mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
972 lines
25 KiB
C++
972 lines
25 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "stdafx.h"
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#include "materialsystem/imaterialsystem.h"
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#include "istudiorender.h"
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#include "material.h"
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#include "materialsystem/imesh.h"
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#include "disp_common.h"
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#include "bsplighting.h"
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#include "interface.h"
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#include "filesystem.h"
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#include "hammer.h"
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#include "tier0/dbg.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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bool SurfHasBumpedLightmaps( int flags )
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{
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return ( flags & SURF_BUMPLIGHT ) &&
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( !( flags & SURF_NOLIGHT ) );
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}
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void InitLMSamples( Vector4D *pSamples, int nSamples, float value )
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{
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for( int i=0; i < nSamples; i++ )
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{
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pSamples[i][0] = pSamples[i][1] = pSamples[i][2] = value;
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pSamples[i][3] = 1.0f;
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}
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}
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void InitLMSamplesRed( Vector4D *pSamples, int nSamples )
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{
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for( int i=0; i < nSamples; i++ )
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{
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pSamples[i][0] = 1;
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pSamples[i][1] = pSamples[i][2] = 0;
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pSamples[i][3] = 1.0f;
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}
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}
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CBSPLighting::CMaterialBuf::CMaterialBuf()
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{
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m_nVerts = m_nIndices = 0;
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m_pMesh = NULL;
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}
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CBSPLighting::CMaterialBuf::~CMaterialBuf()
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{
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if( m_pMesh )
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{
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CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
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pRenderContext->DestroyStaticMesh( m_pMesh );
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}
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m_DrawCommands.PurgeAndDeleteElements();
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}
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CBSPLighting::CFaceMaterial::~CFaceMaterial()
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{
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m_MaterialBufs.PurgeAndDeleteElements();
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m_Faces.PurgeAndDeleteElements();
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}
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CBSPLighting::CBSPLighting()
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{
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m_nTotalTris = 0;
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m_hVRadDLL = 0;
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m_pVRadDLL = 0;
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m_pBSPLightingThread = 0;
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m_bLightingInProgress = false;
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}
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CBSPLighting::~CBSPLighting()
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{
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Term();
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}
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void CBSPLighting::Release()
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{
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delete this;
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}
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bool CBSPLighting::Load( char const *pFilename )
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{
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// Free everything.
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Term();
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// Load VRAD's DLL (and load the BSP file).
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if( !LoadVRADDLL( pFilename ) )
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return false;
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// Create the lighting thread.
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m_pBSPLightingThread = CreateBSPLightingThread( m_pVRadDLL );
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if( !m_pBSPLightingThread )
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return false;
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// Get the BSP file information from VRAD.
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CBSPInfo file;
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m_pVRadDLL->GetBSPInfo( &file );
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// Allocate faces and verts.
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CUtlVector<char> usedFaces;
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usedFaces.SetSize( file.numfaces );
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int nFaces = 0;
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int nVerts = 0;
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for( int iCountFace=0; iCountFace < file.numfaces; iCountFace++ )
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{
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usedFaces[iCountFace] = 0;
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// Was checking m_LightmapTextureSizeInLuxels[0] twice. Fixing but then
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// commenting out the second check to avoid changing the behavior.
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if( file.dfaces[iCountFace].m_LightmapTextureSizeInLuxels[0] != 0 /*||
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file.dfaces[iCountFace].m_LightmapTextureSizeInLuxels[1] != 0*/ )
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{
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texinfo_t *pTexInfo = &file.texinfo[ file.dfaces[iCountFace].texinfo ];
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if( !(pTexInfo->flags & SURF_NODRAW) )
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{
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++nFaces;
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nVerts += file.dfaces[iCountFace].numedges;
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usedFaces[iCountFace] = 1;
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}
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}
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}
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CUtlVector<CFace> faces;
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faces.SetSize( nFaces );
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CUtlVector<CVert> verts;
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verts.SetSize( nVerts );
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m_StoredFaces.SetSize( nFaces );
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InitMaterialLUT( file );
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// Make lightmaps and translate the map faces over..
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IMaterialSystem *pMatSys = MaterialSystemInterface();
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// Add the BSP file as a search path so our FindMaterial calls will get
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// VMFs embedded in the BSP file.
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g_pFullFileSystem->AddSearchPath( pFilename, "GAME" );
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m_nTotalTris = 0;
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int iOutVert = 0;
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int iOutFace = 0;
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for( int iFace=0; iFace < file.numfaces; iFace++ )
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{
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dface_t *pIn = &file.dfaces[iFace];
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if( !usedFaces[iFace] )
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{
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continue;
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}
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CFace *pOut = &faces[iOutFace];
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CStoredFace *pStoredFace = &m_StoredFaces[iOutFace];
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++iOutFace;
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pStoredFace->m_iMapFace = iFace;
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pStoredFace->m_pFace = pOut;
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pOut->m_pDFace = pIn;
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pOut->m_pStoredFace = pStoredFace;
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// Get its material.
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texinfo_t *pTexInfo = &file.texinfo[pIn->texinfo];
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dtexdata_t *pTexData = &file.dtexdata[pTexInfo->texdata];
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pStoredFace->m_pMaterial = FindOrAddMaterial( file, pTexData->nameStringTableID );
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if( pStoredFace->m_pMaterial )
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pStoredFace->m_pMaterial->m_Faces.AddToTail( pStoredFace );
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// Setup its lightmap.
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memcpy( pOut->m_LightmapVecs, file.texinfo[pIn->texinfo].lightmapVecsLuxelsPerWorldUnits, sizeof(pOut->m_LightmapVecs) );
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memcpy( pOut->m_LightmapTextureMinsInLuxels, pIn->m_LightmapTextureMinsInLuxels, sizeof(pOut->m_LightmapTextureMinsInLuxels) );
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pStoredFace->m_LightmapSize[0] = pIn->m_LightmapTextureSizeInLuxels[0]+1;
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pStoredFace->m_LightmapSize[1] = pIn->m_LightmapTextureSizeInLuxels[1]+1;
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// Setup the verts.
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pOut->m_iVertStart = iOutVert;
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pOut->m_nVerts = pIn->numedges;
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for( int iEdge=0; iEdge < pIn->numedges; iEdge++ )
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{
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int edgeVal = file.dsurfedges[ pIn->firstedge + iEdge ];
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if( edgeVal < 0 )
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verts[pOut->m_iVertStart+iEdge].m_vPos = file.dvertexes[ file.dedges[-edgeVal].v[1] ].point;
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else
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verts[pOut->m_iVertStart+iEdge].m_vPos = file.dvertexes[ file.dedges[edgeVal].v[0] ].point;
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}
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m_nTotalTris += pOut->m_nVerts - 2;
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iOutVert += pOut->m_nVerts;
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pOut->m_iDispInfo = pIn->dispinfo;
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}
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g_pFullFileSystem->RemoveSearchPath( pFilename, "GAME" );
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// Allocate lightmaps.. must be grouped by material.
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pMatSys->ResetMaterialLightmapPageInfo();
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pMatSys->BeginLightmapAllocation();
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FOR_EACH_LL( m_FaceMaterials, iMat )
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{
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CFaceMaterial *pMat = m_FaceMaterials[iMat];
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bool bNeedsBumpmap = pMat->m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
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FOR_EACH_LL( pMat->m_Faces, iFace )
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{
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CStoredFace *pStoredFace = pMat->m_Faces[iFace];
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CFace *pOut = pStoredFace->m_pFace;
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int bumpedSize = pStoredFace->m_LightmapSize[0];
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if( bNeedsBumpmap )
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bumpedSize *= 4;
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pOut->m_LightmapSortID = pMatSys->AllocateLightmap(
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bumpedSize,
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pStoredFace->m_LightmapSize[1],
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pStoredFace->m_OffsetIntoLightmapPage,
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pMat->m_pMaterial );
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}
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}
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pMatSys->EndLightmapAllocation();
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// Get sort IDs from the material system.
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CUtlVector<MaterialSystem_SortInfo_t> sortInfos;
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sortInfos.SetSize( pMatSys->GetNumSortIDs() );
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pMatSys->GetSortInfo( sortInfos.Base() );
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for( int iFace=0; iFace < faces.Count(); iFace++ )
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{
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m_StoredFaces[iFace].m_LightmapPageID = sortInfos[faces[iFace].m_LightmapSortID].lightmapPageID;
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}
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// Setup the gamma table.
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BuildGammaTable( 2.2f, 2.2f, 0, 1 );
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// Set lightmap texture coordinates.
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for( int iFace=0; iFace < faces.Size(); iFace++ )
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{
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CFace *pFace = &faces[iFace];
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CStoredFace *pStoredFace = &m_StoredFaces[iFace];
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texinfo_t *pTexInfo = &file.texinfo[pFace->m_pDFace->texinfo];
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int lightmapPageSize[2];
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pMatSys->GetLightmapPageSize( pFace->m_pStoredFace->m_LightmapPageID, &lightmapPageSize[0], &lightmapPageSize[1] );
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pStoredFace->m_BumpSTexCoordOffset = (float)pStoredFace->m_LightmapSize[0] / lightmapPageSize[0];
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// Set its texture coordinates.
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for( int iVert=0; iVert < pFace->m_nVerts; iVert++ )
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{
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CVert *pVert = &verts[ pFace->m_iVertStart + iVert ];
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Vector &vPos = pVert->m_vPos;
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for( int iCoord=0; iCoord < 2; iCoord++ )
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{
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float *lmVec = pFace->m_LightmapVecs[iCoord];
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float flVal = lmVec[0]*vPos[0] + lmVec[1]*vPos[1] + lmVec[2]*vPos[2] + lmVec[3] - pFace->m_LightmapTextureMinsInLuxels[iCoord];
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flVal += pFace->m_pStoredFace->m_OffsetIntoLightmapPage[iCoord];
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flVal += 0.5f; // bilinear...
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flVal /= lightmapPageSize[iCoord];
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Assert( _finite(flVal) );
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pVert->m_vLightCoords[iCoord] = flVal;
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pVert->m_vTexCoords[iCoord] =
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DotProduct( vPos, *((Vector*)pTexInfo->textureVecsTexelsPerWorldUnits[iCoord]) ) +
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pTexInfo->textureVecsTexelsPerWorldUnits[iCoord][3];
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if( pStoredFace->m_pMaterial )
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{
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if( iCoord == 0 )
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pVert->m_vTexCoords[iCoord] /= pStoredFace->m_pMaterial->m_pMaterial->GetMappingWidth();
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else
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pVert->m_vTexCoords[iCoord] /= pStoredFace->m_pMaterial->m_pMaterial->GetMappingHeight();
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}
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}
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}
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}
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// Create displacements.
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CUtlVector<CDispInfoFaces> dispInfos;
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CreateDisplacements( file, faces, dispInfos );
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BuildLMGroups( file, faces, verts, dispInfos );
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BuildDrawCommands();
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ReloadLightmaps();
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return true;
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}
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void CBSPLighting::Term()
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{
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if( m_pBSPLightingThread )
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{
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m_pBSPLightingThread->Release();
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m_pBSPLightingThread = 0;
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}
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m_nTotalTris = 0;
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if( m_hVRadDLL )
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{
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if( m_pVRadDLL )
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{
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// Save the .r0 and .bsp files.
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m_pVRadDLL->Serialize();
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m_pVRadDLL->Release();
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m_pVRadDLL = 0;
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}
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Sys_UnloadModule( m_hVRadDLL );
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m_hVRadDLL = 0;
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}
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m_StoredFaces.Purge();
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}
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bool CBSPLighting::Serialize()
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{
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if( m_pBSPLightingThread )
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{
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// Only serialize if we're not currently in the middle of lighting.
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if( m_pBSPLightingThread->GetCurrentState() == IBSPLightingThread::STATE_FINISHED )
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return m_pVRadDLL->Serialize();
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}
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return false;
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}
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void CBSPLighting::StartLighting( char const *pVMFFileWithEnts )
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{
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if( m_pBSPLightingThread )
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{
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m_pBSPLightingThread->StartLighting( pVMFFileWithEnts );
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m_bLightingInProgress = true;
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}
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}
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float CBSPLighting::GetPercentComplete()
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{
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if( m_bLightingInProgress && m_pBSPLightingThread )
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return m_pBSPLightingThread->GetPercentComplete();
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else
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return -1;
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}
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void CBSPLighting::Interrupt()
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{
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if( m_pBSPLightingThread )
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m_pBSPLightingThread->Interrupt();
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}
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bool CBSPLighting::CheckForNewLightmaps()
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{
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if( !m_pBSPLightingThread )
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return false;
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// Has it finished lighting?
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int curState = m_pBSPLightingThread->GetCurrentState();
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if( m_bLightingInProgress )
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{
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if( curState == IBSPLightingThread::STATE_FINISHED )
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{
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m_bLightingInProgress = false;
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ReloadLightmaps();
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return true;
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}
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else if( curState == IBSPLightingThread::STATE_IDLE )
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{
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m_bLightingInProgress = false;
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}
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}
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return false;
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}
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#define DRAWLIGHTMAPPAGE
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#if defined( DRAWLIGHTMAPPAGE )
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void DrawLightmapPage( IMaterialSystem *materialSystemInterface, int lightmapPageID )
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{
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IMaterial *g_materialDebugLightmap = materialSystemInterface->FindMaterial( "debug/debuglightmap", TEXTURE_GROUP_OTHER );
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// assumes that we are already in ortho mode.
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int lightmapPageWidth, lightmapPageHeight;
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CMatRenderContextPtr pRenderContext( materialSystemInterface );
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, g_materialDebugLightmap );
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materialSystemInterface->GetLightmapPageSize( lightmapPageID, &lightmapPageWidth, &lightmapPageHeight );
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pRenderContext->BindLightmapPage( lightmapPageID );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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// texcoord 1 is lightmaptexcoord for fixed function.
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static int yOffset = 30;
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meshBuilder.TexCoord2f( 1, 0.0f, 0.0f );
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meshBuilder.Position3f( 0.0f, yOffset, 0.0f );
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meshBuilder.AdvanceVertex();
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meshBuilder.TexCoord2f( 1, 1.0f, 0.0f );
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meshBuilder.Position3f( lightmapPageWidth, yOffset, 0.0f );
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meshBuilder.AdvanceVertex();
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meshBuilder.TexCoord2f( 1, 1.0f, 1.0f );
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meshBuilder.Position3f( lightmapPageWidth, yOffset+lightmapPageHeight, 0.0f );
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meshBuilder.AdvanceVertex();
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meshBuilder.TexCoord2f( 1, 0.0f, 1.0f );
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meshBuilder.Position3f( 0.0f, yOffset+lightmapPageHeight, 0.0f );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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#endif
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void CBSPLighting::Draw()
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{
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if( m_FaceMaterials.Count() == 0 )
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return;
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IMaterialSystem *pMatSys = MaterialSystemInterface();
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if( !pMatSys )
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return;
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CMatRenderContextPtr pRenderContext( pMatSys );
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CheckForNewLightmaps();
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pRenderContext->Flush();
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#if defined( DRAWLIGHTMAPPAGE )
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static bool bDrawIt = false;
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if( bDrawIt )
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{
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pRenderContext->MatrixMode( MATERIAL_VIEW );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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pRenderContext->Ortho( 0, 0, 300, 300, -99999, 99999 );
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static int iPageToDraw = 0;
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DrawLightmapPage( MaterialSystemInterface(), iPageToDraw );
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pRenderContext->MatrixMode( MATERIAL_VIEW );
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pRenderContext->PopMatrix();
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PopMatrix();
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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pRenderContext->PopMatrix();
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}
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#endif
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// Draw everything from each material.
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FOR_EACH_LL( m_FaceMaterials, iMat )
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{
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CFaceMaterial *pMat = m_FaceMaterials[iMat];
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pRenderContext->Bind( pMat->m_pMaterial );
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FOR_EACH_LL( pMat->m_MaterialBufs, iBuf )
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{
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CMaterialBuf *pBuf = pMat->m_MaterialBufs[iBuf];
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for( int iCmd=0; iCmd < pBuf->m_DrawCommands.Count(); iCmd++ )
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{
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CDrawCommand *pCmd = pBuf->m_DrawCommands[iCmd];
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pRenderContext->BindLightmapPage( pCmd->m_LightmapPageID );
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pBuf->m_pMesh->Draw( pCmd->m_PrimLists.Base(), pCmd->m_PrimLists.Count() );
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|
}
|
|
}
|
|
}
|
|
|
|
pRenderContext->Flush();
|
|
}
|
|
|
|
|
|
void CBSPLighting::AssignFaceMaterialCounts(
|
|
CBSPInfo &file,
|
|
CUtlVector<CFace> &faces )
|
|
{
|
|
FOR_EACH_LL( m_FaceMaterials, i )
|
|
{
|
|
CFaceMaterial *pMat = m_FaceMaterials[i];
|
|
|
|
// Start off an initial CMaterialBuf to dump the faces in.
|
|
CMaterialBuf *pBuf = new CMaterialBuf;
|
|
pMat->m_MaterialBufs.AddToTail( pBuf );
|
|
|
|
FOR_EACH_LL( pMat->m_Faces, iFace )
|
|
{
|
|
CStoredFace *pStoredFace = pMat->m_Faces[iFace];
|
|
CFace *pFace = pStoredFace->m_pFace;
|
|
|
|
pStoredFace->m_iFirstIndex = pBuf->m_nIndices;
|
|
|
|
if( pFace->m_iDispInfo == -1 )
|
|
{
|
|
pStoredFace->m_nIndices = (pFace->m_nVerts - 2) * 3;
|
|
|
|
pBuf->m_nIndices += (pFace->m_nVerts - 2) * 3;
|
|
pBuf->m_nVerts += pFace->m_nVerts;
|
|
}
|
|
else
|
|
{
|
|
ddispinfo_t *pDisp = &file.g_dispinfo[pFace->m_iDispInfo];
|
|
|
|
int nTris = Square( 1 << pDisp->power ) * 2;
|
|
int nVerts = Square( (1 << pDisp->power) + 1 );
|
|
|
|
pStoredFace->m_nIndices = nTris * 3;
|
|
|
|
pBuf->m_nIndices += nTris * 3;
|
|
pBuf->m_nVerts += nVerts;
|
|
}
|
|
|
|
pBuf->m_Faces.AddToTail( pStoredFace );
|
|
|
|
// Don't make the buffers too big..
|
|
if( pBuf->m_nIndices > (16*1024) || pBuf->m_nVerts > (16*1024) )
|
|
{
|
|
pBuf = new CMaterialBuf;
|
|
pMat->m_MaterialBufs.AddToTail( pBuf );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Determines the appropriate vertex format for LMGroup meshes
|
|
//-----------------------------------------------------------------------------
|
|
VertexFormat_t CBSPLighting::ComputeLMGroupVertexFormat( IMaterial * pMaterial )
|
|
{
|
|
VertexFormat_t vertexFormat = pMaterial->GetVertexFormat();
|
|
|
|
// FIXME: set VERTEX_FORMAT_COMPRESSED if there are no artifacts and if it saves enough memory (use 'mem_dumpvballocs')
|
|
vertexFormat &= ~VERTEX_FORMAT_COMPRESSED;
|
|
// FIXME: check for and strip unused vertex elements (bone weights+indices, TANGENT_S/T?) - requires reliable material vertex formats first
|
|
|
|
return vertexFormat;
|
|
}
|
|
|
|
void CBSPLighting::BuildLMGroups(
|
|
CBSPInfo &file,
|
|
CUtlVector<CFace> &faces,
|
|
CUtlVector<CVert> &verts,
|
|
CUtlVector<CDispInfoFaces> &dispInfos
|
|
)
|
|
{
|
|
// Count everything in each CFaceMaterial.
|
|
AssignFaceMaterialCounts( file, faces );
|
|
|
|
|
|
IMaterialSystem *pMatSys = MaterialSystemInterface();
|
|
if( !pMatSys )
|
|
return;
|
|
|
|
CMatRenderContextPtr pRenderContext( pMatSys );
|
|
|
|
// Now create the static buffers.
|
|
FOR_EACH_LL( m_FaceMaterials, iMat )
|
|
{
|
|
CFaceMaterial *pMat = m_FaceMaterials[iMat];
|
|
|
|
FOR_EACH_LL( pMat->m_MaterialBufs, iBuf )
|
|
{
|
|
CMaterialBuf *pBuf = pMat->m_MaterialBufs[iBuf];
|
|
|
|
VertexFormat_t vertexFormat = ComputeLMGroupVertexFormat( pMat->m_pMaterial );
|
|
pBuf->m_pMesh = pRenderContext->CreateStaticMesh( vertexFormat, "terd", pMat->m_pMaterial );
|
|
if( !pBuf->m_pMesh )
|
|
continue;
|
|
|
|
bool bNeedsBumpmap = pMat->m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
|
|
|
|
CMeshBuilder mb;
|
|
mb.Begin( pBuf->m_pMesh, MATERIAL_TRIANGLES, pBuf->m_nVerts, pBuf->m_nIndices );
|
|
|
|
// Write all the faces in.
|
|
int iCurBaseVert = 0;
|
|
|
|
FOR_EACH_LL( pBuf->m_Faces, iFace )
|
|
{
|
|
CStoredFace *pStoredFace = pBuf->m_Faces[iFace];
|
|
CFace *pFace = pStoredFace->m_pFace;
|
|
|
|
if( pFace->m_iDispInfo == -1 )
|
|
{
|
|
// It's a regular face.
|
|
CVert *pVerts = &verts[pFace->m_iVertStart];
|
|
|
|
for( int iVert=0; iVert < pFace->m_nVerts; iVert++ )
|
|
{
|
|
mb.Position3fv( (float*)&pVerts[iVert].m_vPos );
|
|
|
|
mb.TexCoord2fv( 0, pVerts[iVert].m_vTexCoords.Base() );
|
|
mb.TexCoord2fv( 1, pVerts[iVert].m_vLightCoords.Base() );
|
|
if( bNeedsBumpmap )
|
|
mb.TexCoord2f ( 2, pStoredFace->m_BumpSTexCoordOffset, 0 );
|
|
|
|
mb.Color3f( 1,1,1 );
|
|
mb.AdvanceVertex();
|
|
}
|
|
|
|
// Write the indices.
|
|
for( int iTri=0; iTri < pFace->m_nVerts-2; iTri++ )
|
|
{
|
|
mb.Index( iCurBaseVert ); mb.AdvanceIndex();
|
|
mb.Index( iCurBaseVert+iTri+1 ); mb.AdvanceIndex();
|
|
mb.Index( iCurBaseVert+iTri+2 ); mb.AdvanceIndex();
|
|
}
|
|
|
|
iCurBaseVert += pFace->m_nVerts;
|
|
}
|
|
else
|
|
{
|
|
// It's a displacement.
|
|
CDispInfoFaces *pDisp = &dispInfos[pFace->m_iDispInfo];
|
|
|
|
// Generate the index list.
|
|
unsigned short indices[ (1<<MAX_MAP_DISP_POWER) * (1<<MAX_MAP_DISP_POWER) * 6 ];
|
|
|
|
int nRequired = DispCommon_GetNumTriIndices( pDisp->m_Power );
|
|
Assert( nRequired <= sizeof(indices)/sizeof(indices[0]) );
|
|
|
|
DispCommon_GenerateTriIndices( pDisp->m_Power, indices );
|
|
|
|
for( int iIndex=0; iIndex < nRequired; iIndex++ )
|
|
{
|
|
mb.Index( indices[iIndex] + iCurBaseVert );
|
|
mb.AdvanceIndex();
|
|
}
|
|
|
|
// Generate the vert list.
|
|
for( int iVert=0; iVert < pDisp->m_Verts.Count(); iVert++ )
|
|
{
|
|
mb.Position3fv( (float*)&pDisp->m_Verts[iVert].m_vPos );
|
|
mb.TexCoord2fv( 0, (float*)&pDisp->m_Verts[iVert].m_vTexCoords );
|
|
mb.TexCoord2fv( 1, (float*)&pDisp->m_Verts[iVert].m_vLightCoords );
|
|
|
|
if( bNeedsBumpmap )
|
|
mb.TexCoord2f ( 2, pStoredFace->m_BumpSTexCoordOffset, 0 );
|
|
|
|
mb.AdvanceVertex();
|
|
}
|
|
|
|
iCurBaseVert += pDisp->m_Verts.Count();;
|
|
}
|
|
}
|
|
|
|
mb.End();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool FindDrawCommand( CUtlVector<CBSPLighting::CDrawCommand*> &drawCommands, int lmPageID, int &index )
|
|
{
|
|
for( int i=0; i < drawCommands.Count(); i++ )
|
|
{
|
|
if( drawCommands[i]->m_LightmapPageID == lmPageID )
|
|
{
|
|
index = i;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
void CBSPLighting::BuildDrawCommands()
|
|
{
|
|
FOR_EACH_LL( m_FaceMaterials, iMat )
|
|
{
|
|
CFaceMaterial *pMat = m_FaceMaterials[iMat];
|
|
|
|
FOR_EACH_LL( pMat->m_MaterialBufs, iBuf )
|
|
{
|
|
CMaterialBuf *pBuf = pMat->m_MaterialBufs[iBuf];
|
|
|
|
// Group by lightmap page IDs.
|
|
FOR_EACH_LL( pBuf->m_Faces, iFace )
|
|
{
|
|
CStoredFace *pFace = pBuf->m_Faces[iFace];
|
|
|
|
int index;
|
|
if( !FindDrawCommand( pBuf->m_DrawCommands, pFace->m_LightmapPageID, index ) )
|
|
{
|
|
index = pBuf->m_DrawCommands.AddToTail( new CDrawCommand );
|
|
pBuf->m_DrawCommands[index]->m_LightmapPageID = pFace->m_LightmapPageID;
|
|
}
|
|
|
|
CPrimList primList;
|
|
primList.m_FirstIndex = pFace->m_iFirstIndex;
|
|
primList.m_NumIndices = pFace->m_nIndices;
|
|
pBuf->m_DrawCommands[index]->m_PrimLists.AddToTail( primList );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CBSPLighting::ReloadLightmaps()
|
|
{
|
|
if( !m_pVRadDLL )
|
|
return;
|
|
|
|
IMaterialSystem *pMatSys = MaterialSystemInterface();
|
|
if( !pMatSys )
|
|
return;
|
|
|
|
CBSPInfo bspInfo;
|
|
m_pVRadDLL->GetBSPInfo( &bspInfo );
|
|
|
|
if( !bspInfo.lightdatasize )
|
|
return;
|
|
|
|
Vector4D blocklights[4][MAX_LIGHTMAP_DIM_INCLUDING_BORDER * MAX_LIGHTMAP_DIM_INCLUDING_BORDER];
|
|
|
|
for( int iFace=0; iFace < m_StoredFaces.Count(); iFace++ )
|
|
{
|
|
CStoredFace *pFace = &m_StoredFaces[iFace];
|
|
|
|
// Avoid updating lightmaps in faces that weren't touched.
|
|
if( bspInfo.m_pFacesTouched && !bspInfo.m_pFacesTouched[pFace->m_iMapFace] )
|
|
continue;
|
|
|
|
dface_t *pIn = &bspInfo.dfaces[ pFace->m_iMapFace ];
|
|
int nLuxels = pFace->m_LightmapSize[0] * pFace->m_LightmapSize[1];
|
|
|
|
bool bNeedsBumpmap = pFace->m_pMaterial->m_pMaterial->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
|
|
|
|
texinfo_t *pTexInfo = &bspInfo.texinfo[ bspInfo.dfaces[pFace->m_iMapFace].texinfo ];
|
|
bool bHasBumpmap = SurfHasBumpedLightmaps( pTexInfo->flags );
|
|
|
|
int nLightmaps = 1;
|
|
if( bNeedsBumpmap && bHasBumpmap )
|
|
nLightmaps = 4;
|
|
|
|
ColorRGBExp32 *pLightmap = (ColorRGBExp32 *)&bspInfo.dlightdata[pIn->lightofs];
|
|
int iLightmap;
|
|
for( iLightmap=0; iLightmap < nLightmaps; iLightmap++ )
|
|
{
|
|
for( int iLuxel=0; iLuxel < nLuxels; iLuxel++ )
|
|
{
|
|
blocklights[iLightmap][iLuxel][0] = TexLightToLinear( pLightmap->r, pLightmap->exponent );
|
|
blocklights[iLightmap][iLuxel][1] = TexLightToLinear( pLightmap->g, pLightmap->exponent );
|
|
blocklights[iLightmap][iLuxel][2] = TexLightToLinear( pLightmap->b, pLightmap->exponent );
|
|
blocklights[iLightmap][iLuxel][3] = 1;
|
|
++pLightmap;
|
|
}
|
|
}
|
|
|
|
// If it needs bumpmaps but doesn't have them in the file, then just copy
|
|
// the lightmap data into the other lightmaps like the engine does.
|
|
if( bNeedsBumpmap && !bHasBumpmap )
|
|
{
|
|
for( iLightmap=1; iLightmap < 4; iLightmap++ )
|
|
{
|
|
memcpy( blocklights[iLightmap], blocklights[0], nLuxels * sizeof( blocklights[0][0] ) );
|
|
}
|
|
}
|
|
|
|
if( bNeedsBumpmap )
|
|
{
|
|
pMatSys->UpdateLightmap(
|
|
pFace->m_LightmapPageID,
|
|
pFace->m_LightmapSize,
|
|
pFace->m_OffsetIntoLightmapPage,
|
|
(float*)blocklights[0], (float*)blocklights[1], (float*)blocklights[2], (float*)blocklights[3] );
|
|
}
|
|
else
|
|
{
|
|
pMatSys->UpdateLightmap(
|
|
pFace->m_LightmapPageID,
|
|
pFace->m_LightmapSize,
|
|
pFace->m_OffsetIntoLightmapPage,
|
|
(float*)blocklights[0], NULL, NULL, NULL );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool CBSPLighting::LoadVRADDLL( char const *pFilename )
|
|
{
|
|
// Load VRAD's DLL.
|
|
m_hVRadDLL = Sys_LoadModule( "vrad_dll.dll" );
|
|
if( !m_hVRadDLL )
|
|
return false;
|
|
|
|
CreateInterfaceFn fn = Sys_GetFactory( m_hVRadDLL );
|
|
if( !fn )
|
|
return false;
|
|
|
|
int retCode = 0;
|
|
m_pVRadDLL = (IVRadDLL*)fn( VRAD_INTERFACE_VERSION, &retCode );
|
|
if( !m_pVRadDLL )
|
|
return false;
|
|
|
|
// Tell VRAD to load the BSP file.
|
|
if( !m_pVRadDLL->Init( pFilename ) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void CBSPLighting::CreateDisplacements( CBSPInfo &file, CUtlVector<CFace> &faces, CUtlVector<CDispInfoFaces> &dispInfos )
|
|
{
|
|
/*
|
|
IMaterialSystem *pMatSys = MaterialSystemInterface();
|
|
|
|
dispInfos.SetSize( file.g_numdispinfo );
|
|
for( int iFace=0; iFace < faces.Size(); iFace++ )
|
|
{
|
|
CFace *pFace = &faces[iFace];
|
|
CStoredFace *pStoredFace = &m_StoredFaces[iFace];
|
|
dface_t *pInFace = pFace->m_pDFace;
|
|
|
|
if( pInFace->dispinfo == -1 )
|
|
continue;
|
|
|
|
ddispinfo_t *pInDisp = &file.g_dispinfo[pInFace->dispinfo];
|
|
CDispInfoFaces *pOutDisp = &dispInfos[pInFace->dispinfo];
|
|
|
|
pOutDisp->m_Power = pInDisp->power;
|
|
int nVertsPerSide = (1 << pInDisp->power) + 1;
|
|
|
|
pOutDisp->m_Verts.SetSize( pInDisp->m_LODs[0].m_nVerts );
|
|
|
|
int lightmapPageSize[2];
|
|
pMatSys->GetLightmapPageSize( pFace->m_pStoredFace->m_LightmapPageID, &lightmapPageSize[0], &lightmapPageSize[1] );
|
|
|
|
for( int iVert=0; iVert < pInDisp->m_LODs[0].m_nVerts; iVert++ )
|
|
{
|
|
ddisp_lod_vert_t *pInVert = &file.ddispverts[ pInDisp->m_LODs[0].m_iVertStart + iVert ];
|
|
CVert *pOutVert = &pOutDisp->m_Verts[iVert];
|
|
|
|
pOutVert->m_vPos = pInVert->m_vPos;
|
|
for( int iCoord=0; iCoord < 2; iCoord++ )
|
|
{
|
|
float flVal = pInVert->m_LightCoords[iCoord];
|
|
|
|
flVal += pFace->m_pStoredFace->m_OffsetIntoLightmapPage[iCoord];
|
|
flVal += 0.5f;
|
|
flVal /= lightmapPageSize[iCoord];
|
|
Assert( _finite(flVal) );
|
|
pOutVert->m_vLightCoords[iCoord] = flVal;
|
|
|
|
pOutVert->m_vTexCoords[iCoord] = pInVert->m_TexCoords[iCoord];
|
|
|
|
if( iCoord == 0 )
|
|
pOutVert->m_vTexCoords[iCoord] /= pStoredFace->m_pMaterial->m_pMaterial->GetMappingWidth();
|
|
else
|
|
pOutVert->m_vTexCoords[iCoord] /= pStoredFace->m_pMaterial->m_pMaterial->GetMappingHeight();
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
|
|
void CBSPLighting::InitMaterialLUT( CBSPInfo &file )
|
|
{
|
|
m_StringTableIDToMaterial.SetSize( file.nTexDataStringTable );
|
|
for( int i=0; i < m_StringTableIDToMaterial.Count(); i++ )
|
|
m_StringTableIDToMaterial[i] = 0;
|
|
}
|
|
|
|
|
|
CBSPLighting::CFaceMaterial* CBSPLighting::FindOrAddMaterial( CBSPInfo &file, int stringTableID )
|
|
{
|
|
if( stringTableID >= m_StringTableIDToMaterial.Count() )
|
|
{
|
|
Assert( false );
|
|
return 0;
|
|
}
|
|
|
|
if( m_StringTableIDToMaterial[stringTableID] )
|
|
{
|
|
return m_StringTableIDToMaterial[stringTableID];
|
|
}
|
|
else
|
|
{
|
|
IMaterial *pMaterial = 0;
|
|
char *pMaterialName = &file.texDataStringData[ file.texDataStringTable[ stringTableID ] ];
|
|
if( pMaterialName )
|
|
pMaterial = MaterialSystemInterface()->FindMaterial( pMaterialName, TEXTURE_GROUP_OTHER );
|
|
|
|
// Don't add CFaceMaterials without a material.
|
|
if( !pMaterial )
|
|
return 0;
|
|
|
|
// This is lovely. We have to call this stuff to get it to precalculate the data it needs.
|
|
pMaterial->GetMappingHeight();
|
|
pMaterial->RecomputeStateSnapshots();
|
|
|
|
CFaceMaterial *pMat = new CFaceMaterial;
|
|
if( pMaterial->IsTranslucent() )
|
|
m_FaceMaterials.AddToTail( pMat );
|
|
else
|
|
m_FaceMaterials.AddToHead( pMat );
|
|
|
|
pMat->m_pMaterial = pMaterial;
|
|
|
|
m_StringTableIDToMaterial[stringTableID] = pMat;
|
|
return pMat;
|
|
}
|
|
}
|
|
|
|
|
|
IBSPLighting* CreateBSPLighting()
|
|
{
|
|
return new CBSPLighting;
|
|
}
|