//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $Revision: $ // $NoKeywords: $ // // This file contains code to allow us to associate client data with bsp leaves. // //=============================================================================// #ifdef _WIN32 #include <windows.h> #endif #include "vrad.h" #include "Bsplib.h" #include "GameBSPFile.h" #include "UtlBuffer.h" #include "UtlVector.h" #include "CModel.h" #include "studio.h" #include "pacifier.h" #include "vraddetailprops.h" #include "mathlib/halton.h" #include "messbuf.h" bool LoadStudioModel( char const* pModelName, CUtlBuffer& buf ); //----------------------------------------------------------------------------- // Purpose: Writes a glview text file containing the collision surface in question // Input : *pCollide - // *pFilename - //----------------------------------------------------------------------------- void DumpRayToGlView( Ray_t const& ray, float dist, Vector* pColor, const char *pFilename ) { Vector dir = ray.m_Delta; float len = VectorNormalize(dir); if (len < 1e-3) return; Vector up( 0, 0, 1 ); Vector crossDir; if (fabs(DotProduct(up, dir)) - 1.0f < -1e-3 ) { CrossProduct( dir, up, crossDir ); VectorNormalize(crossDir); } else { up.Init( 0, 1, 0 ); CrossProduct( dir, up, crossDir ); VectorNormalize(crossDir); } Vector end; Vector start1, start2; VectorMA( ray.m_Start, dist, ray.m_Delta, end ); VectorMA( ray.m_Start, -2, crossDir, start1 ); VectorMA( ray.m_Start, 2, crossDir, start2 ); FileHandle_t fp = g_pFileSystem->Open( pFilename, "a" ); int vert = 0; CmdLib_FPrintf( fp, "3\n" ); CmdLib_FPrintf( fp, "%6.3f %6.3f %6.3f %.2f %.2f %.2f\n", start1.x, start1.y, start1.z, pColor->x, pColor->y, pColor->z ); vert++; CmdLib_FPrintf( fp, "%6.3f %6.3f %6.3f %.2f %.2f %.2f\n", start2.x, start2.y, start2.z, pColor->x, pColor->y, pColor->z ); vert++; CmdLib_FPrintf( fp, "%6.3f %6.3f %6.3f %.2f %.2f %.2f\n", end.x, end.y, end.z, pColor->x, pColor->y, pColor->z ); vert++; g_pFileSystem->Close( fp ); } //----------------------------------------------------------------------------- // This puppy is used to construct the game lumps //----------------------------------------------------------------------------- static CUtlVector<DetailPropLightstylesLump_t> s_DetailPropLightStyleLumpLDR; static CUtlVector<DetailPropLightstylesLump_t> s_DetailPropLightStyleLumpHDR; static CUtlVector<DetailPropLightstylesLump_t> *s_pDetailPropLightStyleLump = &s_DetailPropLightStyleLumpLDR; //----------------------------------------------------------------------------- // An amount to add to each model to get to the model center //----------------------------------------------------------------------------- CUtlVector<Vector> g_ModelCenterOffset; CUtlVector<Vector> g_SpriteCenterOffset; void VRadDetailProps_SetHDRMode( bool bHDR ) { if( bHDR ) { s_pDetailPropLightStyleLump = &s_DetailPropLightStyleLumpHDR; } else { s_pDetailPropLightStyleLump = &s_DetailPropLightStyleLumpLDR; } } //----------------------------------------------------------------------------- // Finds ambient sky lights //----------------------------------------------------------------------------- static directlight_t* FindAmbientSkyLight() { static directlight_t *s_pCachedSkylight = NULL; // Don't keep searching for the same light. if ( !s_pCachedSkylight ) { // find any ambient lights directlight_t* dl; for (dl = activelights; dl != 0; dl = dl->next) { if (dl->light.type == emit_skyambient) { s_pCachedSkylight = dl; break; } } } return s_pCachedSkylight; } //----------------------------------------------------------------------------- // Compute world center of a prop //----------------------------------------------------------------------------- static void ComputeWorldCenter( DetailObjectLump_t& prop, Vector& center, Vector& normal ) { // Transform the offset into world space Vector forward, right; AngleVectors( prop.m_Angles, &forward, &right, &normal ); VectorCopy( prop.m_Origin, center ); // FIXME: Take orientation into account? switch (prop.m_Type ) { case DETAIL_PROP_TYPE_MODEL: VectorMA( center, g_ModelCenterOffset[prop.m_DetailModel].x, forward, center ); VectorMA( center, -g_ModelCenterOffset[prop.m_DetailModel].y, right, center ); VectorMA( center, g_ModelCenterOffset[prop.m_DetailModel].z, normal, center ); break; case DETAIL_PROP_TYPE_SPRITE: Vector vecOffset; VectorMultiply( g_SpriteCenterOffset[prop.m_DetailModel], prop.m_flScale, vecOffset ); VectorMA( center, vecOffset.x, forward, center ); VectorMA( center, -vecOffset.y, right, center ); VectorMA( center, vecOffset.z, normal, center ); break; } } //----------------------------------------------------------------------------- // Computes max direct lighting for a single detal prop //----------------------------------------------------------------------------- static void ComputeMaxDirectLighting( DetailObjectLump_t& prop, Vector* maxcolor, int iThread ) { // The max direct lighting must be along the direction to one // of the static lights.... Vector origin, normal; ComputeWorldCenter( prop, origin, normal ); if ( !origin.IsValid() || !normal.IsValid() ) { static bool s_Warned = false; if ( !s_Warned ) { Warning("WARNING: Bogus detail props encountered!\n" ); s_Warned = true; } // fill with debug color for ( int i = 0; i < MAX_LIGHTSTYLES; ++i) { maxcolor[i].Init(1,0,0); } return; } int cluster = ClusterFromPoint(origin); Vector delta; CUtlVector< directlight_t* > lights; CUtlVector< Vector > directions; directlight_t* dl; for (dl = activelights; dl != 0; dl = dl->next) { // skyambient doesn't affect dlights.. if (dl->light.type == emit_skyambient) continue; // is this lights cluster visible? if ( PVSCheck( dl->pvs, cluster ) ) { lights.AddToTail(dl); VectorSubtract( dl->light.origin, origin, delta ); VectorNormalize( delta ); directions.AddToTail( delta ); } } // Find the max illumination int i; for ( i = 0; i < MAX_LIGHTSTYLES; ++i) { maxcolor[i].Init(0,0,0); } // NOTE: See version 10 for a method where we choose a normal based on whichever // one produces the maximum possible illumination. This appeared to work better on // e3_town, so I'm trying it now; hopefully it'll be good for all cases. int j; for ( j = 0; j < lights.Count(); ++j) { dl = lights[j]; sampleLightOutput_t out; if ( GatherSampleLight( out, dl, -1, origin, &normal, 1, iThread ) ) { // The first sample is for non-bumped lighting. // The other sample are for bumpmapping. VectorMA( maxcolor[dl->light.style], out.falloff * out.dot[0], dl->light.intensity, maxcolor[dl->light.style] ); } } } //----------------------------------------------------------------------------- // Computes the ambient term from a particular surface //----------------------------------------------------------------------------- static void ComputeAmbientFromSurface( dface_t* pFace, directlight_t* pSkylight, Vector& radcolor ) { texinfo_t* pTex = &texinfo[pFace->texinfo]; if (pTex) { // If we hit the sky, use the sky ambient if (pTex->flags & SURF_SKY) { if (pSkylight) { // add in sky ambient VectorDivide( pSkylight->light.intensity, 255.0f, radcolor ); } } else { VectorMultiply( radcolor, dtexdata[pTex->texdata].reflectivity, radcolor ); } } } //----------------------------------------------------------------------------- // Computes the lightmap color at a particular point //----------------------------------------------------------------------------- static void ComputeLightmapColorFromAverage( dface_t* pFace, directlight_t* pSkylight, Vector pColor[MAX_LIGHTSTYLES], Vector &colorSum ) { texinfo_t* pTex = &texinfo[pFace->texinfo]; if (pTex->flags & SURF_SKY) { if (pSkylight) { // add in sky ambient Vector amb = pSkylight->light.intensity / 255.0f; pColor[0] += amb; colorSum += amb; } return; } for (int maps = 0 ; maps < MAXLIGHTMAPS && pFace->styles[maps] != 255 ; ++maps) { ColorRGBExp32* pAvgColor = dface_AvgLightColor( pFace, maps ); Vector color; color[0] = TexLightToLinear( pAvgColor->r, pAvgColor->exponent ); color[1] = TexLightToLinear( pAvgColor->g, pAvgColor->exponent ); color[2] = TexLightToLinear( pAvgColor->b, pAvgColor->exponent ); ComputeAmbientFromSurface( pFace, pSkylight, color ); int style = pFace->styles[maps]; pColor[style] += color; colorSum += color; } } //----------------------------------------------------------------------------- // Returns true if the surface has bumped lightmaps //----------------------------------------------------------------------------- static bool SurfHasBumpedLightmaps( dface_t *pSurf ) { bool hasBumpmap = false; if( ( texinfo[pSurf->texinfo].flags & SURF_BUMPLIGHT ) && ( !( texinfo[pSurf->texinfo].flags & SURF_NOLIGHT ) ) ) { hasBumpmap = true; } return hasBumpmap; } //----------------------------------------------------------------------------- // Computes the lightmap color at a particular point //----------------------------------------------------------------------------- static void ComputeLightmapColorDisplacement( dface_t* pFace, directlight_t* pSkylight, Vector2D const& luv, Vector pColor[MAX_LIGHTSTYLES], Vector &colorSum ) { int smax = ( pFace->m_LightmapTextureSizeInLuxels[0] ) + 1; int tmax = ( pFace->m_LightmapTextureSizeInLuxels[1] ) + 1; // luv is in the space of the accumulated lightmap page; we need to convert // it to be in the space of the surface int ds = clamp( (int)luv.x, 0, smax-1 ); int dt = clamp( (int)luv.y, 0, tmax-1 ); int offset = smax * tmax; if ( SurfHasBumpedLightmaps( pFace ) ) offset *= ( NUM_BUMP_VECTS + 1 ); ColorRGBExp32* pLightmap = (ColorRGBExp32*)&(*pdlightdata)[pFace->lightofs]; pLightmap += dt * smax + ds; for (int maps = 0 ; maps < MAXLIGHTMAPS && pFace->styles[maps] != 255 ; ++maps) { int style = pFace->styles[maps]; Vector color; color[0] = TexLightToLinear( pLightmap->r, pLightmap->exponent ); color[1] = TexLightToLinear( pLightmap->g, pLightmap->exponent ); color[2] = TexLightToLinear( pLightmap->b, pLightmap->exponent ); ComputeAmbientFromSurface( pFace, pSkylight, color ); pColor[style] += color; colorSum += color; pLightmap += offset; } } //----------------------------------------------------------------------------- // Tests a particular node //----------------------------------------------------------------------------- class CLightSurface : public IBSPNodeEnumerator { public: CLightSurface() : m_pSurface(0), m_HitFrac(1.0f) {} // call back with a node and a context bool EnumerateNode( int node, Ray_t const& ray, float f, int context ) { dface_t* pSkySurface = 0; // Compute the actual point Vector pt; VectorMA( ray.m_Start, f, ray.m_Delta, pt ); dnode_t* pNode = &dnodes[node]; dface_t* pFace = &g_pFaces[pNode->firstface]; for (int i=0 ; i < pNode->numfaces ; ++i, ++pFace) { // Don't take into account faces that are int a leaf if ( !pFace->onNode ) continue; // Don't test displacement faces if ( pFace->dispinfo != -1 ) continue; texinfo_t* pTex = &texinfo[pFace->texinfo]; // Don't immediately return when we hit sky; // we may actually hit another surface if (pTex->flags & SURF_SKY) { if (TestPointAgainstSkySurface( pt, pFace )) { pSkySurface = pFace; } continue; } if (TestPointAgainstSurface( pt, pFace, pTex )) { m_HitFrac = f; m_pSurface = pFace; return false; } } // if we hit a sky surface, return it m_pSurface = pSkySurface; return (m_pSurface == 0); } // call back with a leaf and a context virtual bool EnumerateLeaf( int leaf, Ray_t const& ray, float start, float end, int context ) { bool hit = false; dleaf_t* pLeaf = &dleafs[leaf]; for (int i=0 ; i < pLeaf->numleaffaces ; ++i) { Assert( pLeaf->firstleafface + i < numleaffaces ); Assert( dleaffaces[pLeaf->firstleafface + i] < numfaces ); dface_t* pFace = &g_pFaces[dleaffaces[pLeaf->firstleafface + i]]; // Don't test displacement faces; we need to check another list if ( pFace->dispinfo != -1 ) continue; // Don't take into account faces that are on a node if ( pFace->onNode ) continue; // Find intersection point against detail brushes texinfo_t* pTex = &texinfo[pFace->texinfo]; dplane_t* pPlane = &dplanes[pFace->planenum]; // Backface cull... if (DotProduct( pPlane->normal, ray.m_Delta ) > 0) continue; float startDotN = DotProduct( ray.m_Start, pPlane->normal ); float deltaDotN = DotProduct( ray.m_Delta, pPlane->normal ); float front = startDotN + start * deltaDotN - pPlane->dist; float back = startDotN + end * deltaDotN - pPlane->dist; int side = front < 0; // Blow it off if it doesn't split the plane... if ( (back < 0) == side ) continue; // Don't test a surface that is farther away from the closest found intersection float f = front / (front-back); float mid = start * (1.0f - f) + end * f; if (mid >= m_HitFrac) continue; Vector pt; VectorMA( ray.m_Start, mid, ray.m_Delta, pt ); if (TestPointAgainstSurface( pt, pFace, pTex )) { m_HitFrac = mid; m_pSurface = pFace; hit = true; } } // Now try to clip against all displacements in the leaf float dist; Vector2D luxelCoord; dface_t *pDispFace; StaticDispMgr()->ClipRayToDispInLeaf( s_DispTested, ray, leaf, dist, pDispFace, luxelCoord ); if (dist < m_HitFrac) { m_HitFrac = dist; m_pSurface = pDispFace; Vector2DCopy( luxelCoord, m_LuxelCoord ); hit = true; } return !hit; } bool FindIntersection( Ray_t const& ray ) { StaticDispMgr()->StartRayTest( s_DispTested ); return !EnumerateNodesAlongRay( ray, this, 0 ); } private: bool TestPointAgainstSurface( Vector const& pt, dface_t* pFace, texinfo_t* pTex ) { // no lightmaps on this surface? punt... // FIXME: should be water surface? if (pTex->flags & SURF_NOLIGHT) return false; // See where in lightmap space our intersection point is float s, t; s = DotProduct (pt.Base(), pTex->lightmapVecsLuxelsPerWorldUnits[0]) + pTex->lightmapVecsLuxelsPerWorldUnits[0][3]; t = DotProduct (pt.Base(), pTex->lightmapVecsLuxelsPerWorldUnits[1]) + pTex->lightmapVecsLuxelsPerWorldUnits[1][3]; // Not in the bounds of our lightmap? punt... if( s < pFace->m_LightmapTextureMinsInLuxels[0] || t < pFace->m_LightmapTextureMinsInLuxels[1] ) return false; // assuming a square lightmap (FIXME: which ain't always the case), // lets see if it lies in that rectangle. If not, punt... float ds = s - pFace->m_LightmapTextureMinsInLuxels[0]; float dt = t - pFace->m_LightmapTextureMinsInLuxels[1]; if( ds > pFace->m_LightmapTextureSizeInLuxels[0] || dt > pFace->m_LightmapTextureSizeInLuxels[1] ) return false; return true; } bool TestPointAgainstSkySurface( Vector const &pt, dface_t *pFace ) { // Create sky face winding. winding_t *pWinding = WindingFromFace( pFace, Vector( 0.0f, 0.0f, 0.0f ) ); // Test point in winding. (Since it is at the node, it is in the plane.) bool bRet = PointInWinding( pt, pWinding ); FreeWinding( pWinding ); return bRet; } public: dface_t* m_pSurface; float m_HitFrac; Vector2D m_LuxelCoord; static DispTested_t s_DispTested; }; DispTested_t CLightSurface::s_DispTested; //----------------------------------------------------------------------------- // Computes ambient lighting along a specified ray. //----------------------------------------------------------------------------- void CalcRayAmbientLighting( const Vector &vStart, const Vector &vEnd, Vector color[MAX_LIGHTSTYLES], Vector &colorSum ) { Ray_t ray; ray.Init( vStart, vEnd, vec3_origin, vec3_origin ); directlight_t *pSkyLight = FindAmbientSkyLight(); colorSum.Init(); CLightSurface surfEnum; if (!surfEnum.FindIntersection( ray )) return; // This is the faster path; it looks slightly different though if (surfEnum.m_pSurface->dispinfo == -1) { ComputeLightmapColorFromAverage( surfEnum.m_pSurface, pSkyLight, color, colorSum ); } else { ComputeLightmapColorDisplacement( surfEnum.m_pSurface, pSkyLight, surfEnum.m_LuxelCoord, color, colorSum ); } } //----------------------------------------------------------------------------- // Compute ambient lighting component at specified position. //----------------------------------------------------------------------------- static void ComputeAmbientLightingAtPoint( const Vector &origin, Vector radcolor[NUMVERTEXNORMALS], Vector color[MAX_LIGHTSTYLES] ) { // NOTE: I'm not dealing with shadow-casting static props here // This is for speed, although we can add it if it turns out to // be important // sample world by casting N rays distributed across a sphere Vector upend; int j; for ( j = 0; j < MAX_LIGHTSTYLES; ++j) { color[j].Init( 0,0,0 ); } for (int i = 0; i < NUMVERTEXNORMALS; i++) { VectorMA( origin, COORD_EXTENT * 1.74, g_anorms[i], upend ); // Now that we've got a ray, see what surface we've hit Vector dummyColorSum; CalcRayAmbientLighting( origin, upend, color, dummyColorSum ); // DumpRayToGlView( ray, surfEnum.m_HitFrac, &color[0], "test.out" ); } for ( j = 0; j < MAX_LIGHTSTYLES; ++j) { VectorMultiply( color[j], 255.0f / (float)NUMVERTEXNORMALS, color[j] ); } } //----------------------------------------------------------------------------- // Trace hemispherical rays from a vertex, accumulating indirect // sources at each ray termination. //----------------------------------------------------------------------------- void ComputeIndirectLightingAtPoint( Vector &position, Vector &normal, Vector &outColor, int iThread, bool force_fast ) { Ray_t ray; CLightSurface surfEnum; outColor.Init(); int nSamples = NUMVERTEXNORMALS; if ( do_fast || force_fast ) nSamples /= 4; else if ( g_dofinal ) nSamples *= 16; float totalDot = 0; DirectionalSampler_t sampler; for (int j = 0; j < nSamples; j++) { Vector samplingNormal = sampler.NextValue(); float dot = DotProduct( normal, samplingNormal ); if ( dot <= EQUAL_EPSILON ) { // reject angles behind our plane continue; } totalDot += dot; // trace to determine surface Vector vEnd; VectorScale( samplingNormal, MAX_TRACE_LENGTH, vEnd ); VectorAdd( position, vEnd, vEnd ); ray.Init( position, vEnd, vec3_origin, vec3_origin ); if ( !surfEnum.FindIntersection( ray ) ) continue; // get color from surface lightmap texinfo_t* pTex = &texinfo[surfEnum.m_pSurface->texinfo]; if ( !pTex || pTex->flags & SURF_SKY ) { // ignore contribution from sky // sky ambient already accounted for during direct pass continue; } if ( surfEnum.m_pSurface->styles[0] == 255 ) { // no light affcts this face continue; } Vector lightmapColor; if ( surfEnum.m_pSurface->dispinfo == -1 ) { ColorRGBExp32* pAvgLightmapColor = dface_AvgLightColor( surfEnum.m_pSurface, 0 ); ColorRGBExp32ToVector( *pAvgLightmapColor, lightmapColor ); } else { // get color from displacement int smax = ( surfEnum.m_pSurface->m_LightmapTextureSizeInLuxels[0] ) + 1; int tmax = ( surfEnum.m_pSurface->m_LightmapTextureSizeInLuxels[1] ) + 1; // luxelcoord is in the space of the accumulated lightmap page; we need to convert // it to be in the space of the surface int ds = clamp( (int)surfEnum.m_LuxelCoord.x, 0, smax-1 ); int dt = clamp( (int)surfEnum.m_LuxelCoord.y, 0, tmax-1 ); ColorRGBExp32* pLightmap = (ColorRGBExp32*)&(*pdlightdata)[surfEnum.m_pSurface->lightofs]; pLightmap += dt * smax + ds; ColorRGBExp32ToVector( *pLightmap, lightmapColor ); } VectorMultiply( lightmapColor, dtexdata[pTex->texdata].reflectivity, lightmapColor ); VectorAdd( outColor, lightmapColor, outColor ); } if ( totalDot ) { VectorScale( outColor, 1.0f/totalDot, outColor ); } } static void ComputeAmbientLighting( DetailObjectLump_t& prop, Vector color[MAX_LIGHTSTYLES] ) { Vector origin, normal; ComputeWorldCenter( prop, origin, normal ); if ( !origin.IsValid() || !normal.IsValid() ) { static bool s_Warned = false; if ( !s_Warned ) { Warning("WARNING: Bogus detail props encountered!\n" ); s_Warned = true; } // fill with debug color for ( int i = 0; i < MAX_LIGHTSTYLES; ++i) { color[i].Init(1,0,0); } return; } Vector radcolor[NUMVERTEXNORMALS]; ComputeAmbientLightingAtPoint( origin, radcolor, color ); } //----------------------------------------------------------------------------- // Computes lighting for a single detal prop //----------------------------------------------------------------------------- static void ComputeLighting( DetailObjectLump_t& prop, int iThread ) { // We're going to take the maximum of the ambient lighting and // the strongest directional light. This works because we're assuming // the props will have built-in faked lighting. Vector directColor[MAX_LIGHTSTYLES]; Vector ambColor[MAX_LIGHTSTYLES]; // Get the max influence of all direct lights ComputeMaxDirectLighting( prop, directColor, iThread ); // Get the ambient lighting + lightstyles ComputeAmbientLighting( prop, ambColor ); // Base lighting Vector totalColor; VectorAdd( directColor[0], ambColor[0], totalColor ); VectorToColorRGBExp32( totalColor, prop.m_Lighting ); bool hasLightstyles = false; prop.m_LightStyleCount = 0; // lightstyles for (int i = 1; i < MAX_LIGHTSTYLES; ++i ) { VectorAdd( directColor[i], ambColor[i], totalColor ); totalColor *= 0.5f; if ((totalColor[0] != 0.0f) || (totalColor[1] != 0.0f) || (totalColor[2] != 0.0f) ) { if (!hasLightstyles) { prop.m_LightStyles = s_pDetailPropLightStyleLump->Size(); hasLightstyles = true; } int j = s_pDetailPropLightStyleLump->AddToTail(); VectorToColorRGBExp32( totalColor, (*s_pDetailPropLightStyleLump)[j].m_Lighting ); (*s_pDetailPropLightStyleLump)[j].m_Style = i; ++prop.m_LightStyleCount; } } } //----------------------------------------------------------------------------- // Unserialization //----------------------------------------------------------------------------- static void UnserializeModelDict( CUtlBuffer& buf ) { // Get origin offset for each model... int count = buf.GetInt(); while ( --count >= 0 ) { DetailObjectDictLump_t lump; buf.Get( &lump, sizeof(DetailObjectDictLump_t) ); int i = g_ModelCenterOffset.AddToTail(); CUtlBuffer mdlbuf; if (LoadStudioModel( lump.m_Name, mdlbuf )) { studiohdr_t* pHdr = (studiohdr_t*)mdlbuf.Base(); VectorAdd( pHdr->hull_min, pHdr->hull_max, g_ModelCenterOffset[i] ); g_ModelCenterOffset[i] *= 0.5f; } else { g_ModelCenterOffset[i].Init(0,0,0); } } } static void UnserializeSpriteDict( CUtlBuffer& buf ) { // Get origin offset for each model... int count = buf.GetInt(); while ( --count >= 0 ) { DetailSpriteDictLump_t lump; buf.Get( &lump, sizeof(DetailSpriteDictLump_t) ); // For these sprites, x goes out the front, y right, z up int i = g_SpriteCenterOffset.AddToTail(); g_SpriteCenterOffset[i].x = 0.0f; g_SpriteCenterOffset[i].y = lump.m_LR.x + lump.m_UL.x; g_SpriteCenterOffset[i].z = lump.m_LR.y + lump.m_UL.y; g_SpriteCenterOffset[i] *= 0.5f; } } //----------------------------------------------------------------------------- // Unserializes the detail props //----------------------------------------------------------------------------- static int UnserializeDetailProps( DetailObjectLump_t*& pProps ) { GameLumpHandle_t handle = GetGameLumpHandle( GAMELUMP_DETAIL_PROPS ); if (GetGameLumpVersion(handle) != GAMELUMP_DETAIL_PROPS_VERSION) return 0; // Unserialize CUtlBuffer buf( GetGameLump(handle), GameLumpSize( handle ), CUtlBuffer::READ_ONLY ); UnserializeModelDict( buf ); UnserializeSpriteDict( buf ); // Now we're pointing to the detail prop data // This actually works because the scope of the game lump data // is global and the buf was just pointing to it. int count = buf.GetInt(); if (count) pProps = (DetailObjectLump_t*)buf.PeekGet(); else pProps = 0; return count; } //----------------------------------------------------------------------------- // Writes the detail lighting lump //----------------------------------------------------------------------------- static void WriteDetailLightingLump( int lumpID, int lumpVersion, CUtlVector<DetailPropLightstylesLump_t> &lumpData ) { GameLumpHandle_t handle = GetGameLumpHandle(lumpID); if (handle != InvalidGameLump()) DestroyGameLump(handle); int lightsize = lumpData.Size() * sizeof(DetailPropLightstylesLump_t); int lumpsize = lightsize + sizeof(int); handle = CreateGameLump( lumpID, lumpsize, 0, lumpVersion ); // Serialize the data CUtlBuffer buf( GetGameLump(handle), lumpsize ); buf.PutInt( lumpData.Size() ); if (lightsize) buf.Put( lumpData.Base(), lightsize ); } static void WriteDetailLightingLumps( void ) { WriteDetailLightingLump( GAMELUMP_DETAIL_PROP_LIGHTING, GAMELUMP_DETAIL_PROP_LIGHTING_VERSION, s_DetailPropLightStyleLumpLDR ); WriteDetailLightingLump( GAMELUMP_DETAIL_PROP_LIGHTING_HDR, GAMELUMP_DETAIL_PROP_LIGHTING_HDR_VERSION, s_DetailPropLightStyleLumpHDR ); } // need to do this so that if we are building HDR data, the LDR data is intact, and vice versa.s void UnserializeDetailPropLighting( int lumpID, int lumpVersion, CUtlVector<DetailPropLightstylesLump_t> &lumpData ) { GameLumpHandle_t handle = GetGameLumpHandle( lumpID ); if( handle == InvalidGameLump() ) { return; } if (GetGameLumpVersion(handle) != lumpVersion) return; // Unserialize CUtlBuffer buf( GetGameLump(handle), GameLumpSize( handle ), CUtlBuffer::READ_ONLY ); int count = buf.GetInt(); if( !count ) { return; } lumpData.SetCount( count ); int lightsize = lumpData.Size() * sizeof(DetailPropLightstylesLump_t); buf.Get( lumpData.Base(), lightsize ); } DetailObjectLump_t *g_pMPIDetailProps = NULL; void VMPI_ProcessDetailPropWU( int iThread, int iWorkUnit, MessageBuffer *pBuf ) { CUtlVector<DetailPropLightstylesLump_t> *pDetailPropLump = s_pDetailPropLightStyleLump; DetailObjectLump_t& prop = g_pMPIDetailProps[iWorkUnit]; ComputeLighting( prop, iThread ); // Send the results back... pBuf->write( &prop.m_Lighting, sizeof( prop.m_Lighting ) ); pBuf->write( &prop.m_LightStyleCount, sizeof( prop.m_LightStyleCount ) ); pBuf->write( &prop.m_LightStyles, sizeof( prop.m_LightStyles ) ); for ( int i=0; i < prop.m_LightStyleCount; i++ ) { DetailPropLightstylesLump_t *l = &pDetailPropLump->Element( i + prop.m_LightStyles ); pBuf->write( &l->m_Lighting, sizeof( l->m_Lighting ) ); pBuf->write( &l->m_Style, sizeof( l->m_Style ) ); } } void VMPI_ReceiveDetailPropWU( int iWorkUnit, MessageBuffer *pBuf, int iWorker ) { CUtlVector<DetailPropLightstylesLump_t> *pDetailPropLump = s_pDetailPropLightStyleLump; DetailObjectLump_t& prop = g_pMPIDetailProps[iWorkUnit]; pBuf->read( &prop.m_Lighting, sizeof( prop.m_Lighting ) ); pBuf->read( &prop.m_LightStyleCount, sizeof( prop.m_LightStyleCount ) ); pBuf->read( &prop.m_LightStyles, sizeof( prop.m_LightStyles ) ); pDetailPropLump->EnsureCount( prop.m_LightStyles + prop.m_LightStyleCount ); for ( int i=0; i < prop.m_LightStyleCount; i++ ) { DetailPropLightstylesLump_t *l = &pDetailPropLump->Element( i + prop.m_LightStyles ); pBuf->read( &l->m_Lighting, sizeof( l->m_Lighting ) ); pBuf->read( &l->m_Style, sizeof( l->m_Style ) ); } } //----------------------------------------------------------------------------- // Computes lighting for the detail props //----------------------------------------------------------------------------- void ComputeDetailPropLighting( int iThread ) { // illuminate them all DetailObjectLump_t* pProps; int count = UnserializeDetailProps( pProps ); if (!count) return; // unserialize the lump that we aren't computing. if( g_bHDR ) { UnserializeDetailPropLighting( GAMELUMP_DETAIL_PROP_LIGHTING, GAMELUMP_DETAIL_PROP_LIGHTING_VERSION, s_DetailPropLightStyleLumpLDR ); } else { UnserializeDetailPropLighting( GAMELUMP_DETAIL_PROP_LIGHTING_HDR, GAMELUMP_DETAIL_PROP_LIGHTING_HDR_VERSION, s_DetailPropLightStyleLumpHDR ); } // Needed for our computations BuildExponentTable(); StartPacifier("Computing detail prop lighting : "); for (int i = 0; i < count; ++i) { UpdatePacifier( (float)i / (float)count ); ComputeLighting( pProps[i], iThread ); } // Write detail prop lightstyle lump... WriteDetailLightingLumps(); EndPacifier( true ); }
# | 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. |