source-engine/hammer/lpreview_thread.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The thread which performs lighting preview
//
//===========================================================================//
#include "stdafx.h"
#include "lpreview_thread.h"
#include "mathlib/simdvectormatrix.h"
#include "raytrace.h"
#include "hammer.h"
#include "mainfrm.h"
#include "lprvwindow.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
CInterlockedInt n_gbufs_queued;
CInterlockedInt n_result_bms_queued;
// the current lighting preview output, if we have one
Bitmap_t *g_pLPreviewOutputBitmap;
enum IncrementalLightState
{
INCR_STATE_NO_RESULTS=0, // we threw away the results for this light
INCR_STATE_PARTIAL_RESULTS=1, // have done some but not all
INCR_STATE_NEW=2, // we know nothing about this light
INCR_STATE_HAVE_FULL_RESULTS=3, // we are done
};
class CLightingPreviewThread;
class CIncrementalLightInfo
{
public:
CIncrementalLightInfo *m_pNext;
CLightingPreviewLightDescription *m_pLight;
// incremental lighting tracking information
int m_nObjectID;
int m_PartialResultsStage;
IncrementalLightState m_eIncrState;
CSIMDVectorMatrix m_CalculatedContribution;
float m_fTotalContribution; // current magnitude of light effect
int m_nBitmapGenerationCounter; // set on receive of new data from master
float m_fDistanceToEye;
int m_nMostRecentNonZeroContributionTimeStamp;
CIncrementalLightInfo( void )
{
m_nObjectID = -1;
m_pNext = NULL;
m_eIncrState = INCR_STATE_NEW;
m_fTotalContribution = 0.;
m_PartialResultsStage = 0;
m_nMostRecentNonZeroContributionTimeStamp = 0;
}
void DiscardResults( void )
{
m_CalculatedContribution.SetSize(0,0);
if ( m_eIncrState != INCR_STATE_NEW )
m_eIncrState = INCR_STATE_NO_RESULTS;
}
void ClearIncremental( void )
{
m_eIncrState = INCR_STATE_NEW;
// free calculated lighting matrix
DiscardResults();
}
bool HasWorkToDo( void ) const
{
return ( m_eIncrState != INCR_STATE_HAVE_FULL_RESULTS );
}
bool IsLowerPriorityThan( CLightingPreviewThread *pLPV,
CIncrementalLightInfo const &other ) const;
bool IsHighPriority( CLightingPreviewThread *pLPV ) const;
};
#define N_INCREMENTAL_STEPS 32
class CLightingPreviewThread
{
public:
CUtlVector<CLightingPreviewLightDescription> *m_pLightList;
CSIMDVectorMatrix m_Positions;
CSIMDVectorMatrix m_Normals;
CSIMDVectorMatrix m_Albedos;
CSIMDVectorMatrix m_ResultImage;
RayTracingEnvironment *m_pRtEnv;
CIncrementalLightInfo *m_pIncrementalLightInfoList;
bool m_bAccStructureBuilt;
Vector m_LastEyePosition;
bool m_bResultChangedSinceLastSend;
float m_fLastSendTime;
int m_LineMask[N_INCREMENTAL_STEPS];
int m_ClosestLineOffset[N_INCREMENTAL_STEPS][N_INCREMENTAL_STEPS];
int m_nBitmapGenerationCounter;
int m_nContributionCounter;
// bounidng box of the rendered scene+ the eye
Vector m_MinViewCoords;
Vector m_MaxViewCoords;
CLightingPreviewThread(void)
{
m_nBitmapGenerationCounter = -1;
m_pLightList = NULL;
m_pRtEnv = NULL;
m_bAccStructureBuilt = false;
m_pIncrementalLightInfoList = NULL;
m_fLastSendTime = -1.0e6;
m_bResultChangedSinceLastSend = false;
m_nContributionCounter = 1000000;
InitIncrementalInformation();
}
void InitIncrementalInformation( void );
~CLightingPreviewThread( void )
{
if ( m_pLightList )
delete m_pLightList;
while ( m_pIncrementalLightInfoList )
{
CIncrementalLightInfo *n=m_pIncrementalLightInfoList->m_pNext;
delete m_pIncrementalLightInfoList;
m_pIncrementalLightInfoList = n;
}
}
// check if the master has new work for us to do, meaning we should abort rendering
bool ShouldAbort( void )
{
return g_HammerToLPreviewMsgQueue.MessageWaiting();
}
// main loop
void Run(void);
// handle new g-buffers from master
void HandleGBuffersMessage( MessageToLPreview &msg_in );
// accept triangle list from master
void HandleGeomMessage( MessageToLPreview &msg_in );
// send one of our output images back
void SendVectorMatrixAsRendering( CSIMDVectorMatrix const &src );
// calculate m_MinViewCoords, m_MaxViewCoords - the bounding box of the rendered pixels+the eye
void CalculateSceneBounds( void );
// inner lighting loop. meant to be multithreaded on dual-core (or more)
void CalculateForLightTask( int nLineMask, int nLineMatch,
CLightingPreviewLightDescription &l,
int calc_mask,
float *fContributionOut );
void CalculateForLight( CLightingPreviewLightDescription &l );
// send our current output back
void SendResult( void );
void UpdateIncrementalForNewLightList( void );
void DiscardResults( void )
{
// invalidate all per light result data
for( CIncrementalLightInfo *i=m_pIncrementalLightInfoList; i; i=i->m_pNext)
{
i->DiscardResults();
}
// bump time stamp
m_nContributionCounter++;
// update distances to lights
if ( m_pLightList )
for(int i=0;i<m_pLightList->Count();i++)
{
CLightingPreviewLightDescription &l=(*m_pLightList)[i];
CIncrementalLightInfo *l_info=l.m_pIncrementalInfo;
if ( l.m_Type == MATERIAL_LIGHT_DIRECTIONAL )
l_info->m_fDistanceToEye = 0; // high priority
else
l_info->m_fDistanceToEye = m_LastEyePosition.DistTo( l.m_Position );
}
m_bResultChangedSinceLastSend = true;
m_fLastSendTime = Plat_FloatTime()-9; // force send
}
// handle a message. returns true if the thread shuold exit
bool HandleAMessage( void );
// returns whether or not there is useful work to do
bool AnyUsefulWorkToDo( void );
// do some work, like a rendering for one light
void DoWork(void);
Vector EstimatedUnshotAmbient( void )
{
// return Vector( 1,1,1 );
float sum_weights=0.0001;
Vector sum_colors( sum_weights, sum_weights, sum_weights);
// calculate an ambient color based on light calculcated so far
if ( m_pLightList )
for(int i=0;i<m_pLightList->Count();i++)
{
CLightingPreviewLightDescription &l=(*m_pLightList)[i];
CIncrementalLightInfo *l_info=l.m_pIncrementalInfo;
if ( l_info &&
( l_info->m_eIncrState==INCR_STATE_HAVE_FULL_RESULTS ) ||
( l_info->m_eIncrState==INCR_STATE_PARTIAL_RESULTS) )
{
sum_weights+=l_info->m_fTotalContribution;
sum_colors.x+=l_info->m_fTotalContribution*l.m_Color.x;
sum_colors.y+=l_info->m_fTotalContribution*l.m_Color.y;
sum_colors.z+=l_info->m_fTotalContribution*l.m_Color.z;
}
}
sum_colors.NormalizeInPlace();
sum_colors *= 0.05;
return sum_colors;
}
};
bool CIncrementalLightInfo::IsHighPriority( CLightingPreviewThread *pLPV ) const
{
// is this lighjt prioirty-boosted in some way?
if ( m_eIncrState == INCR_STATE_NEW )
{
// uncalculated lights within the view range are highest priority
if ( m_pLight->m_Position.WithinAABox( pLPV->m_MinViewCoords,
pLPV->m_MaxViewCoords ) )
return true;
}
return false;
}
bool CIncrementalLightInfo::IsLowerPriorityThan( CLightingPreviewThread *pLPV,
CIncrementalLightInfo const &other ) const
{
// a NEW light within the view volume is highest priority
bool highpriority=IsHighPriority( pLPV );
bool other_highpriority=other.IsHighPriority( pLPV );
if ( highpriority && (! other_highpriority ) )
return false;
if ( other_highpriority && (! highpriority ) )
return true;
int state_combo = m_eIncrState + 16*other.m_eIncrState;
switch ( state_combo )
{
case INCR_STATE_NEW+16*INCR_STATE_NEW:
{
// if both are new, closest to eye is best
return ( m_fDistanceToEye > other.m_fDistanceToEye );
}
case INCR_STATE_NEW+16*INCR_STATE_NO_RESULTS:
{
// new loses to something we know is probably going to contribute light
return ( other.m_fTotalContribution > 0 );
}
case INCR_STATE_NEW+16*INCR_STATE_PARTIAL_RESULTS:
{
return false;
}
case INCR_STATE_PARTIAL_RESULTS+16*INCR_STATE_NEW:
{
return true;
}
case INCR_STATE_NO_RESULTS+16*INCR_STATE_NEW:
{
// partial or discarded with no brightness loses to new
return ( m_fTotalContribution == 0 );
}
case INCR_STATE_PARTIAL_RESULTS+16*INCR_STATE_PARTIAL_RESULTS:
{
// if incrmental vs incremental, and no light from either, do most recently lit one
if (( m_fTotalContribution == 0.0) && (other.m_fTotalContribution == 0.0) &&
( other.m_nMostRecentNonZeroContributionTimeStamp > m_nMostRecentNonZeroContributionTimeStamp ) )
return true;
// if other is black, keep this one
if ( (other.m_fTotalContribution == 0.0) && (m_fTotalContribution >0 ) )
return false;
if ( (m_fTotalContribution == 0.0) && (other.m_fTotalContribution >0 ) )
return true;
// if incremental states are close, do brightest
if ( abs( m_PartialResultsStage-other.m_PartialResultsStage)<=1 )
return ( m_fTotalContribution < other.m_fTotalContribution );
// else do least refined
return ( m_PartialResultsStage > other.m_PartialResultsStage );
}
case INCR_STATE_PARTIAL_RESULTS+16*INCR_STATE_NO_RESULTS:
{
if ( other.m_fTotalContribution )
return true;
if (( m_fTotalContribution == 0.0) && (other.m_fTotalContribution == 0.0) )
return ( other.m_nMostRecentNonZeroContributionTimeStamp > m_nMostRecentNonZeroContributionTimeStamp );
return ( m_fTotalContribution < other.m_fTotalContribution );
}
case INCR_STATE_NO_RESULTS+16*INCR_STATE_PARTIAL_RESULTS:
{
if ( m_fTotalContribution )
return false;
if (( m_fTotalContribution == 0.0) && (other.m_fTotalContribution == 0.0) )
return ( other.m_nMostRecentNonZeroContributionTimeStamp > m_nMostRecentNonZeroContributionTimeStamp );
return ( m_fTotalContribution < other.m_fTotalContribution );
}
case INCR_STATE_NO_RESULTS*16+INCR_STATE_NO_RESULTS:
{
// if incrmental vs discarded, brightest or most recently bright wins
if (( m_fTotalContribution == 0.0) && (other.m_fTotalContribution == 0.0) )
return ( other.m_nMostRecentNonZeroContributionTimeStamp > m_nMostRecentNonZeroContributionTimeStamp );
return ( m_fTotalContribution < other.m_fTotalContribution );
}
}
return false;
}
void CLightingPreviewThread::InitIncrementalInformation( void )
{
int calculated_bit_mask=0;
for(int i=0;i<N_INCREMENTAL_STEPS;i++)
{
// bit reverse i
int msk=0;
int msk_or=1;
int msk_test=(N_INCREMENTAL_STEPS >> 1);
while( msk_test )
{
if ( i & msk_test )
msk |= msk_or;
msk_or <<= 1;
msk_test >>= 1;
}
calculated_bit_mask |= (1<< msk);
m_LineMask[i] = calculated_bit_mask;
}
// now, find which line to use when resampling a partial result
for( int lvl=0; lvl < N_INCREMENTAL_STEPS; lvl++)
{
for(int linemod=0; linemod <=N_INCREMENTAL_STEPS; linemod++)
{
int closest_line=1000000;
for( int chk=0; chk <= linemod; chk++)
if ( m_LineMask[lvl] & ( 1 << chk ))
{
if (abs( chk-linemod ) < abs( closest_line-linemod ) )
closest_line = chk;
}
m_ClosestLineOffset[lvl][linemod] = closest_line;
}
}
}
float cg[3]={ 1,0,0};
float cr[3]={ 0,1,0 };
float cb[3]={ 0,0,1 };
void CLightingPreviewThread::HandleGeomMessage( MessageToLPreview &msg_in )
{
if (m_pRtEnv)
{
delete m_pRtEnv;
m_pRtEnv = NULL;
}
CUtlVector<Vector> &tris=*( msg_in.m_pShadowTriangleList);
if (tris.Count())
{
// FILE *fp = fopen( "c:\\gl.out", "w" );
m_pRtEnv = new RayTracingEnvironment;
for(int i=0;i<tris.Count();i+=3)
{
// fprintf(fp,"3\n");
// for(int j=0;j<3;j++)
// fprintf( fp,"%f %f %f %f %f %f\n", tris[j+i].x,tris[j+i].y,tris[j+i].z, cr[j],cg[j],cb[j] );
m_pRtEnv->AddTriangle( i, tris[i],tris[1+i],tris[2+i], Vector( .5,.5,.5) );
}
// fclose( fp );
}
delete msg_in.m_pShadowTriangleList;
m_bAccStructureBuilt = false;
DiscardResults();
}
void CLightingPreviewThread::CalculateSceneBounds( void )
{
FourVectors minbound, maxbound;
minbound.DuplicateVector( m_LastEyePosition );
maxbound.DuplicateVector( m_LastEyePosition );
for(int y=0;y<m_Positions.m_nHeight;y++)
{
FourVectors const *cptr= &(m_Positions.CompoundElement(0, y ) );
for(int x=0; x<m_Positions.m_nPaddedWidth; x++)
{
minbound.x=MinSIMD( cptr->x, minbound.x);
minbound.y=MinSIMD( cptr->y, minbound.y);
minbound.z=MinSIMD( cptr->z, minbound.z);
maxbound.x=MaxSIMD( cptr->x, maxbound.x);
maxbound.y=MaxSIMD( cptr->y, maxbound.y);
maxbound.z=MaxSIMD( cptr->z, maxbound.z);
cptr++;
}
}
m_MinViewCoords=minbound.Vec(0);
m_MaxViewCoords=maxbound.Vec(0);
for(int v=1; v<4; v++)
{
m_MinViewCoords=m_MinViewCoords.Min( minbound.Vec(v) );
m_MaxViewCoords=m_MaxViewCoords.Max( maxbound.Vec(v) );
}
}
void CLightingPreviewThread::UpdateIncrementalForNewLightList( void )
{
for( int iLight=0; iLight<m_pLightList->Count(); iLight++)
{
CLightingPreviewLightDescription &descr=(*m_pLightList)[iLight];
// see if we know about this light
for( CIncrementalLightInfo *i=m_pIncrementalLightInfoList; i; i=i->m_pNext)
{
if (i->m_nObjectID == descr.m_nObjectID )
{
// found it!
descr.m_pIncrementalInfo = i;
i->m_pLight = &descr;
break;
}
}
if ( ! descr.m_pIncrementalInfo )
{
descr.m_pIncrementalInfo = new CIncrementalLightInfo;
descr.m_pIncrementalInfo->m_nObjectID = descr.m_nObjectID;
descr.m_pIncrementalInfo->m_pLight = &descr;
// add to list
descr.m_pIncrementalInfo->m_pNext = m_pIncrementalLightInfoList;
m_pIncrementalLightInfoList = descr.m_pIncrementalInfo;
}
}
}
void CLightingPreviewThread::Run(void)
{
bool should_quit = false;
while(! should_quit )
{
while (
(! should_quit ) &&
( (! AnyUsefulWorkToDo() ) || ( g_HammerToLPreviewMsgQueue.MessageWaiting() ) ) )
should_quit |= HandleAMessage();
if ( (! should_quit) && (AnyUsefulWorkToDo() ) )
DoWork();
if ( m_bResultChangedSinceLastSend )
{
float newtime=Plat_FloatTime();
if ( (newtime-m_fLastSendTime > 10.0) || ( ! AnyUsefulWorkToDo() ) )
{
SendResult();
m_bResultChangedSinceLastSend = false;
m_fLastSendTime = newtime;
}
}
}
}
bool CLightingPreviewThread::HandleAMessage( void )
{
MessageToLPreview msg_in;
g_HammerToLPreviewMsgQueue.WaitMessage( &msg_in );
switch( msg_in.m_MsgType)
{
case LPREVIEW_MSG_EXIT:
return true; // return from thread
case LPREVIEW_MSG_LIGHT_DATA:
{
if ( m_pLightList )
delete m_pLightList;
m_pLightList = msg_in.m_pLightList;
m_LastEyePosition = msg_in.m_EyePosition;
UpdateIncrementalForNewLightList();
DiscardResults();
}
break;
case LPREVIEW_MSG_GEOM_DATA:
HandleGeomMessage( msg_in );
DiscardResults();
break;
case LPREVIEW_MSG_G_BUFFERS:
HandleGBuffersMessage( msg_in );
DiscardResults();
break;
}
return false;
}
bool CLightingPreviewThread::AnyUsefulWorkToDo( void )
{
if ( m_pLightList )
{
for(int i=0;i<m_pLightList->Count();i++)
{
CLightingPreviewLightDescription &l=(*m_pLightList)[i];
CIncrementalLightInfo *l_info=l.m_pIncrementalInfo;
if ( l_info->HasWorkToDo() )
return true;
}
}
return false;
}
void CLightingPreviewThread::DoWork( void )
{
if ( m_pLightList )
{
CLightingPreviewLightDescription *best_l=NULL;
CIncrementalLightInfo *best_l_info=NULL;
for(int i=0;i<m_pLightList->Count();i++)
{
CLightingPreviewLightDescription &l=(*m_pLightList)[i];
CIncrementalLightInfo *l_info=l.m_pIncrementalInfo;
if ( l_info->HasWorkToDo() )
{
if ( (! best_l) ||
(best_l->m_pIncrementalInfo->IsLowerPriorityThan( this, *l_info )) )
{
best_l_info=l_info;
best_l=&l;
}
}
}
if ( best_l )
{
CalculateForLight( *best_l );
if ( best_l->m_pIncrementalInfo->m_fTotalContribution )
{
m_bResultChangedSinceLastSend = true;
}
return;
}
}
}
void CLightingPreviewThread::HandleGBuffersMessage( MessageToLPreview &msg_in )
{
m_Albedos.CreateFromRGBA_FloatImageData(
msg_in.m_pDefferedRenderingBMs[0]->Width,msg_in.m_pDefferedRenderingBMs[0]->Height,
msg_in.m_pDefferedRenderingBMs[0]->RGBAData);
m_Normals.CreateFromRGBA_FloatImageData(
msg_in.m_pDefferedRenderingBMs[1]->Width,msg_in.m_pDefferedRenderingBMs[1]->Height,
msg_in.m_pDefferedRenderingBMs[1]->RGBAData);
m_Positions.CreateFromRGBA_FloatImageData(
msg_in.m_pDefferedRenderingBMs[2]->Width,msg_in.m_pDefferedRenderingBMs[2]->Height,
msg_in.m_pDefferedRenderingBMs[2]->RGBAData);
m_LastEyePosition = msg_in.m_EyePosition;
for( int i = 0;i < ARRAYSIZE( msg_in.m_pDefferedRenderingBMs ); i++ )
delete msg_in.m_pDefferedRenderingBMs[i];
n_gbufs_queued--;
m_nBitmapGenerationCounter = msg_in.m_nBitmapGenerationCounter;
CalculateSceneBounds();
}
void CLightingPreviewThread::SendResult( void )
{
m_ResultImage = m_Albedos;
m_ResultImage *= EstimatedUnshotAmbient();
for( int i = 0 ; i < m_pLightList->Count(); i ++ )
{
CLightingPreviewLightDescription & l = ( *m_pLightList )[i];
CIncrementalLightInfo * l_info = l.m_pIncrementalInfo;
if ( ( l_info->m_fTotalContribution > 0.0 ) &&
( l_info->m_eIncrState >= INCR_STATE_PARTIAL_RESULTS ) )
{
// need to add partials, replicated to handle undone lines
CSIMDVectorMatrix & src = l_info->m_CalculatedContribution;
for( int y = 0;y < m_ResultImage.m_nHeight;y ++ )
{
int yo = y & ( N_INCREMENTAL_STEPS - 1 );
int src_y = ( y & ~( N_INCREMENTAL_STEPS - 1 ))
+ m_ClosestLineOffset[l_info->m_PartialResultsStage][yo];
FourVectors const * cptr = &( src.CompoundElement( 0, src_y ));
FourVectors * dest =& ( m_ResultImage.CompoundElement( 0, y ));
FourVectors const *pAlbedo =&( m_Albedos.CompoundElement( 0, y ));
for( int x = 0;x < m_ResultImage.m_nPaddedWidth;x ++ )
{
FourVectors albedo_value = *( pAlbedo++ );
albedo_value *= *( cptr++ );
* ( dest++ ) += albedo_value;
}
}
}
}
SendVectorMatrixAsRendering( m_ResultImage );
m_fLastSendTime = Plat_FloatTime();
m_bResultChangedSinceLastSend = false;
}
void CLightingPreviewThread::CalculateForLightTask( int nLineMask, int nLineMatch,
CLightingPreviewLightDescription &l,
int calc_mask,
float *fContributionOut )
{
FourVectors zero_vector;
zero_vector.x=Four_Zeros;
zero_vector.y=Four_Zeros;
zero_vector.z=Four_Zeros;
FourVectors total_light=zero_vector;
CIncrementalLightInfo *l_info=l.m_pIncrementalInfo;
CSIMDVectorMatrix &rslt=l_info->m_CalculatedContribution;
// figure out what lines to do
fltx4 ThresholdBrightness=ReplicateX4( 0.1 / 1024.0 );
FourVectors LastLinesTotalLight=zero_vector;
int work_line_number=0; // for task masking
for(int y=0;y<rslt.m_nHeight;y++)
{
FourVectors ThisLinesTotalLight=zero_vector;
int ybit=(1<<(y & (N_INCREMENTAL_STEPS-1) ) );
if ( (ybit & calc_mask)==0) // do this line?
ThisLinesTotalLight=LastLinesTotalLight;
else
{
if ( (work_line_number & nLineMatch) == nLineMatch)
{
for(int x=0;x<rslt.m_nPaddedWidth;x++)
{
// shadow check
FourVectors pos=m_Positions.CompoundElement( x, y );
FourVectors normal=m_Normals.CompoundElement( x, y );
FourVectors l_add=zero_vector;
l.ComputeLightAtPoints( pos, normal, l_add, false );
fltx4 v_or=OrSIMD( l_add.x, OrSIMD( l_add.y, l_add.z ) );
if ( ! IsAllZeros( v_or ) )
{
FourVectors lpos;
lpos.DuplicateVector( l.m_Position );
FourRays myray;
myray.direction=lpos;
myray.direction-=pos;
fltx4 len=myray.direction.length();
myray.direction *= ReciprocalSIMD( len );
// slide towards light to avoid self-intersection
myray.origin=myray.direction;
myray.origin *= 0.02;
myray.origin += pos;
RayTracingResult r_rslt;
m_pRtEnv->Trace4Rays( myray, Four_Zeros, ReplicateX4( 1.0e9 ), &r_rslt );
for(int c=0;c<4;c++) // !!speed!! use sse logic ops here
{
if ( (r_rslt.HitIds[c] != -1) &&
(r_rslt.HitDistance.m128_f32[c] < len.m128_f32[c] ) )
{
l_add.x.m128_f32[c]=0.0;
l_add.y.m128_f32[c]=0.0;
l_add.z.m128_f32[c]=0.0;
}
}
rslt.CompoundElement( x, y ) = l_add;
l_add *= m_Albedos.CompoundElement( x, y );
// now, supress brightness < threshold so as to not falsely think
// far away lights are interesting
l_add.x = AndSIMD( l_add.x, CmpGtSIMD( l_add.x, ThresholdBrightness ) );
l_add.y = AndSIMD( l_add.y, CmpGtSIMD( l_add.y, ThresholdBrightness ) );
l_add.z = AndSIMD( l_add.z, CmpGtSIMD( l_add.z, ThresholdBrightness ) );
ThisLinesTotalLight += l_add;
}
else
rslt.CompoundElement( x, y ) = l_add;
}
total_light += ThisLinesTotalLight;
}
work_line_number++;
}
}
fltx4 lmag=total_light.length();
*(fContributionOut)=lmag.m128_f32[0]+lmag.m128_f32[1]+lmag.m128_f32[2]+lmag.m128_f32[3];
}
void CLightingPreviewThread::CalculateForLight( CLightingPreviewLightDescription &l )
{
if ( m_pRtEnv && (! m_bAccStructureBuilt ) )
{
m_bAccStructureBuilt = true;
m_pRtEnv->SetupAccelerationStructure();
}
CIncrementalLightInfo *l_info=l.m_pIncrementalInfo;
Assert( l_info );
l_info->m_CalculatedContribution.SetSize( m_Albedos.m_nWidth, m_Albedos.m_nHeight );
// figure out which lines need to be calculated
int prev_msk=0;
int new_incr_level=0;
if ( l_info->m_eIncrState == INCR_STATE_PARTIAL_RESULTS )
{
new_incr_level = 1+l_info->m_PartialResultsStage;
prev_msk = m_LineMask[l_info->m_PartialResultsStage];
}
int calc_mask=m_LineMask[new_incr_level] &~ prev_msk;
// multihread here
float total_light;
CalculateForLightTask( 0, 0, l, calc_mask, &total_light );
l_info->m_fTotalContribution = total_light;
// throw away light array if no contribution
if ( l_info->m_fTotalContribution == 0.0 )
l_info->m_CalculatedContribution.SetSize( 0, 0 );
else
{
l_info->m_nMostRecentNonZeroContributionTimeStamp = m_nContributionCounter;
}
l_info->m_PartialResultsStage = new_incr_level;
if ( new_incr_level == N_INCREMENTAL_STEPS-1)
l_info->m_eIncrState = INCR_STATE_HAVE_FULL_RESULTS;
else
l_info->m_eIncrState = INCR_STATE_PARTIAL_RESULTS;
}
void CLightingPreviewThread::SendVectorMatrixAsRendering( CSIMDVectorMatrix const &src )
{
Bitmap_t *ret_bm=new Bitmap_t;
ret_bm->Init( src.m_nWidth, src.m_nHeight, IMAGE_FORMAT_RGBA8888 );
// lets copy into the output bitmap
for(int y=0;y<src.m_nHeight;y++)
for(int x=0;x<src.m_nWidth;x++)
{
Vector color=src.Element( x, y );
*(ret_bm->GetPixel( x, y )+0)= (uint8) min(255, (int)(255.0*pow(color.z,(float) (1/2.2))));
*(ret_bm->GetPixel( x, y )+1)= (uint8) min(255, (int)(255.0*pow(color.y,(float) (1/2.2))));
*(ret_bm->GetPixel( x, y )+2)= (uint8) min(255, (int)(255.0*pow(color.x,(float) (1/2.2))));
*(ret_bm->GetPixel( x, y )+3)=0;
}
MessageFromLPreview ret_msg( LPREVIEW_MSG_DISPLAY_RESULT );
// n_result_bms_queued++;
ret_msg.m_pBitmapToDisplay = ret_bm;
ret_msg.m_nBitmapGenerationCounter = m_nBitmapGenerationCounter;
g_LPreviewToHammerMsgQueue.QueueMessage( ret_msg );
}
// master side of lighting preview
unsigned LightingPreviewThreadFN( void *thread_start_arg )
{
CLightingPreviewThread LPreviewObject;
ThreadSetPriority( -2 ); // low
LPreviewObject.Run();
return 0;
}
void HandleLightingPreview( void )
{
if ( GetMainWnd()->m_pLightingPreviewOutputWindow && !GetMainWnd()->m_bLightingPreviewOutputWindowShowing )
{
delete GetMainWnd()->m_pLightingPreviewOutputWindow;
GetMainWnd()->m_pLightingPreviewOutputWindow = NULL;
}
// called during main loop
while ( g_LPreviewToHammerMsgQueue.MessageWaiting() )
{
MessageFromLPreview msg;
g_LPreviewToHammerMsgQueue.WaitMessage( &msg );
switch( msg.m_MsgType )
{
case LPREVIEW_MSG_DISPLAY_RESULT:
{
n_result_bms_queued--;
if (g_pLPreviewOutputBitmap)
delete g_pLPreviewOutputBitmap;
g_pLPreviewOutputBitmap = NULL;
// if ( msg.m_nBitmapGenerationCounter == g_nBitmapGenerationCounter )
{
g_pLPreviewOutputBitmap = msg.m_pBitmapToDisplay;
if ( g_pLPreviewOutputBitmap && (g_pLPreviewOutputBitmap->Width() > 10) )
{
SignalUpdate( EVTYPE_BITMAP_RECEIVED_FROM_LPREVIEW );
CLightingPreviewResultsWindow *w=GetMainWnd()->m_pLightingPreviewOutputWindow;
if ( !GetMainWnd()->m_bLightingPreviewOutputWindowShowing )
{
w = new CLightingPreviewResultsWindow;
GetMainWnd()->m_pLightingPreviewOutputWindow = w;
w->Create( GetMainWnd() );
GetMainWnd()->m_bLightingPreviewOutputWindowShowing = true;
}
if (! w->IsWindowVisible() )
w->ShowWindow( SW_SHOW );
RECT existing_rect;
w->GetClientRect( &existing_rect );
if (
(existing_rect.right != g_pLPreviewOutputBitmap->Width()-1) ||
(existing_rect.bottom != g_pLPreviewOutputBitmap->Height()-1) )
{
CRect myRect;
myRect.top=0;
myRect.left=0;
myRect.right=g_pLPreviewOutputBitmap->Width()-1;
myRect.bottom=g_pLPreviewOutputBitmap->Height()-1;
w->CalcWindowRect(&myRect);
w->SetWindowPos(
NULL,0,0,
myRect.Width(), myRect.Height(),
SWP_NOMOVE | SWP_NOZORDER );
}
w->Invalidate( false );
w->UpdateWindow();
}
}
// else
// delete msg.m_pBitmapToDisplay; // its old
break;
}
}
}
}