//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifdef _WIN32 #include <windows.h> #endif #include "vrad.h" #include "lightmap.h" #include "radial.h" #include <bumpvects.h> #include "UtlRBTree.h" #include "VMatrix.h" #include "macro_texture.h" void WorldToLuxelSpace( lightinfo_t const *l, Vector const &world, Vector2D &coord ) { Vector pos; VectorSubtract( world, l->luxelOrigin, pos ); coord[0] = DotProduct( pos, l->worldToLuxelSpace[0] ) - l->face->m_LightmapTextureMinsInLuxels[0]; coord[1] = DotProduct( pos, l->worldToLuxelSpace[1] ) - l->face->m_LightmapTextureMinsInLuxels[1]; } void LuxelSpaceToWorld( lightinfo_t const *l, float s, float t, Vector &world ) { Vector pos; s += l->face->m_LightmapTextureMinsInLuxels[0]; t += l->face->m_LightmapTextureMinsInLuxels[1]; VectorMA( l->luxelOrigin, s, l->luxelToWorldSpace[0], pos ); VectorMA( pos, t, l->luxelToWorldSpace[1], world ); } void AddDirectToRadial( radial_t *rad, Vector const &pnt, Vector2D const &coordmins, Vector2D const &coordmaxs, Vector const light[NUM_BUMP_VECTS+1], bool hasBumpmap, bool neighborHasBumpmap ) { int s_min, s_max, t_min, t_max; Vector2D coord; int s, t; float ds, dt; float r; float area; int bumpSample; // convert world pos into local lightmap texture coord WorldToLuxelSpace( &rad->l, pnt, coord ); s_min = ( int )( coordmins[0] ); t_min = ( int )( coordmins[1] ); s_max = ( int )( coordmaxs[0] + 0.9999f ) + 1; // ???? t_max = ( int )( coordmaxs[1] + 0.9999f ) + 1; s_min = max( s_min, 0 ); t_min = max( t_min, 0 ); s_max = min( s_max, rad->w ); t_max = min( t_max, rad->h ); for( s = s_min; s < s_max; s++ ) { for( t = t_min; t < t_max; t++ ) { float s0 = max( coordmins[0] - s, -1.0 ); float t0 = max( coordmins[1] - t, -1.0 ); float s1 = min( coordmaxs[0] - s, 1.0 ); float t1 = min( coordmaxs[1] - t, 1.0 ); area = (s1 - s0) * (t1 - t0); if (area > EQUAL_EPSILON) { ds = fabs( coord[0] - s ); dt = fabs( coord[1] - t ); r = max( ds, dt ); if (r < 0.1) { r = area / 0.1; } else { r = area / r; } int i = s+t*rad->w; if( hasBumpmap ) { if( neighborHasBumpmap ) { for( bumpSample = 0; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ ) { VectorMA( rad->light[bumpSample][i], r, light[bumpSample], rad->light[bumpSample][i] ); } } else { VectorMA( rad->light[0][i], r, light[0], rad->light[0][i] ); for( bumpSample = 1; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ ) { VectorMA( rad->light[bumpSample][i], r * OO_SQRT_3, light[0], rad->light[bumpSample][i] ); } } } else { VectorMA( rad->light[0][i], r, light[0], rad->light[0][i] ); } rad->weight[i] += r; } } } } void AddBouncedToRadial( radial_t *rad, Vector const &pnt, Vector2D const &coordmins, Vector2D const &coordmaxs, Vector const light[NUM_BUMP_VECTS+1], bool hasBumpmap, bool neighborHasBumpmap ) { int s_min, s_max, t_min, t_max; Vector2D coord; int s, t; float ds, dt; float r; int bumpSample; // convert world pos into local lightmap texture coord WorldToLuxelSpace( &rad->l, pnt, coord ); float dists, distt; dists = (coordmaxs[0] - coordmins[0]); distt = (coordmaxs[1] - coordmins[1]); // patches less than a luxel in size could be mistakeningly filtered, so clamp. dists = max( 1.0, dists ); distt = max( 1.0, distt ); // find possible domain of patch influence s_min = ( int )( coord[0] - dists * RADIALDIST ); t_min = ( int )( coord[1] - distt * RADIALDIST ); s_max = ( int )( coord[0] + dists * RADIALDIST + 1.0f ); t_max = ( int )( coord[1] + distt * RADIALDIST + 1.0f ); // clamp to valid luxel s_min = max( s_min, 0 ); t_min = max( t_min, 0 ); s_max = min( s_max, rad->w ); t_max = min( t_max, rad->h ); for( s = s_min; s < s_max; s++ ) { for( t = t_min; t < t_max; t++ ) { // patch influence is based on patch size ds = ( coord[0] - s ) / dists; dt = ( coord[1] - t ) / distt; r = RADIALDIST2 - (ds * ds + dt * dt); int i = s+t*rad->w; if (r > 0) { if( hasBumpmap ) { if( neighborHasBumpmap ) { for( bumpSample = 0; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ ) { VectorMA( rad->light[bumpSample][i], r, light[bumpSample], rad->light[bumpSample][i] ); } } else { VectorMA( rad->light[0][i], r, light[0], rad->light[0][i] ); for( bumpSample = 1; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ ) { VectorMA( rad->light[bumpSample][i], r * OO_SQRT_3, light[0], rad->light[bumpSample][i] ); } } } else { VectorMA( rad->light[0][i], r, light[0], rad->light[0][i] ); } rad->weight[i] += r; } } } } void PatchLightmapCoordRange( radial_t *rad, int ndxPatch, Vector2D &mins, Vector2D &maxs ) { winding_t *w; int i; Vector2D coord; mins.Init( 1E30, 1E30 ); maxs.Init( -1E30, -1E30 ); patch_t *patch = &patches.Element( ndxPatch ); w = patch->winding; for (i = 0; i < w->numpoints; i++) { WorldToLuxelSpace( &rad->l, w->p[i], coord ); mins[0] = min( mins[0], coord[0] ); maxs[0] = max( maxs[0], coord[0] ); mins[1] = min( mins[1], coord[1] ); maxs[1] = max( maxs[1], coord[1] ); } } radial_t *AllocateRadial( int facenum ) { radial_t *rad; rad = ( radial_t* )calloc( 1, sizeof( *rad ) ); rad->facenum = facenum; InitLightinfo( &rad->l, facenum ); rad->w = rad->l.face->m_LightmapTextureSizeInLuxels[0]+1; rad->h = rad->l.face->m_LightmapTextureSizeInLuxels[1]+1; return rad; } void FreeRadial( radial_t *rad ) { if (rad) free( rad ); } radial_t *BuildPatchRadial( int facenum ) { int j; radial_t *rad; patch_t *patch; faceneighbor_t *fn; Vector2D mins, maxs; bool needsBumpmap, neighborNeedsBumpmap; needsBumpmap = texinfo[g_pFaces[facenum].texinfo].flags & SURF_BUMPLIGHT ? true : false; rad = AllocateRadial( facenum ); fn = &faceneighbor[ rad->facenum ]; patch_t *pNextPatch; if( facePatches.Element( rad->facenum ) != facePatches.InvalidIndex() ) { for( patch = &patches.Element( facePatches.Element( rad->facenum ) ); patch; patch = pNextPatch ) { // next patch pNextPatch = NULL; if( patch->ndxNext != patches.InvalidIndex() ) { pNextPatch = &patches.Element( patch->ndxNext ); } // skip patches with children if (patch->child1 != patches.InvalidIndex() ) continue; // get the range of patch lightmap texture coords int ndxPatch = patch - patches.Base(); PatchLightmapCoordRange( rad, ndxPatch, mins, maxs ); if (patch->numtransfers == 0) { // Error, using patch that was never evaluated or has no samples // patch->totallight[1] = 255; } // // displacement surface patch origin position and normal vectors have been changed to // represent the displacement surface position and normal -- for radial "blending" // we need to get the base surface patch origin! // if( ValidDispFace( &g_pFaces[facenum] ) ) { Vector patchOrigin; WindingCenter (patch->winding, patchOrigin ); AddBouncedToRadial( rad, patchOrigin, mins, maxs, patch->totallight.light, needsBumpmap, needsBumpmap ); } else { AddBouncedToRadial( rad, patch->origin, mins, maxs, patch->totallight.light, needsBumpmap, needsBumpmap ); } } } for (j=0 ; j<fn->numneighbors; j++) { if( facePatches.Element( fn->neighbor[j] ) != facePatches.InvalidIndex() ) { for( patch = &patches.Element( facePatches.Element( fn->neighbor[j] ) ); patch; patch = pNextPatch ) { // next patch pNextPatch = NULL; if( patch->ndxNext != patches.InvalidIndex() ) { pNextPatch = &patches.Element( patch->ndxNext ); } // skip patches with children if (patch->child1 != patches.InvalidIndex() ) continue; // get the range of patch lightmap texture coords int ndxPatch = patch - patches.Base(); PatchLightmapCoordRange( rad, ndxPatch, mins, maxs ); neighborNeedsBumpmap = texinfo[g_pFaces[facenum].texinfo].flags & SURF_BUMPLIGHT ? true : false; // // displacement surface patch origin position and normal vectors have been changed to // represent the displacement surface position and normal -- for radial "blending" // we need to get the base surface patch origin! // if( ValidDispFace( &g_pFaces[fn->neighbor[j]] ) ) { Vector patchOrigin; WindingCenter (patch->winding, patchOrigin ); AddBouncedToRadial( rad, patchOrigin, mins, maxs, patch->totallight.light, needsBumpmap, needsBumpmap ); } else { AddBouncedToRadial( rad, patch->origin, mins, maxs, patch->totallight.light, needsBumpmap, needsBumpmap ); } } } } return rad; } radial_t *BuildLuxelRadial( int facenum, int style ) { int j, k; facelight_t *fl; faceneighbor_t *fn; radial_t *rad; Vector light[NUM_BUMP_VECTS + 1]; int bumpSample; Vector2D coordmins, coordmaxs; fl = &facelight[facenum]; fn = &faceneighbor[facenum]; rad = AllocateRadial( facenum ); bool needsBumpmap = texinfo[g_pFaces[facenum].texinfo].flags & SURF_BUMPLIGHT ? true : false; for (k=0 ; k<fl->numsamples ; k++) { if( needsBumpmap ) { for( bumpSample = 0; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ ) { VectorCopy( fl->light[style][bumpSample][k], light[bumpSample] ); } } else { VectorCopy( fl->light[style][0][k], light[0] ); } AddDirectToRadial( rad, fl->sample[k].pos, fl->sample[k].mins, fl->sample[k].maxs, light, needsBumpmap, needsBumpmap ); } for (j = 0; j < fn->numneighbors; j++) { fl = &facelight[fn->neighbor[j]]; bool neighborHasBumpmap = false; if( texinfo[g_pFaces[fn->neighbor[j]].texinfo].flags & SURF_BUMPLIGHT ) { neighborHasBumpmap = true; } 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 (k=0 ; k<fl->numsamples ; k++) { if( neighborHasBumpmap ) { for( bumpSample = 0; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ ) { VectorCopy( fl->light[nstyle][bumpSample][k], light[bumpSample] ); } } else { VectorCopy( fl->light[nstyle][0][k], light[0] ); } 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, Vector 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][0] = 2550; light[bumpSample][1] = 0; light[bumpSample][2] = 0; } return false; } bool baseSampleOk = true; for( bumpSample = 0; bumpSample < bumpSampleCount; bumpSample++ ) { VectorFill( light[bumpSample], 0 ); if (rad->weight[i] > WEIGHT_EPS) { VectorScale( rad->light[bumpSample][i], 1.0 / rad->weight[i], light[bumpSample] ); } else { if ( bRed2Black ) { // Error, luxel has no samples light[bumpSample][0] = 0; light[bumpSample][1] = 0; light[bumpSample][2] = 0; } else { // Error, luxel has no samples // Yes, it actually should be 2550 light[bumpSample][0] = 2550; light[bumpSample][1] = 0; light[bumpSample][2] = 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 / RAND_MAX ) ); color[1] = ( unsigned char )( rand() * ( 255.0f / RAND_MAX ) ); color[2] = ( unsigned char )( rand() * ( 255.0f / 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 /* ============= 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; Vector 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++ ) { VectorCopy( fl->light[0][iBump][j], lb[iBump] ); } } 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 ) { VectorAdd( lb[bumpSample], v[bumpSample], lb[bumpSample] ); } } if (fl->numsamples == 0) { for( i = 0; i < bumpSampleCount; i++ ) { lb[i][0] = 255; lb[i][1] = 0; lb[i][2] = 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++ ) { if( lb[bumpSample][i] < minlight ) { lb[bumpSample][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] ); // For median computation m_Red.Insert( lb[bumpSample][0] ); m_Green.Insert( lb[bumpSample][1] ); m_Blue.Insert( lb[bumpSample][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( lb[bumpSample], *( 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 ); } } }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |