757 lines
20 KiB
C++
757 lines
20 KiB
C++
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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****/
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#include "qrad.h"
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#include "model_trace.h"
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#include "..\..\engine\studio.h"
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#ifdef HLRAD_VERTEXLIGHTING
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#define MAX_INDIRECT_DIST 1024.0f
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typedef struct
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{
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int modelnum : 10;
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int vertexnum : 22;
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} vertremap_t;
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static entity_t *g_vertexlight[MAX_MAP_MODELS];
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static int g_vertexlight_modnum;
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static vertremap_t *g_vertexlight_indexes;
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static uint g_vertexlight_numindexes;
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static vec3_t g_box_directions[6] =
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{
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{ 1.0f, 0.0f, 0.0f },
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{-1.0f, 0.0f, 0.0f },
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{ 0.0f, 1.0f, 0.0f },
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{ 0.0f, -1.0f, 0.0f },
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{ 0.0f, 0.0f, 1.0f },
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{ 0.0f, 0.0f, -1.0f },
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};
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void NudgeVertexPosition( vec3_t position )
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{
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vec3_t test;
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int x;
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VectorCopy( position, test );
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if( PointInLeaf( test ) != g_dleafs )
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return;
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for( x = 0; x < 6; x++ )
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{
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VectorMA( position, 2.0f, g_box_directions[x], test );
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if( PointInLeaf( test )->contents != CONTENTS_SOLID )
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{
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VectorCopy( test, position );
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return;
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}
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}
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for( x = 0; x < 6; x++ )
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{
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VectorMA( position, 3.0f, g_box_directions[x], test );
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if( PointInLeaf( test )->contents != CONTENTS_SOLID )
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{
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VectorCopy( test, position );
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return;
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}
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}
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}
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void GetStylesFromMesh( byte newstyles[4], const tmesh_t *mesh )
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{
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ThreadLock();
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memcpy( newstyles, mesh->styles, sizeof( newstyles ));
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ThreadUnlock();
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}
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void AddStylesToMesh( tmesh_t *mesh, byte newstyles[4] )
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{
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int i, j;
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// store styles back to the mesh
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ThreadLock();
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for( i = 0; i < MAXLIGHTMAPS && newstyles[i] != 255; i++ )
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{
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for( j = 0; j < MAXLIGHTMAPS; j++ )
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{
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if( mesh->styles[j] == newstyles[i] || mesh->styles[j] == 255 )
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break;
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}
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if( j == MAXLIGHTMAPS )
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continue;
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// allocate a new one
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if( mesh->styles[j] == 255 )
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mesh->styles[j] = newstyles[i];
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}
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ThreadUnlock();
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}
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void SmoothModelNormals( int modelnum, int threadnum = -1 )
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{
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entity_t *mapent = g_vertexlight[modelnum];
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tmesh_t *mesh;
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if( g_smoothing_threshold == 0 )
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return;
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// sanity check
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if( !mapent || !mapent->cache )
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return;
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mesh = (tmesh_t *)mapent->cache;
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if( !mesh->verts || mesh->numverts <= 0 )
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return;
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// build the smoothed normals
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if( FBitSet( mesh->flags, FMESH_DONT_SMOOTH ))
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return;
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vec3_t *normals = (vec3_t *)Mem_Alloc( mesh->numverts * sizeof( vec3_t ));
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for( int hashSize = 1; hashSize < mesh->numverts; hashSize <<= 1 );
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hashSize = hashSize >> 2;
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// build a map from vertex to a list of triangles that share the vert.
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CUtlArray<CIntVector> vertHashMap;
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vertHashMap.AddMultipleToTail( hashSize );
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for( int vertID = 0; vertID < mesh->numverts; vertID++ )
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{
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tvert_t *tv = &mesh->verts[vertID];
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uint hash = VertexHashKey( tv->point, hashSize );
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vertHashMap[hash].AddToTail( vertID );
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}
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for( int hashID = 0; hashID < hashSize; hashID++ )
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{
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for( int i = 0; i < vertHashMap[hashID].Size(); i++ )
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{
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int vertID = vertHashMap[hashID][i];
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tvert_t *tv0 = &mesh->verts[vertID];
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for( int j = 0; j < vertHashMap[hashID].Size(); j++ )
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{
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tvert_t *tv1 = &mesh->verts[vertHashMap[hashID][j]];
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if( !VectorCompareEpsilon( tv0->point, tv1->point, ON_EPSILON ))
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continue;
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if( DotProduct( tv0->normal, tv1->normal ) >= g_smoothing_threshold )
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VectorAdd( normals[vertID], tv1->normal, normals[vertID] );
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}
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}
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}
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// copy smoothed normals back
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for( int j = 0; j < mesh->numverts; j++ )
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{
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VectorCopy( normals[j], mesh->verts[j].normal );
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VectorNormalize2( mesh->verts[j].normal );
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}
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Mem_Free( normals );
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}
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void BuildVertexLights( int indexnum, int thread = -1 )
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{
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int modelnum = g_vertexlight_indexes[indexnum].modelnum;
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int vertexnum = g_vertexlight_indexes[indexnum].vertexnum;
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entity_t *mapent = g_vertexlight[modelnum];
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float shadow[MAXLIGHTMAPS];
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vec3_t light[MAXLIGHTMAPS];
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vec3_t delux[MAXLIGHTMAPS];
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entity_t *ignoreent = NULL;
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byte *vislight = NULL;
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byte styles[4];
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vec3_t normal;
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tmesh_t *mesh;
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int j;
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// sanity check
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if( !mapent || !mapent->cache )
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return;
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mesh = (tmesh_t *)mapent->cache;
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if( !mesh->verts || mesh->numverts <= 0 )
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return;
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if( !FBitSet( mesh->flags, FMESH_SELF_SHADOW ))
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ignoreent = mapent;
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GetStylesFromMesh( styles, mesh );
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// stats
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g_direct_luxels[thread]++;
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#ifdef HLRAD_COMPUTE_VISLIGHTMATRIX
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vislight = mesh->vislight;
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#endif
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// vertexlighting is easy. We don't needs to find valid points etc
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tvert_t *tv = &mesh->verts[vertexnum];
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vec3_t point;
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// not supposed for vertex lighting?
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if( !tv->light ) return;
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// nudge position from ground
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NudgeVertexPosition( tv->light->pos ); // nudged vertexes will be used on indirect lighting too
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VectorCopy( tv->normal, normal );
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// calculate visibility for the sample
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int leaf = PointInLeaf( tv->light->pos ) - g_dleafs;
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if( FBitSet( mesh->flags, FMESH_SELF_SHADOW ))
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VectorMA( tv->light->pos, DEFAULT_HUNT_OFFSET, tv->normal, point );
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else VectorCopy( tv->light->pos, point );
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memset( light, 0, sizeof( light ));
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memset( delux, 0, sizeof( delux ));
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memset( shadow, 0, sizeof( shadow ));
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// gather direct lighting for our vertex
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GatherSampleLight( thread, -1, point, leaf, normal, light, delux, shadow, styles, vislight, 0, ignoreent );
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// add an ambient term if desired
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if( g_ambient[0] || g_ambient[1] || g_ambient[2] )
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{
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for( j = 0; j < MAXLIGHTMAPS && styles[j] == 255; j++ );
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if( j == MAXLIGHTMAPS ) styles[0] = 0; // adding style
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for( j = 0; j < MAXLIGHTMAPS && styles[j] != 255; j++ )
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{
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if( styles[j] == 0 )
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{
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VectorAdd( light[j], g_ambient, light[j] );
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#ifdef HLRAD_DELUXEMAPPING
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vec_t avg = VectorAvg( g_ambient );
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VectorMA( delux[j], -DIFFUSE_DIRECTION_SCALE * avg, normal, delux[j] );
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#endif
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break;
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}
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}
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}
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if( !g_lightbalance )
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{
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for( int k = 0; k < MAXLIGHTMAPS; k++ )
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{
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VectorScale( light[k], g_direct_scale, light[k] );
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VectorScale( delux[k], g_direct_scale, delux[k] );
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}
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}
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// grab indirect lighting for vertex from light_environment or lighting vertex in -fast mode
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GatherSampleLight( thread, -1, point, leaf, normal, light, delux, shadow, styles, NULL, 1, ignoreent );
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// store results back into the vertex
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for( j = 0; j < MAXLIGHTMAPS && styles[j] != 255; j++ )
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{
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VectorCopy( light[j], tv->light->light[j] );
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VectorCopy( delux[j], tv->light->deluxe[j] );
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tv->light->shadow[j] = shadow[j];
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}
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AddStylesToMesh( mesh, styles );
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}
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bool AddPatchStyleToMesh( trace_t *trace, tmesh_t *mesh, tvert_t *tv, vec3_t *s_light, vec3_t *s_dir, byte newstyles[4] )
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{
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vec3_t sampled_light[MAXLIGHTMAPS];
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vec3_t sampled_dir[MAXLIGHTMAPS];
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int i, lightstyles;
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vec_t dot, total;
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int numpatches;
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const int *patches;
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vec3_t v, dir;
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if( trace->surface < 0 || trace->surface >= g_numfaces )
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return false;
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GetTriangulationPatches( trace->surface, &numpatches, &patches ); // collect patches and their neighbors
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memset( sampled_light, 0, sizeof( sampled_light ));
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memset( sampled_dir, 0, sizeof( sampled_dir ));
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total = 0.0f;
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for( i = 0; i < numpatches; i++ )
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{
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patch_t *p = &g_patches[patches[i]];
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if( FBitSet( p->flags, PATCH_OUTSIDE ))
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continue;
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for( int j = 0; j < MAXLIGHTMAPS && p->totalstyle[j] != 255; j++ )
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{
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if( p->samples[j] <= 0.0 )
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continue;
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for( lightstyles = 0; lightstyles < MAXLIGHTMAPS && newstyles[lightstyles] != 255; lightstyles++ )
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{
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if( newstyles[lightstyles] == p->totalstyle[j] )
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break;
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}
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if( lightstyles == MAXLIGHTMAPS )
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{
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// overflowed
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continue;
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}
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else if( newstyles[lightstyles] == 255 )
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{
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newstyles[lightstyles] = p->totalstyle[j];
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}
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const vec_t *b = GetTotalLight( p, p->totalstyle[j] );
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VectorScale( b, (1.0), v );
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VectorAdd( sampled_light[lightstyles], v, sampled_light[lightstyles] );
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const vec_t *d = GetTotalDirection(p, p->totalstyle[j] );
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VectorScale( d, (1.0), v );
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VectorCopy( v, dir );
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VectorNormalize( dir );
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dot = DotProduct( dir, tv->normal );
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if(( -dot ) > 0 )
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{
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// reflect the direction back (this is not ideal!)
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VectorMA( v, -(-dot) * 2.0f, tv->normal, v );
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}
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VectorAdd( sampled_dir[lightstyles], v, sampled_dir[lightstyles] );
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total++;
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}
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}
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// add light to vertex
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for( int k = 0; k < MAXLIGHTMAPS && newstyles[k] != 255; k++ )
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{
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VectorScale( sampled_light[k], 1.0f / total, sampled_light[k] );
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VectorScale( sampled_dir[k], 1.0f / total, sampled_dir[k] );
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if( VectorMaximum( sampled_light[k] ) >= EQUAL_EPSILON )
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{
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if( s_light ) VectorAdd( s_light[k], sampled_light[k], s_light[k] );
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if( s_dir ) VectorAdd( s_dir[k], sampled_dir[k], s_dir[k] );
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}
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}
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return true;
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}
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/*
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============
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VertexPatchLights
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This function is run multithreaded
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============
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*/
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void VertexPatchLights( int indexnum, int threadnum = -1 )
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{
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int modelnum = g_vertexlight_indexes[indexnum].modelnum;
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int vertexnum = g_vertexlight_indexes[indexnum].vertexnum;
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vec3_t *skynormals = g_skynormals[SKYLEVEL_SOFTSKYOFF];
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entity_t *mapent = g_vertexlight[modelnum];
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vec3_t sampled_light[MAXLIGHTMAPS];
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vec3_t sampled_dir[MAXLIGHTMAPS];
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byte newstyles[4];
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trace_t besttrace;
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vec_t total;
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trace_t trace;
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tmesh_t *mesh;
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vec3_t delta;
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vec_t dot;
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// sanity check
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if( !mapent || !mapent->cache )
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return;
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mesh = (tmesh_t *)mapent->cache;
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if( !mesh->verts || mesh->numverts <= 0 )
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return;
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besttrace.surface = -1;
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besttrace.fraction = 1.0f;
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besttrace.contents = CONTENTS_EMPTY;
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GetStylesFromMesh( newstyles, mesh );
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tvert_t *tv = &mesh->verts[vertexnum];
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// not supposed for vertex lighting?
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if( !tv->light ) return;
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memset( sampled_light, 0, sizeof( sampled_light ));
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memset( sampled_dir, 0, sizeof( sampled_dir ));
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total = 0.0f;
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// NOTE: we can't using patches directly because they linked to faces
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// we should find nearest face with matched normal and just nearest face
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// then lerp between them
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for( int j = 0; j < g_numskynormals[SKYLEVEL_SOFTSKYOFF]; j++ )
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{
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dot = -DotProduct( skynormals[j], tv->normal );
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// if( dot <= NORMAL_EPSILON ) continue;
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VectorScale( skynormals[j], -MAX_INDIRECT_DIST, delta );
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VectorAdd( tv->light->pos, delta, delta );
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TestLine( threadnum, tv->light->pos, delta, &trace );
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if( trace.surface == -1 )
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continue;
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if( trace.fraction < besttrace.fraction )
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besttrace = trace;
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AddPatchStyleToMesh( &trace, mesh, tv, sampled_light, sampled_dir, newstyles );
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total++;
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}
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if( total <= 0 ) return;
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// add light to vertex
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for( int k = 0; k < MAXLIGHTMAPS && mesh->styles[k] != 255; k++ )
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{
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VectorScale( sampled_light[k], 1.0f / total, sampled_light[k] );
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VectorScale( sampled_dir[k], 1.0f / total, sampled_dir[k] );
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VectorScale( sampled_light[k], g_indirect_scale, sampled_light[k] );
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VectorScale( sampled_dir[k], g_indirect_scale, sampled_dir[k] );
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if( VectorMaximum( sampled_light[k] ) >= EQUAL_EPSILON )
|
||
|
{
|
||
|
VectorAdd( tv->light->light[k], sampled_light[k], tv->light->light[k] );
|
||
|
VectorAdd( tv->light->deluxe[k], sampled_dir[k], tv->light->deluxe[k] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
AddStylesToMesh( mesh, newstyles );
|
||
|
}
|
||
|
|
||
|
void FinalLightVertex( int modelnum, int threadnum = -1 )
|
||
|
{
|
||
|
entity_t *mapent = g_vertexlight[modelnum];
|
||
|
int usedstyles[MAXLIGHTMAPS];
|
||
|
vec3_t lb, v, direction;
|
||
|
int lightstyles;
|
||
|
vec_t minlight;
|
||
|
tmesh_t *mesh;
|
||
|
dmodelvertlight_t *dml;
|
||
|
dvlightlump_t *l;
|
||
|
|
||
|
// sanity check
|
||
|
if( !mapent || !mapent->cache )
|
||
|
return;
|
||
|
|
||
|
mesh = (tmesh_t *)mapent->cache;
|
||
|
if( !mesh->verts || mesh->numverts <= 0 )
|
||
|
return;
|
||
|
|
||
|
for( lightstyles = 0; lightstyles < MAXLIGHTMAPS; lightstyles++ )
|
||
|
{
|
||
|
if( mesh->styles[lightstyles] == 255 )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// completely black model
|
||
|
if( !lightstyles ) return;
|
||
|
|
||
|
memset( usedstyles, 0, sizeof( usedstyles ));
|
||
|
|
||
|
l = (dvlightlump_t *)g_dvlightdata;
|
||
|
ASSERT( l->dataofs[modelnum] != -1 );
|
||
|
|
||
|
dml = (dmodelvertlight_t *)((byte *)g_dvlightdata + l->dataofs[modelnum]);
|
||
|
ASSERT( dml->numverts == mesh->numverts );
|
||
|
|
||
|
minlight = FloatForKey( mapent, "_minlight" );
|
||
|
if( minlight < 1.0 ) minlight *= 128.0f; // GoldSrc
|
||
|
else minlight *= 0.5f; // Quake
|
||
|
|
||
|
if( g_lightbalance )
|
||
|
minlight *= g_direct_scale;
|
||
|
if( g_numbounce > 0 ) minlight = 0.0f; // ignore for radiosity
|
||
|
|
||
|
// vertexlighting is easy. We don't needs to find valid points etc
|
||
|
for( int i = 0; i < mesh->numverts; i++ )
|
||
|
{
|
||
|
tvert_t *tv = &mesh->verts[i];
|
||
|
dvertlight_t *dvl = &dml->verts[i];
|
||
|
int j;
|
||
|
|
||
|
if( !tv->light ) continue;
|
||
|
|
||
|
for( int k = 0; k < lightstyles; k++ )
|
||
|
{
|
||
|
VectorCopy( tv->light->light[k], lb );
|
||
|
VectorCopy( tv->light->deluxe[k], direction );
|
||
|
|
||
|
if( VectorMax( lb ) > EQUAL_EPSILON )
|
||
|
usedstyles[k]++;
|
||
|
|
||
|
if( g_lightbalance )
|
||
|
{
|
||
|
VectorScale( lb, g_direct_scale, lb );
|
||
|
VectorScale( direction, g_direct_scale, direction );
|
||
|
}
|
||
|
|
||
|
vec_t avg = VectorAvg( lb );
|
||
|
VectorScale( direction, 1.0 / Q_max( 1.0, avg ), direction );
|
||
|
|
||
|
// clip from the bottom first
|
||
|
lb[0] = Q_max( lb[0], minlight );
|
||
|
lb[1] = Q_max( lb[1], minlight );
|
||
|
lb[2] = Q_max( lb[2], minlight );
|
||
|
|
||
|
// clip from the top
|
||
|
if( lb[0] > g_maxlight || lb[1] > g_maxlight || lb[2] > g_maxlight )
|
||
|
{
|
||
|
// find max value and scale the whole color down;
|
||
|
float max = VectorMax( lb );
|
||
|
|
||
|
for( j = 0; j < 3; j++ )
|
||
|
lb[j] = ( lb[j] * g_maxlight ) / max;
|
||
|
}
|
||
|
|
||
|
// do gamma adjust
|
||
|
lb[0] = (float)pow( lb[0] / 256.0f, g_gamma ) * 256.0f;
|
||
|
lb[1] = (float)pow( lb[1] / 256.0f, g_gamma ) * 256.0f;
|
||
|
lb[2] = (float)pow( lb[2] / 256.0f, g_gamma ) * 256.0f;
|
||
|
#ifdef HLRAD_RIGHTROUND
|
||
|
dvl->light[k].r = Q_rint( lb[0] );
|
||
|
dvl->light[k].g = Q_rint( lb[1] );
|
||
|
dvl->light[k].b = Q_rint( lb[2] );
|
||
|
#else
|
||
|
dvl->light[k].r = (byte)lb[0];
|
||
|
dvl->light[k].g = (byte)lb[1];
|
||
|
dvl->light[k].b = (byte)lb[2];
|
||
|
#endif
|
||
|
VectorScale( direction, 0.225, v ); // the scale is calculated such that length( v ) < 1
|
||
|
|
||
|
if( DotProduct( v, v ) > ( 1.0 - NORMAL_EPSILON ))
|
||
|
VectorNormalize( v );
|
||
|
|
||
|
VectorNegate( v, v ); // let the direction point from face sample to light source
|
||
|
|
||
|
// keep deluxe vectors in modelspace for vertex lighting
|
||
|
for( int x = 0; x < 3; x++ )
|
||
|
{
|
||
|
lb[x] = v[x] * 127.0f + 128.0f;
|
||
|
lb[x] = bound( 0, lb[x], 255.0 );
|
||
|
}
|
||
|
|
||
|
dvl->deluxe[k].r = (byte)lb[0];
|
||
|
dvl->deluxe[k].g = (byte)lb[1];
|
||
|
dvl->deluxe[k].b = (byte)lb[2];
|
||
|
|
||
|
// shadows are simple
|
||
|
dvl->shadow[k] = tv->light->shadow[k] * 255;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for( int k = 0; k < lightstyles; k++ )
|
||
|
{
|
||
|
if( usedstyles[k] == 0 )
|
||
|
mesh->styles[k] = 255;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void GenerateLightCacheNumbers( void )
|
||
|
{
|
||
|
char string[32];
|
||
|
tmesh_t *mesh;
|
||
|
int i, j;
|
||
|
|
||
|
for( i = 1; i < g_numentities; i++ )
|
||
|
{
|
||
|
entity_t *mapent = &g_entities[i];
|
||
|
|
||
|
// no cache - no lighting
|
||
|
if( !mapent->cache ) continue;
|
||
|
|
||
|
mesh = (tmesh_t *)mapent->cache;
|
||
|
|
||
|
if( mapent->modtype != mod_alias && mapent->modtype != mod_studio )
|
||
|
continue;
|
||
|
|
||
|
if( !mesh->verts || mesh->numverts <= 0 )
|
||
|
continue;
|
||
|
|
||
|
if( !FBitSet( mesh->flags, FMESH_VERTEX_LIGHTING ))
|
||
|
continue;
|
||
|
|
||
|
short lightid = g_vertexlight_modnum++;
|
||
|
// at this point we have valid target for vertex lighting
|
||
|
Q_snprintf( string, sizeof( string ), "%i", lightid + 1 );
|
||
|
SetKeyValue( mapent, "vlight_cache", string );
|
||
|
g_vertexlight[lightid] = mapent;
|
||
|
}
|
||
|
|
||
|
g_vertexlight_numindexes = 0;
|
||
|
|
||
|
// generate remapping table for more effective CPU utilize
|
||
|
for( i = 0; i < g_vertexlight_modnum; i++ )
|
||
|
{
|
||
|
entity_t *mapent = g_vertexlight[i];
|
||
|
mesh = (tmesh_t *)mapent->cache;
|
||
|
g_vertexlight_numindexes += mesh->numverts;
|
||
|
}
|
||
|
|
||
|
g_vertexlight_indexes = (vertremap_t *)Mem_Alloc( g_vertexlight_numindexes * sizeof( vertremap_t ));
|
||
|
uint curIndex = 0;
|
||
|
|
||
|
for( i = 0; i < g_vertexlight_modnum; i++ )
|
||
|
{
|
||
|
entity_t *mapent = g_vertexlight[i];
|
||
|
mesh = (tmesh_t *)mapent->cache;
|
||
|
|
||
|
// encode model as lowpart and vertexnum as highpart
|
||
|
for( j = 0; j < mesh->numverts; j++ )
|
||
|
{
|
||
|
g_vertexlight_indexes[curIndex].modelnum = i;
|
||
|
g_vertexlight_indexes[curIndex].vertexnum = j;
|
||
|
curIndex++;
|
||
|
}
|
||
|
ASSERT( curIndex <= g_vertexlight_numindexes );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static int ModelSize( tmesh_t *mesh )
|
||
|
{
|
||
|
if( !mesh ) return 0;
|
||
|
|
||
|
if( !mesh->verts || mesh->numverts <= 0 )
|
||
|
return 0;
|
||
|
|
||
|
for( int lightstyles = 0; lightstyles < MAXLIGHTMAPS; lightstyles++ )
|
||
|
{
|
||
|
if( mesh->styles[lightstyles] == 255 )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// model is valid but completely not lighted by direct
|
||
|
if( !lightstyles ) return 0;
|
||
|
|
||
|
return sizeof( dmodelvertlight_t ) - ( sizeof( dvertlight_t ) * 3 ) + sizeof( dvertlight_t ) * mesh->numverts + ((g_numworldlights + 7) / 8);
|
||
|
}
|
||
|
|
||
|
static int WriteModelLight( tmesh_t *mesh, byte *out )
|
||
|
{
|
||
|
int size = ModelSize( mesh );
|
||
|
dmodelvertlight_t *dml;
|
||
|
|
||
|
if( !size ) return 0;
|
||
|
|
||
|
dml = (dmodelvertlight_t *)out;
|
||
|
out += sizeof( dmodelvertlight_t ) - ( sizeof( dvertlight_t ) * 3 ) + sizeof( dvertlight_t ) * mesh->numverts;
|
||
|
|
||
|
dml->modelCRC = mesh->modelCRC;
|
||
|
dml->numverts = mesh->numverts;
|
||
|
|
||
|
memcpy( dml->styles, mesh->styles, sizeof( dml->styles ));
|
||
|
memcpy( dml->submodels, mesh->vsubmodels, sizeof( dml->submodels ));
|
||
|
memcpy( out, mesh->vislight, ((g_numworldlights + 7) / 8));
|
||
|
|
||
|
return size;
|
||
|
}
|
||
|
|
||
|
static void AllocVertexLighting( void )
|
||
|
{
|
||
|
int totaldatasize = ( sizeof( int ) * 3 ) + ( sizeof( int ) * g_vertexlight_modnum );
|
||
|
int i, len;
|
||
|
byte *data;
|
||
|
dvlightlump_t *l;
|
||
|
|
||
|
for( i = 0; i < g_vertexlight_modnum; i++ )
|
||
|
{
|
||
|
entity_t *mapent = g_vertexlight[i];
|
||
|
|
||
|
// sanity check
|
||
|
if( !mapent ) continue;
|
||
|
|
||
|
len = ModelSize( (tmesh_t *)mapent->cache );
|
||
|
totaldatasize += len;
|
||
|
}
|
||
|
|
||
|
Msg( "total vertexlight data: %s\n", Q_memprint( totaldatasize ));
|
||
|
g_dvlightdata = (byte *)Mem_Realloc( g_dvlightdata, totaldatasize );
|
||
|
|
||
|
// now setup to get the miptex data (or just the headers if using -wadtextures) from the wadfile
|
||
|
l = (dvlightlump_t *)g_dvlightdata;
|
||
|
data = (byte *)&l->dataofs[g_vertexlight_modnum];
|
||
|
|
||
|
l->ident = VLIGHTIDENT;
|
||
|
l->version = VLIGHT_VERSION;
|
||
|
l->nummodels = g_vertexlight_modnum;
|
||
|
|
||
|
for( i = 0; i < g_vertexlight_modnum; i++ )
|
||
|
{
|
||
|
entity_t *mapent = g_vertexlight[i];
|
||
|
|
||
|
l->dataofs[i] = data - (byte *)l;
|
||
|
len = WriteModelLight( (tmesh_t *)mapent->cache, data );
|
||
|
if( !len ) l->dataofs[i] = -1; // completely black model
|
||
|
data += len;
|
||
|
}
|
||
|
|
||
|
g_vlightdatasize = data - g_dvlightdata;
|
||
|
|
||
|
if( totaldatasize != g_vlightdatasize )
|
||
|
COM_FatalError( "WriteVertexLighting: memory corrupted\n" );
|
||
|
|
||
|
// vertex cache acesss
|
||
|
// const char *id = ValueForKey( ent, "vlight_cache" );
|
||
|
// int cacheID = atoi( id ) - 1;
|
||
|
// if( cacheID < 0 || cacheID > num_map_entities ) return; // bad cache num
|
||
|
// if( l->dataofs[cacheID] == -1 ) return; // cache missed
|
||
|
// otherwise it's valid
|
||
|
}
|
||
|
|
||
|
void BuildVertexLights( void )
|
||
|
{
|
||
|
GenerateLightCacheNumbers();
|
||
|
|
||
|
// new code is very fast, so no reason to show progress
|
||
|
RunThreadsOnIndividual( g_vertexlight_modnum, false, SmoothModelNormals );
|
||
|
|
||
|
if( !g_vertexlight_numindexes ) return;
|
||
|
|
||
|
RunThreadsOnIndividual( g_vertexlight_numindexes, true, BuildVertexLights );
|
||
|
}
|
||
|
|
||
|
void VertexPatchLights( void )
|
||
|
{
|
||
|
if( !g_vertexlight_numindexes ) return;
|
||
|
|
||
|
RunThreadsOnIndividual( g_vertexlight_numindexes, true, VertexPatchLights );
|
||
|
}
|
||
|
|
||
|
void FinalLightVertex( void )
|
||
|
{
|
||
|
if( !g_vertexlight_modnum ) return;
|
||
|
|
||
|
AllocVertexLighting();
|
||
|
|
||
|
RunThreadsOnIndividual( g_vertexlight_modnum, true, FinalLightVertex );
|
||
|
|
||
|
Mem_Free( g_vertexlight_indexes );
|
||
|
g_vertexlight_indexes = NULL;
|
||
|
g_vertexlight_numindexes = 0;
|
||
|
}
|
||
|
#endif
|