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{ |
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for ( int i = 0; i < 3; i++ ) |
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{ |
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mins[i] = dleafs[leafIndex].mins[i]; |
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maxs[i] = dleafs[leafIndex].maxs[i]; |
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} |
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} |
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// returns the index of the nearest leaf with ambient samples |
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int NearestNeighborWithLight(int leafID) |
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{ |
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Vector mins, maxs; |
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LeafBounds( leafID, mins, maxs ); |
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Vector size = maxs - mins; |
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CLeafList leafList; |
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ToolBSPTree()->EnumerateLeavesInBox( mins-size, maxs+size, &leafList, 0 ); |
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float bestDist = FLT_MAX; |
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int bestIndex = leafID; |
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for ( int i = 0; i < leafList.m_list.Count(); i++ ) |
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{ |
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int testIndex = leafList.m_list[i]; |
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if ( !g_pLeafAmbientIndex->Element(testIndex).ambientSampleCount ) |
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continue; |
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Vector testMins, testMaxs; |
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LeafBounds( testIndex, testMins, testMaxs ); |
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float dist = AABBDistance( mins, maxs, testMins, testMaxs ); |
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if ( dist < bestDist ) |
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{ |
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bestDist = dist; |
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bestIndex = testIndex; |
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} |
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} |
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return bestIndex; |
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} |
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// maps a float to a byte fraction between min & max |
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static byte Fixed8Fraction( float t, float tMin, float tMax ) |
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{ |
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if ( tMax <= tMin ) |
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return 0; |
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float frac = RemapValClamped( t, tMin, tMax, 0.0f, 255.0f ); |
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return byte(frac+0.5f); |
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} |
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CUtlVector< CUtlVector<ambientsample_t> > g_LeafAmbientSamples; |
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void ComputeAmbientForLeaf( int iThread, int leafID, CUtlVector<ambientsample_t> &list ) |
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{ |
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CUtlVector<dplane_t> leafPlanes; |
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CLeafSampler sampler( iThread ); |
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GetLeafBoundaryPlanes( leafPlanes, leafID ); |
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list.RemoveAll(); |
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// this heuristic tries to generate at least one sample per volume (chosen to be similar to the size of a player) in the space |
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int xSize = (dleafs[leafID].maxs[0] - dleafs[leafID].mins[0]) / 32; |
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int ySize = (dleafs[leafID].maxs[1] - dleafs[leafID].mins[1]) / 32; |
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int zSize = (dleafs[leafID].maxs[2] - dleafs[leafID].mins[2]) / 64; |
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xSize = max(xSize,1); |
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ySize = max(xSize,1); |
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zSize = max(xSize,1); |
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// generate update 128 candidate samples, always at least one sample |
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int volumeCount = xSize * ySize * zSize; |
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if ( g_bFastAmbient ) |
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{ |
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// save compute time, only do one sample |
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volumeCount = 1; |
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} |
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int sampleCount = clamp( volumeCount, 1, 128 ); |
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if ( dleafs[leafID].contents & CONTENTS_SOLID ) |
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{ |
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// don't generate any samples in solid leaves |
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// NOTE: We copy the nearest non-solid leaf sample pointers into this leaf at the end |
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return; |
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} |
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Vector cube[6]; |
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for ( int i = 0; i < sampleCount; i++ ) |
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{ |
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// compute each candidate sample and add to the list |
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Vector samplePosition; |
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sampler.GenerateLeafSamplePosition( leafID, leafPlanes, samplePosition ); |
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ComputeAmbientFromSphericalSamples( iThread, samplePosition, cube ); |
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// note this will remove the least valuable sample once the limit is reached |
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AddSampleToList( list, samplePosition, cube ); |
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} |
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// remove any samples that can be reconstructed with the remaining data |
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CompressAmbientSampleList( list ); |
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} |
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static void ThreadComputeLeafAmbient( int iThread, void *pUserData ) |
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{ |
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CUtlVector<ambientsample_t> list; |
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while (1) |
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{ |
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int leafID = GetThreadWork (); |
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if (leafID == -1) |
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break; |
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list.RemoveAll(); |
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ComputeAmbientForLeaf(iThread, leafID, list); |
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// copy to the output array |
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g_LeafAmbientSamples[leafID].SetCount( list.Count() ); |
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for ( int i = 0; i < list.Count(); i++ ) |
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{ |
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g_LeafAmbientSamples[leafID].Element(i) = list.Element(i); |
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} |
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} |
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} |
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|
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void VMPI_ProcessLeafAmbient( int iThread, uint64 iLeaf, MessageBuffer *pBuf ) |
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{ |
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CUtlVector<ambientsample_t> list; |
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ComputeAmbientForLeaf(iThread, (int)iLeaf, list); |
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|
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VMPI_SetCurrentStage( "EncodeLeafAmbientResults" ); |
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|
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// Encode the results. |
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int nSamples = list.Count(); |
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pBuf->write( &nSamples, sizeof( nSamples ) ); |
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if ( nSamples ) |
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{ |
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pBuf->write( list.Base(), list.Count() * sizeof( ambientsample_t ) ); |
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} |
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} |
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|
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//----------------------------------------------------------------------------- |
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// Called on the master when a worker finishes processing a static prop. |
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//----------------------------------------------------------------------------- |
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void VMPI_ReceiveLeafAmbientResults( uint64 leafID, MessageBuffer *pBuf, int iWorker ) |
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{ |
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// Decode the results. |
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int nSamples; |
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pBuf->read( &nSamples, sizeof( nSamples ) ); |
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|
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g_LeafAmbientSamples[leafID].SetCount( nSamples ); |
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if ( nSamples ) |
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{ |
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pBuf->read(g_LeafAmbientSamples[leafID].Base(), nSamples * sizeof(ambientsample_t) ); |
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} |
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} |
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|
|
|
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void ComputePerLeafAmbientLighting() |
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{ |
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// Figure out which lights should go in the per-leaf ambient cubes. |
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int nInAmbientCube = 0; |
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int nSurfaceLights = 0; |
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for ( int i=0; i < *pNumworldlights; i++ ) |
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{ |
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dworldlight_t *wl = &dworldlights[i]; |
|
|
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if ( IsLeafAmbientSurfaceLight( wl ) ) |
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wl->flags |= DWL_FLAGS_INAMBIENTCUBE; |
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else |
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wl->flags &= ~DWL_FLAGS_INAMBIENTCUBE; |
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|
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if ( wl->type == emit_surface ) |
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++nSurfaceLights; |
|
|
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if ( wl->flags & DWL_FLAGS_INAMBIENTCUBE ) |
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++nInAmbientCube; |
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} |
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|
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Msg( "%d of %d (%d%% of) surface lights went in leaf ambient cubes.\n", nInAmbientCube, nSurfaceLights, nSurfaceLights ? ((nInAmbientCube*100) / nSurfaceLights) : 0 ); |
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|
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g_LeafAmbientSamples.SetCount(numleafs); |
|
|
|
if ( g_bUseMPI ) |
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{ |
|
// Distribute the work among the workers. |
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VMPI_SetCurrentStage( "ComputeLeafAmbientLighting" ); |
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DistributeWork( numleafs, VMPI_DISTRIBUTEWORK_PACKETID, VMPI_ProcessLeafAmbient, VMPI_ReceiveLeafAmbientResults ); |
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} |
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else |
|
{ |
|
RunThreadsOn(numleafs, true, ThreadComputeLeafAmbient); |
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} |
|
|
|
// now write out the data |
|
Msg("Writing leaf ambient..."); |
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g_pLeafAmbientIndex->RemoveAll(); |
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g_pLeafAmbientLighting->RemoveAll(); |
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g_pLeafAmbientIndex->SetCount( numleafs ); |
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g_pLeafAmbientLighting->EnsureCapacity( numleafs*4 ); |
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for ( int leafID = 0; leafID < numleafs; leafID++ ) |
|
{ |
|
const CUtlVector<ambientsample_t> &list = g_LeafAmbientSamples[leafID]; |
|
g_pLeafAmbientIndex->Element(leafID).ambientSampleCount = list.Count(); |
|
if ( !list.Count() ) |
|
{ |
|
g_pLeafAmbientIndex->Element(leafID).firstAmbientSample = 0; |
|
} |
|
else |
|
{ |
|
g_pLeafAmbientIndex->Element(leafID).firstAmbientSample = g_pLeafAmbientLighting->Count(); |
|
// compute the samples in disk format. Encode the positions in 8-bits using leaf bounds fractions |
|
for ( int i = 0; i < list.Count(); i++ ) |
|
{ |
|
int outIndex = g_pLeafAmbientLighting->AddToTail(); |
|
dleafambientlighting_t &light = g_pLeafAmbientLighting->Element(outIndex); |
|
|
|
light.x = Fixed8Fraction( list[i].pos.x, dleafs[leafID].mins[0], dleafs[leafID].maxs[0] ); |
|
light.y = Fixed8Fraction( list[i].pos.y, dleafs[leafID].mins[1], dleafs[leafID].maxs[1] ); |
|
light.z = Fixed8Fraction( list[i].pos.z, dleafs[leafID].mins[2], dleafs[leafID].maxs[2] ); |
|
light.pad = 0; |
|
for ( int side = 0; side < 6; side++ ) |
|
{ |
|
VectorToColorRGBExp32( list[i].cube[side], light.cube.m_Color[side] ); |
|
} |
|
} |
|
} |
|
} |
|
for ( int i = 0; i < numleafs; i++ ) |
|
{ |
|
// UNDONE: Do this dynamically in the engine instead. This will allow us to sample across leaf |
|
// boundaries always which should improve the quality of lighting in general |
|
if ( g_pLeafAmbientIndex->Element(i).ambientSampleCount == 0 ) |
|
{ |
|
if ( !(dleafs[i].contents & CONTENTS_SOLID) ) |
|
{ |
|
Msg("Bad leaf ambient for leaf %d\n", i ); |
|
} |
|
|
|
int refLeaf = NearestNeighborWithLight(i); |
|
g_pLeafAmbientIndex->Element(i).ambientSampleCount = 0; |
|
g_pLeafAmbientIndex->Element(i).firstAmbientSample = refLeaf; |
|
} |
|
} |
|
Msg("done\n"); |
|
} |
|
|
|
|