mirror of
https://github.com/nillerusr/source-engine.git
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2695 lines
88 KiB
C++
2695 lines
88 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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// $Revision: $
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// $NoKeywords: $
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//
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// This file contains code to allow us to associate client data with bsp leaves.
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//
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//=============================================================================//
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#include "vrad.h"
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#include "mathlib/vector.h"
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#include "UtlBuffer.h"
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#include "utlvector.h"
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#include "GameBSPFile.h"
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#include "BSPTreeData.h"
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#include "VPhysics_Interface.h"
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#include "Studio.h"
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#include "Optimize.h"
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#include "Bsplib.h"
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#include "CModel.h"
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#include "PhysDll.h"
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#include "phyfile.h"
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#include "collisionutils.h"
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#include "tier1/KeyValues.h"
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#include "pacifier.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/hardwareverts.h"
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#include "materialsystem/hardwaretexels.h"
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#include "byteswap.h"
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#include "mpivrad.h"
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#include "vtf/vtf.h"
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#include "tier1/utldict.h"
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#include "tier1/utlsymbol.h"
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#include "bitmap/tgawriter.h"
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#include "messbuf.h"
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#include "vmpi.h"
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#include "vmpi_distribute_work.h"
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#define ALIGN_TO_POW2(x,y) (((x)+(y-1))&~(y-1))
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// identifies a vertex embedded in solid
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// lighting will be copied from nearest valid neighbor
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struct badVertex_t
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{
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int m_ColorVertex;
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Vector m_Position;
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Vector m_Normal;
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};
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// a final colored vertex
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struct colorVertex_t
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{
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Vector m_Color;
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Vector m_Position;
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bool m_bValid;
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};
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// a texel suitable for a model
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struct colorTexel_t
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{
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Vector m_Color;
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Vector m_WorldPosition;
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Vector m_WorldNormal;
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float m_fDistanceToTri; // If we are outside of the triangle, how far away is it?
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bool m_bValid;
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bool m_bPossiblyInteresting;
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};
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class CComputeStaticPropLightingResults
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{
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public:
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~CComputeStaticPropLightingResults()
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{
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m_ColorVertsArrays.PurgeAndDeleteElements();
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m_ColorTexelsArrays.PurgeAndDeleteElements();
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}
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CUtlVector< CUtlVector<colorVertex_t>* > m_ColorVertsArrays;
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CUtlVector< CUtlVector<colorTexel_t>* > m_ColorTexelsArrays;
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};
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//-----------------------------------------------------------------------------
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struct Rasterizer
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{
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struct Location
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{
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Vector barycentric;
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Vector2D uv;
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bool insideTriangle;
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};
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Rasterizer(Vector2D t0, Vector2D t1, Vector2D t2, size_t resX, size_t resY)
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: mT0(t0)
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, mT1(t1)
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, mT2(t2)
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, mResX(resX)
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, mResY(resY)
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, mUvStepX(1.0f / resX)
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, mUvStepY(1.0f / resY)
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{
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Build();
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}
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CUtlVector< Location >::iterator begin() { return mRasterizedLocations.begin(); }
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CUtlVector< Location >::iterator end() { return mRasterizedLocations.end(); }
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void Build();
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inline size_t GetRow(float y) const { return size_t(y * mResY); }
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inline size_t GetCol(float x) const { return size_t(x * mResX); }
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inline size_t GetLinearPos( const CUtlVector< Location >::iterator& it ) const
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{
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// Given an iterator, return what the linear position in the buffer would be for the data.
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return (size_t)(GetRow(it->uv.y) * mResX)
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+ (size_t)(GetCol(it->uv.x));
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}
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private:
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const Vector2D mT0, mT1, mT2;
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const size_t mResX, mResY;
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const float mUvStepX, mUvStepY;
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// Right now, we just fill this out and directly iterate over it.
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// It could be large. This is a memory/speed tradeoff. We could instead generate them
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// on demand.
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CUtlVector< Location > mRasterizedLocations;
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};
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//-----------------------------------------------------------------------------
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inline Vector ComputeBarycentric( Vector2D _edgeC, Vector2D _edgeA, Vector2D _edgeB, float _dAA, float _dAB, float _dBB, float _invDenom )
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{
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float dCA = _edgeC.Dot(_edgeA);
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float dCB = _edgeC.Dot(_edgeB);
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Vector retVal;
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retVal.y = (_dBB * dCA - _dAB * dCB) * _invDenom;
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retVal.z = (_dAA * dCB - _dAB * dCA) * _invDenom;
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retVal.x = 1.0f - retVal.y - retVal.z;
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return retVal;
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}
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//-----------------------------------------------------------------------------
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void Rasterizer::Build()
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{
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// For now, use the barycentric method. It's easy, I'm lazy.
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// We can optimize later if it's a performance issue.
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const float baseX = mUvStepX / 2.0f;
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const float baseY = mUvStepY / 2.0f;
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float fMinX = min(min(mT0.x, mT1.x), mT2.x);
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float fMinY = min(min(mT0.y, mT1.y), mT2.y);
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float fMaxX = max(max(mT0.x, mT1.x), mT2.x);
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float fMaxY = max(max(mT0.y, mT1.y), mT2.y);
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// Degenerate. Consider warning about these, but otherwise no problem.
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if (fMinX == fMaxX || fMinY == fMaxY)
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return;
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// Clamp to 0..1
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fMinX = max(0, fMinX);
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fMinY = max(0, fMinY);
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fMaxX = min(1.0f, fMaxX);
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fMaxY = min(1.0f, fMaxY);
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// We puff the interesting area up by 1 so we can hit an inflated region for the necessary bilerp data.
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// If we wanted to support better texturing (almost definitely unnecessary), we'd change this to a larger size.
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const int kFilterSampleRadius = 1;
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int iMinX = GetCol(fMinX) - kFilterSampleRadius;
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int iMinY = GetRow(fMinY) - kFilterSampleRadius;
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int iMaxX = GetCol(fMaxX) + 1 + kFilterSampleRadius;
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int iMaxY = GetRow(fMaxY) + 1 + kFilterSampleRadius;
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// Clamp to valid texture (integer) locations
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iMinX = max(0, iMinX);
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iMinY = max(0, iMinY);
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iMaxX = min(iMaxX, mResX - 1);
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iMaxY = min(iMaxY, mResY - 1);
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// Set the size to be as expected.
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// TODO: Pass this in from outside to minimize allocations
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int count = (iMaxY - iMinY + 1)
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* (iMaxX - iMinX + 1);
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mRasterizedLocations.EnsureCount(count);
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memset( mRasterizedLocations.Base(), 0, mRasterizedLocations.Count() * sizeof( Location ) );
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// Computing Barycentrics adapted from here http://gamedev.stackexchange.com/questions/23743/whats-the-most-efficient-way-to-find-barycentric-coordinates
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Vector2D edgeA = mT1 - mT0;
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Vector2D edgeB = mT2 - mT0;
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float dAA = edgeA.Dot(edgeA);
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float dAB = edgeA.Dot(edgeB);
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float dBB = edgeB.Dot(edgeB);
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float invDenom = 1.0f / (dAA * dBB - dAB * dAB);
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int linearPos = 0;
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for (int j = iMinY; j <= iMaxY; ++j) {
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for (int i = iMinX; i <= iMaxX; ++i) {
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Vector2D testPt( i * mUvStepX + baseX, j * mUvStepY + baseY );
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Vector barycentric = ComputeBarycentric( testPt - mT0, edgeA, edgeB, dAA, dAB, dBB, invDenom );
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// Test whether the point is inside the triangle.
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// MCJOHNTODO: Edge rules and whatnot--right now we re-rasterize points on the edge.
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Location& newLoc = mRasterizedLocations[linearPos++];
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newLoc.barycentric = barycentric;
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newLoc.uv = testPt;
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newLoc.insideTriangle = (barycentric.x >= 0.0f && barycentric.x <= 1.0f && barycentric.y >= 0.0f && barycentric.y <= 1.0f && barycentric.z >= 0.0f && barycentric.z <= 1.0f);
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Globals
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//-----------------------------------------------------------------------------
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CUtlSymbolTable g_ForcedTextureShadowsModels;
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// DON'T USE THIS FROM WITHIN A THREAD. THERE IS A THREAD CONTEXT CREATED
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// INSIDE PropTested_t. USE THAT INSTEAD.
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IPhysicsCollision *s_pPhysCollision = NULL;
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static void ConvertTexelDataToTexture(unsigned int _resX, unsigned int _resY, ImageFormat _destFmt, const CUtlVector<colorTexel_t>& _srcTexels, CUtlMemory<byte>* _outTexture);
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// Such a monstrosity. :(
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static void GenerateLightmapSamplesForMesh( const matrix3x4_t& _matPos, const matrix3x4_t& _matNormal, int _iThread, int _skipProp, int _nFlags, int _lightmapResX, int _lightmapResY,
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studiohdr_t* _pStudioHdr, mstudiomodel_t* _pStudioModel, OptimizedModel::ModelHeader_t* _pVtxModel, int _meshID,
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CComputeStaticPropLightingResults *_pResults );
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// Debug function, converts lightmaps to linear space then dumps them out.
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// TODO: Write out the file in a .dds instead of a .tga, in whatever format we're supposed to use.
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static void DumpLightmapLinear( const char* _dstFilename, const CUtlVector<colorTexel_t>& _srcTexels, int _width, int _height );
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//-----------------------------------------------------------------------------
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// Vrad's static prop manager
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//-----------------------------------------------------------------------------
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class CVradStaticPropMgr : public IVradStaticPropMgr
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{
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public:
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// constructor, destructor
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CVradStaticPropMgr();
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virtual ~CVradStaticPropMgr();
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// methods of IStaticPropMgr
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void Init();
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void Shutdown();
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// iterate all the instanced static props and compute their vertex lighting
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void ComputeLighting( int iThread );
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private:
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// VMPI stuff.
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static void VMPI_ProcessStaticProp_Static( int iThread, uint64 iStaticProp, MessageBuffer *pBuf );
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static void VMPI_ReceiveStaticPropResults_Static( uint64 iStaticProp, MessageBuffer *pBuf, int iWorker );
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void VMPI_ProcessStaticProp( int iThread, int iStaticProp, MessageBuffer *pBuf );
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void VMPI_ReceiveStaticPropResults( int iStaticProp, MessageBuffer *pBuf, int iWorker );
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// local thread version
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static void ThreadComputeStaticPropLighting( int iThread, void *pUserData );
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void ComputeLightingForProp( int iThread, int iStaticProp );
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// Methods associated with unserializing static props
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void UnserializeModelDict( CUtlBuffer& buf );
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void UnserializeModels( CUtlBuffer& buf );
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void UnserializeStaticProps();
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// Creates a collision model
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void CreateCollisionModel( char const* pModelName );
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private:
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// Unique static prop models
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struct StaticPropDict_t
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{
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vcollide_t m_loadedModel;
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CPhysCollide* m_pModel;
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Vector m_Mins; // Bounding box is in local coordinates
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Vector m_Maxs;
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studiohdr_t* m_pStudioHdr;
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CUtlBuffer m_VtxBuf;
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CUtlVector<int> m_textureShadowIndex; // each texture has an index if this model casts texture shadows
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CUtlVector<int> m_triangleMaterialIndex;// each triangle has an index if this model casts texture shadows
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};
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struct MeshData_t
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{
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CUtlVector<Vector> m_VertexColors;
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CUtlMemory<byte> m_TexelsEncoded;
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int m_nLod;
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};
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// A static prop instance
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struct CStaticProp
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{
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Vector m_Origin;
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QAngle m_Angles;
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Vector m_mins;
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Vector m_maxs;
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Vector m_LightingOrigin;
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int m_ModelIdx;
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BSPTreeDataHandle_t m_Handle;
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CUtlVector<MeshData_t> m_MeshData;
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int m_Flags;
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bool m_bLightingOriginValid;
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// Note that all lightmaps for a given prop share the same resolution (and format)--and there can be multiple lightmaps
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// per prop (if there are multiple pieces--the watercooler is an example).
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// This is effectively because there's not a good way in hammer for a prop to say "this should be the resolution
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// of each of my sub-pieces."
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ImageFormat m_LightmapImageFormat;
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unsigned int m_LightmapImageWidth;
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unsigned int m_LightmapImageHeight;
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};
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// Enumeration context
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struct EnumContext_t
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{
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PropTested_t* m_pPropTested;
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Ray_t const* m_pRay;
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};
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// The list of all static props
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CUtlVector <StaticPropDict_t> m_StaticPropDict;
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CUtlVector <CStaticProp> m_StaticProps;
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bool m_bIgnoreStaticPropTrace;
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void ComputeLighting( CStaticProp &prop, int iThread, int prop_index, CComputeStaticPropLightingResults *pResults );
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void ApplyLightingToStaticProp( int iStaticProp, CStaticProp &prop, const CComputeStaticPropLightingResults *pResults );
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void SerializeLighting();
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void AddPolysForRayTrace();
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void BuildTriList( CStaticProp &prop );
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};
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//-----------------------------------------------------------------------------
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// Expose IVradStaticPropMgr to vrad
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//-----------------------------------------------------------------------------
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static CVradStaticPropMgr g_StaticPropMgr;
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IVradStaticPropMgr* StaticPropMgr()
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{
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return &g_StaticPropMgr;
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}
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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CVradStaticPropMgr::CVradStaticPropMgr()
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{
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// set to ignore static prop traces
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m_bIgnoreStaticPropTrace = false;
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}
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CVradStaticPropMgr::~CVradStaticPropMgr()
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{
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}
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//-----------------------------------------------------------------------------
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// Makes sure the studio model is a static prop
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//-----------------------------------------------------------------------------
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bool IsStaticProp( studiohdr_t* pHdr )
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{
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if (!(pHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP))
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Load a file into a Utlbuf
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//-----------------------------------------------------------------------------
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static bool LoadFile( char const* pFileName, CUtlBuffer& buf )
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{
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if ( !g_pFullFileSystem )
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return false;
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return g_pFullFileSystem->ReadFile( pFileName, NULL, buf );
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}
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//-----------------------------------------------------------------------------
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// Constructs the file name from the model name
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//-----------------------------------------------------------------------------
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static char const* ConstructFileName( char const* pModelName )
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{
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static char buf[1024];
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sprintf( buf, "%s%s", gamedir, pModelName );
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return buf;
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}
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//-----------------------------------------------------------------------------
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// Computes a convex hull from a studio mesh
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//-----------------------------------------------------------------------------
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static CPhysConvex* ComputeConvexHull( mstudiomesh_t* pMesh, studiohdr_t *pStudioHdr )
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{
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const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData( (void *)pStudioHdr );
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Assert( vertData ); // This can only return NULL on X360 for now
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// Generate a list of all verts in the mesh
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Vector** ppVerts = (Vector**)_alloca(pMesh->numvertices * sizeof(Vector*) );
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for (int i = 0; i < pMesh->numvertices; ++i)
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{
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ppVerts[i] = vertData->Position(i);
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}
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// Generate a convex hull from the verts
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return s_pPhysCollision->ConvexFromVerts( ppVerts, pMesh->numvertices );
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}
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//-----------------------------------------------------------------------------
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// Computes a convex hull from the studio model
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//-----------------------------------------------------------------------------
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CPhysCollide* ComputeConvexHull( studiohdr_t* pStudioHdr )
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{
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CUtlVector<CPhysConvex*> convexHulls;
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for (int body = 0; body < pStudioHdr->numbodyparts; ++body )
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{
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mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( body );
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for( int model = 0; model < pBodyPart->nummodels; ++model )
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{
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mstudiomodel_t *pStudioModel = pBodyPart->pModel( model );
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for( int mesh = 0; mesh < pStudioModel->nummeshes; ++mesh )
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{
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// Make a convex hull for each mesh
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// NOTE: This won't work unless the model has been compiled
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// with $staticprop
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mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( mesh );
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convexHulls.AddToTail( ComputeConvexHull( pStudioMesh, pStudioHdr ) );
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}
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}
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}
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// Convert an array of convex elements to a compiled collision model
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// (this deletes the convex elements)
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return s_pPhysCollision->ConvertConvexToCollide( convexHulls.Base(), convexHulls.Size() );
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}
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//-----------------------------------------------------------------------------
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// Load studio model vertex data from a file...
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//-----------------------------------------------------------------------------
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bool LoadStudioModel( char const* pModelName, CUtlBuffer& buf )
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{
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// No luck, gotta build it
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// Construct the file name...
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if (!LoadFile( pModelName, buf ))
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{
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Warning("Error! Unable to load model \"%s\"\n", pModelName );
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return false;
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}
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// Check that it's valid
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if (strncmp ((const char *) buf.PeekGet(), "IDST", 4) &&
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strncmp ((const char *) buf.PeekGet(), "IDAG", 4))
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{
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Warning("Error! Invalid model file \"%s\"\n", pModelName );
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return false;
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}
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studiohdr_t* pHdr = (studiohdr_t*)buf.PeekGet();
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Studio_ConvertStudioHdrToNewVersion( pHdr );
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if (pHdr->version != STUDIO_VERSION)
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{
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Warning("Error! Invalid model version \"%s\"\n", pModelName );
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return false;
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}
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if (!IsStaticProp(pHdr))
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{
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Warning("Error! To use model \"%s\"\n"
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" as a static prop, it must be compiled with $staticprop!\n", pModelName );
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return false;
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}
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// ensure reset
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pHdr->pVertexBase = NULL;
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|
pHdr->pIndexBase = NULL;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool LoadStudioCollisionModel( char const* pModelName, CUtlBuffer& buf )
|
|
{
|
|
char tmp[1024];
|
|
Q_strncpy( tmp, pModelName, sizeof( tmp ) );
|
|
Q_SetExtension( tmp, ".phy", sizeof( tmp ) );
|
|
// No luck, gotta build it
|
|
if (!LoadFile( tmp, buf ))
|
|
{
|
|
// this is not an error, the model simply has no PHY file
|
|
return false;
|
|
}
|
|
|
|
phyheader_t *header = (phyheader_t *)buf.PeekGet();
|
|
|
|
if ( header->size != sizeof(*header) || header->solidCount <= 0 )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool LoadVTXFile( char const* pModelName, const studiohdr_t *pStudioHdr, CUtlBuffer& buf )
|
|
{
|
|
char filename[MAX_PATH];
|
|
|
|
// construct filename
|
|
Q_StripExtension( pModelName, filename, sizeof( filename ) );
|
|
strcat( filename, ".dx80.vtx" );
|
|
|
|
if ( !LoadFile( filename, buf ) )
|
|
{
|
|
Warning( "Error! Unable to load file \"%s\"\n", filename );
|
|
return false;
|
|
}
|
|
|
|
OptimizedModel::FileHeader_t* pVtxHdr = (OptimizedModel::FileHeader_t *)buf.Base();
|
|
|
|
// Check that it's valid
|
|
if ( pVtxHdr->version != OPTIMIZED_MODEL_FILE_VERSION )
|
|
{
|
|
Warning( "Error! Invalid VTX file version: %d, expected %d \"%s\"\n", pVtxHdr->version, OPTIMIZED_MODEL_FILE_VERSION, filename );
|
|
return false;
|
|
}
|
|
if ( pVtxHdr->checkSum != pStudioHdr->checksum )
|
|
{
|
|
Warning( "Error! Invalid VTX file checksum: %d, expected %d \"%s\"\n", pVtxHdr->checkSum, pStudioHdr->checksum, filename );
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets a vertex position from a strip index
|
|
//-----------------------------------------------------------------------------
|
|
inline static Vector* PositionFromIndex( const mstudio_meshvertexdata_t *vertData, mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t* pStripGroup, int i )
|
|
{
|
|
OptimizedModel::Vertex_t* pVert = pStripGroup->pVertex( i );
|
|
return vertData->Position( pVert->origMeshVertID );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Writes a glview text file containing the collision surface in question
|
|
// Input : *pCollide -
|
|
// *pFilename -
|
|
//-----------------------------------------------------------------------------
|
|
void DumpCollideToGlView( vcollide_t *pCollide, const char *pFilename )
|
|
{
|
|
if ( !pCollide )
|
|
return;
|
|
|
|
Msg("Writing %s...\n", pFilename );
|
|
|
|
FILE *fp = fopen( pFilename, "w" );
|
|
for (int i = 0; i < pCollide->solidCount; ++i)
|
|
{
|
|
Vector *outVerts;
|
|
int vertCount = s_pPhysCollision->CreateDebugMesh( pCollide->solids[i], &outVerts );
|
|
int triCount = vertCount / 3;
|
|
int vert = 0;
|
|
|
|
unsigned char r = (i & 1) * 64 + 64;
|
|
unsigned char g = (i & 2) * 64 + 64;
|
|
unsigned char b = (i & 4) * 64 + 64;
|
|
|
|
float fr = r / 255.0f;
|
|
float fg = g / 255.0f;
|
|
float fb = b / 255.0f;
|
|
|
|
for ( int i = 0; i < triCount; i++ )
|
|
{
|
|
fprintf( fp, "3\n" );
|
|
fprintf( fp, "%6.3f %6.3f %6.3f %.2f %.3f %.3f\n",
|
|
outVerts[vert].x, outVerts[vert].y, outVerts[vert].z, fr, fg, fb );
|
|
vert++;
|
|
fprintf( fp, "%6.3f %6.3f %6.3f %.2f %.3f %.3f\n",
|
|
outVerts[vert].x, outVerts[vert].y, outVerts[vert].z, fr, fg, fb );
|
|
vert++;
|
|
fprintf( fp, "%6.3f %6.3f %6.3f %.2f %.3f %.3f\n",
|
|
outVerts[vert].x, outVerts[vert].y, outVerts[vert].z, fr, fg, fb );
|
|
vert++;
|
|
}
|
|
s_pPhysCollision->DestroyDebugMesh( vertCount, outVerts );
|
|
}
|
|
fclose( fp );
|
|
}
|
|
|
|
|
|
static bool PointInTriangle( const Vector2D &p, const Vector2D &v0, const Vector2D &v1, const Vector2D &v2 )
|
|
{
|
|
float coords[3];
|
|
GetBarycentricCoords2D( v0, v1, v2, p, coords );
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
if ( coords[i] < 0.0f || coords[i] > 1.0f )
|
|
return false;
|
|
}
|
|
float sum = coords[0] + coords[1] + coords[2];
|
|
if ( sum > 1.0f )
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
bool LoadFileIntoBuffer( CUtlBuffer &buf, const char *pFilename )
|
|
{
|
|
FileHandle_t fileHandle = g_pFileSystem->Open( pFilename, "rb" );
|
|
if ( !fileHandle )
|
|
return false;
|
|
|
|
// Get the file size
|
|
int texSize = g_pFileSystem->Size( fileHandle );
|
|
buf.EnsureCapacity( texSize );
|
|
int nBytesRead = g_pFileSystem->Read( buf.Base(), texSize, fileHandle );
|
|
g_pFileSystem->Close( fileHandle );
|
|
buf.SeekPut( CUtlBuffer::SEEK_HEAD, nBytesRead );
|
|
buf.SeekGet( CUtlBuffer::SEEK_HEAD, 0 );
|
|
return true;
|
|
}
|
|
|
|
// keeps a list of all textures that cast shadows via alpha channel
|
|
class CShadowTextureList
|
|
{
|
|
public:
|
|
// This loads a vtf and converts it to RGB8888 format
|
|
unsigned char *LoadVTFRGB8888( const char *pName, int *pWidth, int *pHeight, bool *pClampU, bool *pClampV )
|
|
{
|
|
char szPath[MAX_PATH];
|
|
Q_strncpy( szPath, "materials/", sizeof( szPath ) );
|
|
Q_strncat( szPath, pName, sizeof( szPath ), COPY_ALL_CHARACTERS );
|
|
Q_strncat( szPath, ".vtf", sizeof( szPath ), COPY_ALL_CHARACTERS );
|
|
Q_FixSlashes( szPath, CORRECT_PATH_SEPARATOR );
|
|
|
|
CUtlBuffer buf;
|
|
if ( !LoadFileIntoBuffer( buf, szPath ) )
|
|
return NULL;
|
|
IVTFTexture *pTex = CreateVTFTexture();
|
|
if (!pTex->Unserialize( buf ))
|
|
return NULL;
|
|
Msg("Loaded alpha texture %s\n", szPath );
|
|
unsigned char *pSrcImage = pTex->ImageData( 0, 0, 0, 0, 0, 0 );
|
|
int iWidth = pTex->Width();
|
|
int iHeight = pTex->Height();
|
|
ImageFormat dstFormat = IMAGE_FORMAT_RGBA8888;
|
|
ImageFormat srcFormat = pTex->Format();
|
|
*pClampU = (pTex->Flags() & TEXTUREFLAGS_CLAMPS) ? true : false;
|
|
*pClampV = (pTex->Flags() & TEXTUREFLAGS_CLAMPT) ? true : false;
|
|
unsigned char *pDstImage = new unsigned char[ImageLoader::GetMemRequired( iWidth, iHeight, 1, dstFormat, false )];
|
|
|
|
if( !ImageLoader::ConvertImageFormat( pSrcImage, srcFormat,
|
|
pDstImage, dstFormat, iWidth, iHeight, 0, 0 ) )
|
|
{
|
|
delete[] pDstImage;
|
|
return NULL;
|
|
}
|
|
|
|
*pWidth = iWidth;
|
|
*pHeight = iHeight;
|
|
return pDstImage;
|
|
}
|
|
|
|
// Checks the database for the material and loads if necessary
|
|
// returns true if found and pIndex will be the index, -1 if no alpha shadows
|
|
bool FindOrLoadIfValid( const char *pMaterialName, int *pIndex )
|
|
{
|
|
*pIndex = -1;
|
|
int index = m_Textures.Find(pMaterialName);
|
|
bool bFound = false;
|
|
if ( index != m_Textures.InvalidIndex() )
|
|
{
|
|
bFound = true;
|
|
*pIndex = index;
|
|
}
|
|
else
|
|
{
|
|
KeyValues *pVMT = new KeyValues("vmt");
|
|
CUtlBuffer buf(0,0,CUtlBuffer::TEXT_BUFFER);
|
|
LoadFileIntoBuffer( buf, pMaterialName );
|
|
if ( pVMT->LoadFromBuffer( pMaterialName, buf ) )
|
|
{
|
|
bFound = true;
|
|
if ( pVMT->FindKey("$translucent") || pVMT->FindKey("$alphatest") )
|
|
{
|
|
KeyValues *pBaseTexture = pVMT->FindKey("$basetexture");
|
|
if ( pBaseTexture )
|
|
{
|
|
const char *pBaseTextureName = pBaseTexture->GetString();
|
|
if ( pBaseTextureName )
|
|
{
|
|
int w, h;
|
|
bool bClampU = false;
|
|
bool bClampV = false;
|
|
unsigned char *pImageBits = LoadVTFRGB8888( pBaseTextureName, &w, &h, &bClampU, &bClampV );
|
|
if ( pImageBits )
|
|
{
|
|
int index = m_Textures.Insert( pMaterialName );
|
|
m_Textures[index].InitFromRGB8888( w, h, pImageBits );
|
|
*pIndex = index;
|
|
if ( pVMT->FindKey("$nocull") )
|
|
{
|
|
// UNDONE: Support this? Do we need to emit two triangles?
|
|
m_Textures[index].allowBackface = true;
|
|
}
|
|
m_Textures[index].clampU = bClampU;
|
|
m_Textures[index].clampV = bClampV;
|
|
delete[] pImageBits;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
pVMT->deleteThis();
|
|
}
|
|
|
|
return bFound;
|
|
}
|
|
|
|
|
|
// iterate the textures for the model and load each one into the database
|
|
// this is used on models marked to cast texture shadows
|
|
void LoadAllTexturesForModel( studiohdr_t *pHdr, int *pTextureList )
|
|
{
|
|
for ( int i = 0; i < pHdr->numtextures; i++ )
|
|
{
|
|
int textureIndex = -1;
|
|
// try to add each texture to the transparent shadow manager
|
|
char szPath[MAX_PATH];
|
|
|
|
// iterate quietly through all specified directories until a valid material is found
|
|
for ( int j = 0; j < pHdr->numcdtextures; j++ )
|
|
{
|
|
Q_strncpy( szPath, "materials/", sizeof( szPath ) );
|
|
Q_strncat( szPath, pHdr->pCdtexture( j ), sizeof( szPath ) );
|
|
const char *textureName = pHdr->pTexture( i )->pszName();
|
|
Q_strncat( szPath, textureName, sizeof( szPath ), COPY_ALL_CHARACTERS );
|
|
Q_strncat( szPath, ".vmt", sizeof( szPath ), COPY_ALL_CHARACTERS );
|
|
Q_FixSlashes( szPath, CORRECT_PATH_SEPARATOR );
|
|
if ( FindOrLoadIfValid( szPath, &textureIndex ) )
|
|
break;
|
|
}
|
|
|
|
pTextureList[i] = textureIndex;
|
|
}
|
|
}
|
|
|
|
int AddMaterialEntry( int shadowTextureIndex, const Vector2D &t0, const Vector2D &t1, const Vector2D &t2 )
|
|
{
|
|
int index = m_MaterialEntries.AddToTail();
|
|
m_MaterialEntries[index].textureIndex = shadowTextureIndex;
|
|
m_MaterialEntries[index].uv[0] = t0;
|
|
m_MaterialEntries[index].uv[1] = t1;
|
|
m_MaterialEntries[index].uv[2] = t2;
|
|
return index;
|
|
}
|
|
|
|
// HACKHACK: Compute the average coverage for this triangle by sampling the AABB of its texture space
|
|
float ComputeCoverageForTriangle( int shadowTextureIndex, const Vector2D &t0, const Vector2D &t1, const Vector2D &t2 )
|
|
{
|
|
float umin = min(t0.x, t1.x);
|
|
umin = min(umin, t2.x);
|
|
float umax = max(t0.x, t1.x);
|
|
umax = max(umax, t2.x);
|
|
|
|
float vmin = min(t0.y, t1.y);
|
|
vmin = min(vmin, t2.y);
|
|
float vmax = max(t0.y, t1.y);
|
|
vmax = max(vmax, t2.y);
|
|
|
|
// UNDONE: Do something about tiling
|
|
umin = clamp(umin, 0, 1);
|
|
umax = clamp(umax, 0, 1);
|
|
vmin = clamp(vmin, 0, 1);
|
|
vmax = clamp(vmax, 0, 1);
|
|
Assert(umin>=0.0f && umax <= 1.0f);
|
|
Assert(vmin>=0.0f && vmax <= 1.0f);
|
|
const alphatexture_t &tex = m_Textures.Element(shadowTextureIndex);
|
|
int u0 = umin * (tex.width-1);
|
|
int u1 = umax * (tex.width-1);
|
|
int v0 = vmin * (tex.height-1);
|
|
int v1 = vmax * (tex.height-1);
|
|
|
|
int total = 0;
|
|
int count = 0;
|
|
for ( int v = v0; v <= v1; v++ )
|
|
{
|
|
int row = (v * tex.width);
|
|
for ( int u = u0; u <= u1; u++ )
|
|
{
|
|
total += tex.pAlphaTexels[row + u];
|
|
count++;
|
|
}
|
|
}
|
|
if ( count )
|
|
{
|
|
float coverage = float(total) / (count * 255.0f);
|
|
return coverage;
|
|
}
|
|
return 1.0f;
|
|
}
|
|
|
|
int SampleMaterial( int materialIndex, const Vector &coords, bool bBackface )
|
|
{
|
|
const materialentry_t &mat = m_MaterialEntries[materialIndex];
|
|
const alphatexture_t &tex = m_Textures.Element(m_MaterialEntries[materialIndex].textureIndex);
|
|
if ( bBackface && !tex.allowBackface )
|
|
return 0;
|
|
Vector2D uv = coords.x * mat.uv[0] + coords.y * mat.uv[1] + coords.z * mat.uv[2];
|
|
int u = RoundFloatToInt( uv[0] * tex.width );
|
|
int v = RoundFloatToInt( uv[1] * tex.height );
|
|
|
|
// asume power of 2, clamp or wrap
|
|
// UNDONE: Support clamp? This code should work
|
|
#if 0
|
|
u = tex.clampU ? clamp(u,0,(tex.width-1)) : (u & (tex.width-1));
|
|
v = tex.clampV ? clamp(v,0,(tex.height-1)) : (v & (tex.height-1));
|
|
#else
|
|
// for now always wrap
|
|
u &= (tex.width-1);
|
|
v &= (tex.height-1);
|
|
#endif
|
|
|
|
return tex.pAlphaTexels[v * tex.width + u];
|
|
}
|
|
|
|
struct alphatexture_t
|
|
{
|
|
short width;
|
|
short height;
|
|
bool allowBackface;
|
|
bool clampU;
|
|
bool clampV;
|
|
unsigned char *pAlphaTexels;
|
|
|
|
void InitFromRGB8888( int w, int h, unsigned char *pTexels )
|
|
{
|
|
width = w;
|
|
height = h;
|
|
pAlphaTexels = new unsigned char[w*h];
|
|
for ( int i = 0; i < h; i++ )
|
|
{
|
|
for ( int j = 0; j < w; j++ )
|
|
{
|
|
int index = (i*w) + j;
|
|
pAlphaTexels[index] = pTexels[index*4 + 3];
|
|
}
|
|
}
|
|
}
|
|
};
|
|
struct materialentry_t
|
|
{
|
|
int textureIndex;
|
|
Vector2D uv[3];
|
|
};
|
|
// this is the list of textures we've loaded
|
|
// only load each one once
|
|
CUtlDict< alphatexture_t, unsigned short > m_Textures;
|
|
CUtlVector<materialentry_t> m_MaterialEntries;
|
|
};
|
|
|
|
// global to keep the shadow-casting texture list and their alpha bits
|
|
CShadowTextureList g_ShadowTextureList;
|
|
|
|
float ComputeCoverageFromTexture( float b0, float b1, float b2, int32 hitID )
|
|
{
|
|
const float alphaScale = 1.0f / 255.0f;
|
|
// UNDONE: Pass ray down to determine backfacing?
|
|
//Vector normal( tri.m_flNx, tri.m_flNy, tri.m_flNz );
|
|
//bool bBackface = DotProduct(delta, tri.N) > 0 ? true : false;
|
|
Vector coords(b0,b1,b2);
|
|
return alphaScale * g_ShadowTextureList.SampleMaterial( g_RtEnv.GetTriangleMaterial(hitID), coords, false );
|
|
}
|
|
|
|
// this is here to strip models/ or .mdl or whatnot
|
|
void CleanModelName( const char *pModelName, char *pOutput, int outLen )
|
|
{
|
|
// strip off leading models/ if it exists
|
|
const char *pModelDir = "models/";
|
|
int modelLen = Q_strlen(pModelDir);
|
|
|
|
if ( !Q_strnicmp(pModelName, pModelDir, modelLen ) )
|
|
{
|
|
pModelName += modelLen;
|
|
}
|
|
Q_strncpy( pOutput, pModelName, outLen );
|
|
|
|
// truncate any .mdl extension
|
|
char *dot = strchr(pOutput,'.');
|
|
if ( dot )
|
|
{
|
|
*dot = 0;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void ForceTextureShadowsOnModel( const char *pModelName )
|
|
{
|
|
char buf[1024];
|
|
CleanModelName( pModelName, buf, sizeof(buf) );
|
|
if ( !g_ForcedTextureShadowsModels.Find(buf).IsValid())
|
|
{
|
|
g_ForcedTextureShadowsModels.AddString(buf);
|
|
}
|
|
}
|
|
|
|
bool IsModelTextureShadowsForced( const char *pModelName )
|
|
{
|
|
char buf[1024];
|
|
CleanModelName( pModelName, buf, sizeof(buf) );
|
|
return g_ForcedTextureShadowsModels.Find(buf).IsValid();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates a collision model (based on the render geometry!)
|
|
//-----------------------------------------------------------------------------
|
|
void CVradStaticPropMgr::CreateCollisionModel( char const* pModelName )
|
|
{
|
|
CUtlBuffer buf;
|
|
CUtlBuffer bufvtx;
|
|
CUtlBuffer bufphy;
|
|
|
|
int i = m_StaticPropDict.AddToTail();
|
|
m_StaticPropDict[i].m_pModel = NULL;
|
|
m_StaticPropDict[i].m_pStudioHdr = NULL;
|
|
|
|
if ( !LoadStudioModel( pModelName, buf ) )
|
|
{
|
|
VectorCopy( vec3_origin, m_StaticPropDict[i].m_Mins );
|
|
VectorCopy( vec3_origin, m_StaticPropDict[i].m_Maxs );
|
|
return;
|
|
}
|
|
|
|
studiohdr_t* pHdr = (studiohdr_t*)buf.Base();
|
|
|
|
VectorCopy( pHdr->hull_min, m_StaticPropDict[i].m_Mins );
|
|
VectorCopy( pHdr->hull_max, m_StaticPropDict[i].m_Maxs );
|
|
|
|
if ( LoadStudioCollisionModel( pModelName, bufphy ) )
|
|
{
|
|
phyheader_t header;
|
|
bufphy.Get( &header, sizeof(header) );
|
|
|
|
vcollide_t *pCollide = &m_StaticPropDict[i].m_loadedModel;
|
|
s_pPhysCollision->VCollideLoad( pCollide, header.solidCount, (const char *)bufphy.PeekGet(), bufphy.TellPut() - bufphy.TellGet() );
|
|
m_StaticPropDict[i].m_pModel = m_StaticPropDict[i].m_loadedModel.solids[0];
|
|
|
|
/*
|
|
static int propNum = 0;
|
|
char tmp[128];
|
|
sprintf( tmp, "staticprop%03d.txt", propNum );
|
|
DumpCollideToGlView( pCollide, tmp );
|
|
++propNum;
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
// mark this as unused
|
|
m_StaticPropDict[i].m_loadedModel.solidCount = 0;
|
|
|
|
// CPhysCollide* pPhys = CreatePhysCollide( pHdr, pVtxHdr );
|
|
m_StaticPropDict[i].m_pModel = ComputeConvexHull( pHdr );
|
|
}
|
|
|
|
// clone it
|
|
m_StaticPropDict[i].m_pStudioHdr = (studiohdr_t *)malloc( buf.Size() );
|
|
memcpy( m_StaticPropDict[i].m_pStudioHdr, (studiohdr_t*)buf.Base(), buf.Size() );
|
|
|
|
if ( !LoadVTXFile( pModelName, m_StaticPropDict[i].m_pStudioHdr, m_StaticPropDict[i].m_VtxBuf ) )
|
|
{
|
|
// failed, leave state identified as disabled
|
|
m_StaticPropDict[i].m_VtxBuf.Purge();
|
|
}
|
|
|
|
if ( g_bTextureShadows )
|
|
{
|
|
if ( (pHdr->flags & STUDIOHDR_FLAGS_CAST_TEXTURE_SHADOWS) || IsModelTextureShadowsForced(pModelName) )
|
|
{
|
|
m_StaticPropDict[i].m_textureShadowIndex.RemoveAll();
|
|
m_StaticPropDict[i].m_triangleMaterialIndex.RemoveAll();
|
|
m_StaticPropDict[i].m_textureShadowIndex.AddMultipleToTail( pHdr->numtextures );
|
|
g_ShadowTextureList.LoadAllTexturesForModel( pHdr, m_StaticPropDict[i].m_textureShadowIndex.Base() );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Unserialize static prop model dictionary
|
|
//-----------------------------------------------------------------------------
|
|
void CVradStaticPropMgr::UnserializeModelDict( CUtlBuffer& buf )
|
|
{
|
|
int count = buf.GetInt();
|
|
while ( --count >= 0 )
|
|
{
|
|
StaticPropDictLump_t lump;
|
|
buf.Get( &lump, sizeof(StaticPropDictLump_t) );
|
|
|
|
CreateCollisionModel( lump.m_Name );
|
|
}
|
|
}
|
|
|
|
void CVradStaticPropMgr::UnserializeModels( CUtlBuffer& buf )
|
|
{
|
|
int count = buf.GetInt();
|
|
|
|
|
|
m_StaticProps.AddMultipleToTail(count);
|
|
for ( int i = 0; i < count; ++i )
|
|
{
|
|
StaticPropLump_t lump;
|
|
buf.Get( &lump, sizeof(StaticPropLump_t) );
|
|
|
|
VectorCopy( lump.m_Origin, m_StaticProps[i].m_Origin );
|
|
VectorCopy( lump.m_Angles, m_StaticProps[i].m_Angles );
|
|
VectorCopy( lump.m_LightingOrigin, m_StaticProps[i].m_LightingOrigin );
|
|
m_StaticProps[i].m_bLightingOriginValid = ( lump.m_Flags & STATIC_PROP_USE_LIGHTING_ORIGIN ) > 0;
|
|
m_StaticProps[i].m_ModelIdx = lump.m_PropType;
|
|
m_StaticProps[i].m_Handle = TREEDATA_INVALID_HANDLE;
|
|
m_StaticProps[i].m_Flags = lump.m_Flags;
|
|
|
|
// Changed this from using DXT1 to RGB888 because the compression artifacts were pretty nasty.
|
|
// TODO: Consider changing back or basing this on user selection in hammer.
|
|
m_StaticProps[i].m_LightmapImageFormat = IMAGE_FORMAT_RGB888;
|
|
m_StaticProps[i].m_LightmapImageWidth = lump.m_nLightmapResolutionX;
|
|
m_StaticProps[i].m_LightmapImageHeight = lump.m_nLightmapResolutionY;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Unserialize static props
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CVradStaticPropMgr::UnserializeStaticProps()
|
|
{
|
|
// Unserialize static props, insert them into the appropriate leaves
|
|
GameLumpHandle_t handle = g_GameLumps.GetGameLumpHandle( GAMELUMP_STATIC_PROPS );
|
|
int size = g_GameLumps.GameLumpSize( handle );
|
|
if (!size)
|
|
return;
|
|
|
|
if ( g_GameLumps.GetGameLumpVersion( handle ) != GAMELUMP_STATIC_PROPS_VERSION )
|
|
{
|
|
Error( "Cannot load the static props... encountered a stale map version. Re-vbsp the map." );
|
|
}
|
|
|
|
if ( g_GameLumps.GetGameLump( handle ) )
|
|
{
|
|
CUtlBuffer buf( g_GameLumps.GetGameLump(handle), size, CUtlBuffer::READ_ONLY );
|
|
UnserializeModelDict( buf );
|
|
|
|
// Skip the leaf list data
|
|
int count = buf.GetInt();
|
|
buf.SeekGet( CUtlBuffer::SEEK_CURRENT, count * sizeof(StaticPropLeafLump_t) );
|
|
|
|
UnserializeModels( buf );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Level init, shutdown
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CVradStaticPropMgr::Init()
|
|
{
|
|
CreateInterfaceFn physicsFactory = GetPhysicsFactory();
|
|
if ( !physicsFactory )
|
|
Error( "Unable to load vphysics DLL." );
|
|
|
|
s_pPhysCollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL );
|
|
if( !s_pPhysCollision )
|
|
{
|
|
Error( "Unable to get '%s' for physics interface.", VPHYSICS_COLLISION_INTERFACE_VERSION );
|
|
return;
|
|
}
|
|
|
|
// Read in static props that have been compiled into the bsp file
|
|
UnserializeStaticProps();
|
|
}
|
|
|
|
void CVradStaticPropMgr::Shutdown()
|
|
{
|
|
|
|
// Remove all static prop model data
|
|
for (int i = m_StaticPropDict.Size(); --i >= 0; )
|
|
{
|
|
studiohdr_t *pStudioHdr = m_StaticPropDict[i].m_pStudioHdr;
|
|
if ( pStudioHdr )
|
|
{
|
|
if ( pStudioHdr->pVertexBase )
|
|
{
|
|
free( pStudioHdr->pVertexBase );
|
|
}
|
|
free( pStudioHdr );
|
|
}
|
|
}
|
|
|
|
m_StaticProps.Purge();
|
|
m_StaticPropDict.Purge();
|
|
}
|
|
|
|
void ComputeLightmapColor( dface_t* pFace, Vector &color )
|
|
{
|
|
texinfo_t* pTex = &texinfo[pFace->texinfo];
|
|
if ( pTex->flags & SURF_SKY )
|
|
{
|
|
// sky ambient already accounted for in direct component
|
|
return;
|
|
}
|
|
}
|
|
|
|
bool PositionInSolid( Vector &position )
|
|
{
|
|
int ndxLeaf = PointLeafnum( position );
|
|
if ( dleafs[ndxLeaf].contents & CONTENTS_SOLID )
|
|
{
|
|
// position embedded in solid
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Trace from a vertex to each direct light source, accumulating its contribution.
|
|
//-----------------------------------------------------------------------------
|
|
void ComputeDirectLightingAtPoint( Vector &position, Vector &normal, Vector &outColor, int iThread,
|
|
int static_prop_id_to_skip=-1, int nLFlags = 0)
|
|
{
|
|
SSE_sampleLightOutput_t sampleOutput;
|
|
|
|
outColor.Init();
|
|
|
|
// Iterate over all direct lights and accumulate their contribution
|
|
int cluster = ClusterFromPoint( position );
|
|
for ( directlight_t *dl = activelights; dl != NULL; dl = dl->next )
|
|
{
|
|
if ( dl->light.style )
|
|
{
|
|
// skip lights with style
|
|
continue;
|
|
}
|
|
|
|
// is this lights cluster visible?
|
|
if ( !PVSCheck( dl->pvs, cluster ) )
|
|
continue;
|
|
|
|
// push the vertex towards the light to avoid surface acne
|
|
Vector adjusted_pos = position;
|
|
float flEpsilon = 0.0;
|
|
|
|
if (dl->light.type != emit_skyambient)
|
|
{
|
|
// push towards the light
|
|
Vector fudge;
|
|
if ( dl->light.type == emit_skylight )
|
|
fudge = -( dl->light.normal);
|
|
else
|
|
{
|
|
fudge = dl->light.origin-position;
|
|
VectorNormalize( fudge );
|
|
}
|
|
fudge *= 4.0;
|
|
adjusted_pos += fudge;
|
|
}
|
|
else
|
|
{
|
|
// push out along normal
|
|
adjusted_pos += 4.0 * normal;
|
|
// flEpsilon = 1.0;
|
|
}
|
|
|
|
FourVectors adjusted_pos4;
|
|
FourVectors normal4;
|
|
adjusted_pos4.DuplicateVector( adjusted_pos );
|
|
normal4.DuplicateVector( normal );
|
|
|
|
GatherSampleLightSSE( sampleOutput, dl, -1, adjusted_pos4, &normal4, 1, iThread, nLFlags | GATHERLFLAGS_FORCE_FAST,
|
|
static_prop_id_to_skip, flEpsilon );
|
|
|
|
VectorMA( outColor, sampleOutput.m_flFalloff.m128_f32[0] * sampleOutput.m_flDot[0].m128_f32[0], dl->light.intensity, outColor );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Takes the results from a ComputeLighting call and applies it to the static prop in question.
|
|
//-----------------------------------------------------------------------------
|
|
void CVradStaticPropMgr::ApplyLightingToStaticProp( int iStaticProp, CStaticProp &prop, const CComputeStaticPropLightingResults *pResults )
|
|
{
|
|
if ( pResults->m_ColorVertsArrays.Count() == 0 && pResults->m_ColorTexelsArrays.Count() == 0 )
|
|
return;
|
|
|
|
StaticPropDict_t &dict = m_StaticPropDict[prop.m_ModelIdx];
|
|
studiohdr_t *pStudioHdr = dict.m_pStudioHdr;
|
|
OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)dict.m_VtxBuf.Base();
|
|
Assert( pStudioHdr && pVtxHdr );
|
|
|
|
int iCurColorVertsArray = 0;
|
|
int iCurColorTexelsArray = 0;
|
|
|
|
for ( int bodyID = 0; bodyID < pStudioHdr->numbodyparts; ++bodyID )
|
|
{
|
|
OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart( bodyID );
|
|
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyID );
|
|
|
|
for ( int modelID = 0; modelID < pBodyPart->nummodels; ++modelID )
|
|
{
|
|
OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel( modelID );
|
|
mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID );
|
|
|
|
const CUtlVector<colorVertex_t> *colorVerts = pResults->m_ColorVertsArrays.Count() ? pResults->m_ColorVertsArrays[iCurColorVertsArray++] : nullptr;
|
|
const CUtlVector<colorTexel_t> *colorTexels = pResults->m_ColorTexelsArrays.Count() ? pResults->m_ColorTexelsArrays[iCurColorTexelsArray++] : nullptr;
|
|
|
|
for ( int nLod = 0; nLod < pVtxHdr->numLODs; nLod++ )
|
|
{
|
|
OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLod );
|
|
|
|
for ( int nMesh = 0; nMesh < pStudioModel->nummeshes; ++nMesh )
|
|
{
|
|
mstudiomesh_t* pMesh = pStudioModel->pMesh( nMesh );
|
|
OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh( nMesh );
|
|
|
|
for ( int nGroup = 0; nGroup < pVtxMesh->numStripGroups; ++nGroup )
|
|
{
|
|
OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup( nGroup );
|
|
int nMeshIdx = prop.m_MeshData.AddToTail();
|
|
|
|
if (colorVerts)
|
|
{
|
|
prop.m_MeshData[nMeshIdx].m_VertexColors.AddMultipleToTail( pStripGroup->numVerts );
|
|
prop.m_MeshData[nMeshIdx].m_nLod = nLod;
|
|
|
|
for ( int nVertex = 0; nVertex < pStripGroup->numVerts; ++nVertex )
|
|
{
|
|
int nIndex = pMesh->vertexoffset + pStripGroup->pVertex( nVertex )->origMeshVertID;
|
|
|
|
Assert( nIndex < pStudioModel->numvertices );
|
|
prop.m_MeshData[nMeshIdx].m_VertexColors[nVertex] = (*colorVerts)[nIndex].m_Color;
|
|
}
|
|
}
|
|
|
|
if (colorTexels)
|
|
{
|
|
// TODO: Consider doing this work in the worker threads, because then we distribute it.
|
|
ConvertTexelDataToTexture(prop.m_LightmapImageWidth, prop.m_LightmapImageHeight, prop.m_LightmapImageFormat, (*colorTexels), &prop.m_MeshData[nMeshIdx].m_TexelsEncoded);
|
|
|
|
if (g_bDumpPropLightmaps)
|
|
{
|
|
char buffer[_MAX_PATH];
|
|
V_snprintf(
|
|
buffer,
|
|
_MAX_PATH - 1,
|
|
"staticprop_lightmap_%d_%.0f_%.0f_%.0f_%s_%d_%d_%d_%d_%d.tga",
|
|
iStaticProp,
|
|
prop.m_Origin.x,
|
|
prop.m_Origin.y,
|
|
prop.m_Origin.z,
|
|
dict.m_pStudioHdr->pszName(),
|
|
bodyID,
|
|
modelID,
|
|
nLod,
|
|
nMesh,
|
|
nGroup
|
|
);
|
|
|
|
for ( int i = 0; buffer[i]; ++i )
|
|
{
|
|
if (buffer[i] == '/' || buffer[i] == '\\')
|
|
buffer[i] = '-';
|
|
}
|
|
DumpLightmapLinear( buffer, (*colorTexels), prop.m_LightmapImageWidth, prop.m_LightmapImageHeight );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Trace rays from each unique vertex, accumulating direct and indirect
|
|
// sources at each ray termination. Use the winding data to distribute the unique vertexes
|
|
// into the rendering layout.
|
|
//-----------------------------------------------------------------------------
|
|
void CVradStaticPropMgr::ComputeLighting( CStaticProp &prop, int iThread, int prop_index, CComputeStaticPropLightingResults *pResults )
|
|
{
|
|
CUtlVector<badVertex_t> badVerts;
|
|
|
|
StaticPropDict_t &dict = m_StaticPropDict[prop.m_ModelIdx];
|
|
studiohdr_t *pStudioHdr = dict.m_pStudioHdr;
|
|
OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)dict.m_VtxBuf.Base();
|
|
if ( !pStudioHdr || !pVtxHdr )
|
|
{
|
|
// must have model and its verts for lighting computation
|
|
// game will fallback to fullbright
|
|
return;
|
|
}
|
|
|
|
const bool withVertexLighting = (prop.m_Flags & STATIC_PROP_NO_PER_VERTEX_LIGHTING) == 0;
|
|
const bool withTexelLighting = (prop.m_Flags & STATIC_PROP_NO_PER_TEXEL_LIGHTING) == 0;
|
|
|
|
if (!withVertexLighting && !withTexelLighting)
|
|
return;
|
|
|
|
const int skip_prop = (g_bDisablePropSelfShadowing || (prop.m_Flags & STATIC_PROP_NO_SELF_SHADOWING)) ? prop_index : -1;
|
|
const int nFlags = ( prop.m_Flags & STATIC_PROP_IGNORE_NORMALS ) ? GATHERLFLAGS_IGNORE_NORMALS : 0;
|
|
|
|
VMPI_SetCurrentStage( "ComputeLighting" );
|
|
|
|
matrix3x4_t matPos, matNormal;
|
|
AngleMatrix(prop.m_Angles, prop.m_Origin, matPos);
|
|
AngleMatrix(prop.m_Angles, matNormal);
|
|
|
|
for ( int bodyID = 0; bodyID < pStudioHdr->numbodyparts; ++bodyID )
|
|
{
|
|
OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart( bodyID );
|
|
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyID );
|
|
|
|
for ( int modelID = 0; modelID < pBodyPart->nummodels; ++modelID )
|
|
{
|
|
OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel(modelID);
|
|
mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID );
|
|
|
|
if (withTexelLighting)
|
|
{
|
|
CUtlVector<colorTexel_t> *pColorTexelArray = new CUtlVector<colorTexel_t>;
|
|
pResults->m_ColorTexelsArrays.AddToTail(pColorTexelArray);
|
|
}
|
|
|
|
// light all unique vertexes
|
|
CUtlVector<colorVertex_t> *pColorVertsArray = new CUtlVector<colorVertex_t>;
|
|
pResults->m_ColorVertsArrays.AddToTail( pColorVertsArray );
|
|
|
|
CUtlVector<colorVertex_t> &colorVerts = *pColorVertsArray;
|
|
colorVerts.EnsureCount( pStudioModel->numvertices );
|
|
memset( colorVerts.Base(), 0, colorVerts.Count() * sizeof(colorVertex_t) );
|
|
|
|
int numVertexes = 0;
|
|
for ( int meshID = 0; meshID < pStudioModel->nummeshes; ++meshID )
|
|
{
|
|
mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( meshID );
|
|
const mstudio_meshvertexdata_t *vertData = pStudioMesh->GetVertexData((void *)pStudioHdr);
|
|
|
|
Assert(vertData); // This can only return NULL on X360 for now
|
|
|
|
// TODO: Move this into its own function. In fact, refactor this whole function.
|
|
if (withTexelLighting)
|
|
{
|
|
GenerateLightmapSamplesForMesh( matPos, matNormal, iThread, skip_prop, nFlags, prop.m_LightmapImageWidth, prop.m_LightmapImageHeight, pStudioHdr, pStudioModel, pVtxModel, meshID, pResults );
|
|
}
|
|
|
|
// If we do lightmapping, we also do vertex lighting as a potential fallback. This may change.
|
|
for ( int vertexID = 0; vertexID < pStudioMesh->numvertices; ++vertexID )
|
|
{
|
|
Vector sampleNormal;
|
|
Vector samplePosition;
|
|
// transform position and normal into world coordinate system
|
|
VectorTransform(*vertData->Position(vertexID), matPos, samplePosition);
|
|
VectorTransform(*vertData->Normal(vertexID), matNormal, sampleNormal);
|
|
|
|
if ( PositionInSolid( samplePosition ) )
|
|
{
|
|
// vertex is in solid, add to the bad list, and recover later
|
|
badVertex_t badVertex;
|
|
badVertex.m_ColorVertex = numVertexes;
|
|
badVertex.m_Position = samplePosition;
|
|
badVertex.m_Normal = sampleNormal;
|
|
badVerts.AddToTail( badVertex );
|
|
}
|
|
else
|
|
{
|
|
Vector direct_pos=samplePosition;
|
|
|
|
|
|
|
|
Vector directColor(0,0,0);
|
|
ComputeDirectLightingAtPoint( direct_pos,
|
|
sampleNormal, directColor, iThread,
|
|
skip_prop, nFlags );
|
|
Vector indirectColor(0,0,0);
|
|
|
|
if (g_bShowStaticPropNormals)
|
|
{
|
|
directColor= sampleNormal;
|
|
directColor += Vector(1.0,1.0,1.0);
|
|
directColor *= 50.0;
|
|
}
|
|
else
|
|
{
|
|
if (numbounce >= 1)
|
|
ComputeIndirectLightingAtPoint(
|
|
samplePosition, sampleNormal,
|
|
indirectColor, iThread, true,
|
|
( prop.m_Flags & STATIC_PROP_IGNORE_NORMALS) != 0 );
|
|
}
|
|
|
|
colorVerts[numVertexes].m_bValid = true;
|
|
colorVerts[numVertexes].m_Position = samplePosition;
|
|
VectorAdd( directColor, indirectColor, colorVerts[numVertexes].m_Color );
|
|
}
|
|
|
|
numVertexes++;
|
|
}
|
|
}
|
|
|
|
// color in the bad vertexes
|
|
// when entire model has no lighting origin and no valid neighbors
|
|
// must punt, leave black coloring
|
|
if ( badVerts.Count() && ( prop.m_bLightingOriginValid || badVerts.Count() != numVertexes ) )
|
|
{
|
|
for ( int nBadVertex = 0; nBadVertex < badVerts.Count(); nBadVertex++ )
|
|
{
|
|
Vector bestPosition;
|
|
if ( prop.m_bLightingOriginValid )
|
|
{
|
|
// use the specified lighting origin
|
|
VectorCopy( prop.m_LightingOrigin, bestPosition );
|
|
}
|
|
else
|
|
{
|
|
// find the closest valid neighbor
|
|
int best = 0;
|
|
float closest = FLT_MAX;
|
|
for ( int nColorVertex = 0; nColorVertex < numVertexes; nColorVertex++ )
|
|
{
|
|
if ( !colorVerts[nColorVertex].m_bValid )
|
|
{
|
|
// skip invalid neighbors
|
|
continue;
|
|
}
|
|
Vector delta;
|
|
VectorSubtract( colorVerts[nColorVertex].m_Position, badVerts[nBadVertex].m_Position, delta );
|
|
float distance = VectorLength( delta );
|
|
if ( distance < closest )
|
|
{
|
|
closest = distance;
|
|
best = nColorVertex;
|
|
}
|
|
}
|
|
|
|
// use the best neighbor as the direction to crawl
|
|
VectorCopy( colorVerts[best].m_Position, bestPosition );
|
|
}
|
|
|
|
// crawl toward best position
|
|
// sudivide to determine a closer valid point to the bad vertex, and re-light
|
|
Vector midPosition;
|
|
int numIterations = 20;
|
|
while ( --numIterations > 0 )
|
|
{
|
|
VectorAdd( bestPosition, badVerts[nBadVertex].m_Position, midPosition );
|
|
VectorScale( midPosition, 0.5f, midPosition );
|
|
if ( PositionInSolid( midPosition ) )
|
|
break;
|
|
bestPosition = midPosition;
|
|
}
|
|
|
|
// re-light from better position
|
|
Vector directColor;
|
|
ComputeDirectLightingAtPoint( bestPosition, badVerts[nBadVertex].m_Normal, directColor, iThread );
|
|
|
|
Vector indirectColor;
|
|
ComputeIndirectLightingAtPoint( bestPosition, badVerts[nBadVertex].m_Normal,
|
|
indirectColor, iThread, true );
|
|
|
|
// save results, not changing valid status
|
|
// to ensure this offset position is not considered as a viable candidate
|
|
colorVerts[badVerts[nBadVertex].m_ColorVertex].m_Position = bestPosition;
|
|
VectorAdd( directColor, indirectColor, colorVerts[badVerts[nBadVertex].m_ColorVertex].m_Color );
|
|
}
|
|
}
|
|
|
|
// discard bad verts
|
|
badVerts.Purge();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Write the lighitng to bsp pak lump
|
|
//-----------------------------------------------------------------------------
|
|
void CVradStaticPropMgr::SerializeLighting()
|
|
{
|
|
char filename[MAX_PATH];
|
|
CUtlBuffer utlBuf;
|
|
|
|
// illuminate them all
|
|
int count = m_StaticProps.Count();
|
|
if ( !count )
|
|
{
|
|
// nothing to do
|
|
return;
|
|
}
|
|
|
|
char mapName[MAX_PATH];
|
|
Q_FileBase( source, mapName, sizeof( mapName ) );
|
|
|
|
int size;
|
|
for (int i = 0; i < count; ++i)
|
|
{
|
|
// no need to write this file if we didn't compute the data
|
|
// props marked this way will not load the info anyway
|
|
if ( m_StaticProps[i].m_Flags & STATIC_PROP_NO_PER_VERTEX_LIGHTING )
|
|
continue;
|
|
|
|
if (g_bHDR)
|
|
{
|
|
sprintf( filename, "sp_hdr_%d.vhv", i );
|
|
}
|
|
else
|
|
{
|
|
sprintf( filename, "sp_%d.vhv", i );
|
|
}
|
|
|
|
int totalVertexes = 0;
|
|
for ( int j=0; j<m_StaticProps[i].m_MeshData.Count(); j++ )
|
|
{
|
|
totalVertexes += m_StaticProps[i].m_MeshData[j].m_VertexColors.Count();
|
|
}
|
|
|
|
// allocate a buffer with enough padding for alignment
|
|
size = sizeof( HardwareVerts::FileHeader_t ) +
|
|
m_StaticProps[i].m_MeshData.Count()*sizeof(HardwareVerts::MeshHeader_t) +
|
|
totalVertexes*4 + 2*512;
|
|
utlBuf.EnsureCapacity( size );
|
|
Q_memset( utlBuf.Base(), 0, size );
|
|
|
|
HardwareVerts::FileHeader_t *pVhvHdr = (HardwareVerts::FileHeader_t *)utlBuf.Base();
|
|
|
|
// align to start of vertex data
|
|
unsigned char *pVertexData = (unsigned char *)(sizeof( HardwareVerts::FileHeader_t ) + m_StaticProps[i].m_MeshData.Count()*sizeof(HardwareVerts::MeshHeader_t));
|
|
pVertexData = (unsigned char*)pVhvHdr + ALIGN_TO_POW2( (unsigned int)pVertexData, 512 );
|
|
|
|
// construct header
|
|
pVhvHdr->m_nVersion = VHV_VERSION;
|
|
pVhvHdr->m_nChecksum = m_StaticPropDict[m_StaticProps[i].m_ModelIdx].m_pStudioHdr->checksum;
|
|
pVhvHdr->m_nVertexFlags = VERTEX_COLOR;
|
|
pVhvHdr->m_nVertexSize = 4;
|
|
pVhvHdr->m_nVertexes = totalVertexes;
|
|
pVhvHdr->m_nMeshes = m_StaticProps[i].m_MeshData.Count();
|
|
|
|
for (int n=0; n<pVhvHdr->m_nMeshes; n++)
|
|
{
|
|
// construct mesh dictionary
|
|
HardwareVerts::MeshHeader_t *pMesh = pVhvHdr->pMesh( n );
|
|
pMesh->m_nLod = m_StaticProps[i].m_MeshData[n].m_nLod;
|
|
pMesh->m_nVertexes = m_StaticProps[i].m_MeshData[n].m_VertexColors.Count();
|
|
pMesh->m_nOffset = (unsigned int)pVertexData - (unsigned int)pVhvHdr;
|
|
|
|
// construct vertexes
|
|
for (int k=0; k<pMesh->m_nVertexes; k++)
|
|
{
|
|
Vector &vertexColor = m_StaticProps[i].m_MeshData[n].m_VertexColors[k];
|
|
|
|
ColorRGBExp32 rgbColor;
|
|
VectorToColorRGBExp32( vertexColor, rgbColor );
|
|
unsigned char dstColor[4];
|
|
ConvertRGBExp32ToRGBA8888( &rgbColor, dstColor );
|
|
|
|
// b,g,r,a order
|
|
pVertexData[0] = dstColor[2];
|
|
pVertexData[1] = dstColor[1];
|
|
pVertexData[2] = dstColor[0];
|
|
pVertexData[3] = dstColor[3];
|
|
pVertexData += 4;
|
|
}
|
|
}
|
|
|
|
// align to end of file
|
|
pVertexData = (unsigned char *)((unsigned int)pVertexData - (unsigned int)pVhvHdr);
|
|
pVertexData = (unsigned char*)pVhvHdr + ALIGN_TO_POW2( (unsigned int)pVertexData, 512 );
|
|
|
|
AddBufferToPak( GetPakFile(), filename, (void*)pVhvHdr, pVertexData - (unsigned char*)pVhvHdr, false );
|
|
}
|
|
|
|
for (int i = 0; i < count; ++i)
|
|
{
|
|
const int kAlignment = 512;
|
|
// no need to write this file if we didn't compute the data
|
|
// props marked this way will not load the info anyway
|
|
if (m_StaticProps[i].m_Flags & STATIC_PROP_NO_PER_TEXEL_LIGHTING)
|
|
continue;
|
|
|
|
sprintf(filename, "texelslighting_%d.ppl", i);
|
|
|
|
ImageFormat fmt = m_StaticProps[i].m_LightmapImageFormat;
|
|
|
|
unsigned int totalTexelSizeBytes = 0;
|
|
for (int j = 0; j < m_StaticProps[i].m_MeshData.Count(); j++)
|
|
{
|
|
totalTexelSizeBytes += m_StaticProps[i].m_MeshData[j].m_TexelsEncoded.Count();
|
|
}
|
|
|
|
// allocate a buffer with enough padding for alignment
|
|
size = sizeof(HardwareTexels::FileHeader_t)
|
|
+ m_StaticProps[i].m_MeshData.Count() * sizeof(HardwareTexels::MeshHeader_t)
|
|
+ totalTexelSizeBytes
|
|
+ 2 * kAlignment;
|
|
|
|
utlBuf.EnsureCapacity(size);
|
|
Q_memset(utlBuf.Base(), 0, size);
|
|
|
|
HardwareTexels::FileHeader_t *pVhtHdr = (HardwareTexels::FileHeader_t *)utlBuf.Base();
|
|
|
|
// align start of texel data
|
|
unsigned char *pTexelData = (unsigned char *)(sizeof(HardwareTexels::FileHeader_t) + m_StaticProps[i].m_MeshData.Count() * sizeof(HardwareTexels::MeshHeader_t));
|
|
pTexelData = (unsigned char*)pVhtHdr + ALIGN_TO_POW2((unsigned int)pTexelData, kAlignment);
|
|
|
|
pVhtHdr->m_nVersion = VHT_VERSION;
|
|
pVhtHdr->m_nChecksum = m_StaticPropDict[m_StaticProps[i].m_ModelIdx].m_pStudioHdr->checksum;
|
|
pVhtHdr->m_nTexelFormat = fmt;
|
|
pVhtHdr->m_nMeshes = m_StaticProps[i].m_MeshData.Count();
|
|
|
|
for (int n = 0; n < pVhtHdr->m_nMeshes; n++)
|
|
{
|
|
HardwareTexels::MeshHeader_t *pMesh = pVhtHdr->pMesh(n);
|
|
pMesh->m_nLod = m_StaticProps[i].m_MeshData[n].m_nLod;
|
|
pMesh->m_nOffset = (unsigned int)pTexelData - (unsigned int)pVhtHdr;
|
|
pMesh->m_nBytes = m_StaticProps[i].m_MeshData[n].m_TexelsEncoded.Count();
|
|
pMesh->m_nWidth = m_StaticProps[i].m_LightmapImageWidth;
|
|
pMesh->m_nHeight = m_StaticProps[i].m_LightmapImageHeight;
|
|
|
|
Q_memcpy(pTexelData, m_StaticProps[i].m_MeshData[n].m_TexelsEncoded.Base(), m_StaticProps[i].m_MeshData[n].m_TexelsEncoded.Count());
|
|
pTexelData += m_StaticProps[i].m_MeshData[n].m_TexelsEncoded.Count();
|
|
}
|
|
|
|
pTexelData = (unsigned char *)((unsigned int)pTexelData - (unsigned int)pVhtHdr);
|
|
pTexelData = (unsigned char*)pVhtHdr + ALIGN_TO_POW2((unsigned int)pTexelData, kAlignment);
|
|
|
|
AddBufferToPak(GetPakFile(), filename, (void*)pVhtHdr, pTexelData - (unsigned char*)pVhtHdr, false);
|
|
}
|
|
}
|
|
|
|
void CVradStaticPropMgr::VMPI_ProcessStaticProp_Static( int iThread, uint64 iStaticProp, MessageBuffer *pBuf )
|
|
{
|
|
g_StaticPropMgr.VMPI_ProcessStaticProp( iThread, iStaticProp, pBuf );
|
|
}
|
|
|
|
void CVradStaticPropMgr::VMPI_ReceiveStaticPropResults_Static( uint64 iStaticProp, MessageBuffer *pBuf, int iWorker )
|
|
{
|
|
g_StaticPropMgr.VMPI_ReceiveStaticPropResults( iStaticProp, pBuf, iWorker );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Called on workers to do the computation for a static prop and send
|
|
// it to the master.
|
|
//-----------------------------------------------------------------------------
|
|
void CVradStaticPropMgr::VMPI_ProcessStaticProp( int iThread, int iStaticProp, MessageBuffer *pBuf )
|
|
{
|
|
// Compute the lighting.
|
|
CComputeStaticPropLightingResults results;
|
|
ComputeLighting( m_StaticProps[iStaticProp], iThread, iStaticProp, &results );
|
|
|
|
VMPI_SetCurrentStage( "EncodeLightingResults" );
|
|
|
|
// Encode the results.
|
|
int nLists = results.m_ColorVertsArrays.Count();
|
|
pBuf->write( &nLists, sizeof( nLists ) );
|
|
|
|
for ( int i=0; i < nLists; i++ )
|
|
{
|
|
CUtlVector<colorVertex_t> &curList = *results.m_ColorVertsArrays[i];
|
|
int count = curList.Count();
|
|
pBuf->write( &count, sizeof( count ) );
|
|
pBuf->write( curList.Base(), curList.Count() * sizeof( colorVertex_t ) );
|
|
}
|
|
|
|
nLists = results.m_ColorTexelsArrays.Count();
|
|
pBuf->write(&nLists, sizeof(nLists));
|
|
|
|
for (int i = 0; i < nLists; i++)
|
|
{
|
|
CUtlVector<colorTexel_t> &curList = *results.m_ColorTexelsArrays[i];
|
|
int count = curList.Count();
|
|
pBuf->write(&count, sizeof(count));
|
|
pBuf->write(curList.Base(), curList.Count() * sizeof(colorTexel_t));
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Called on the master when a worker finishes processing a static prop.
|
|
//-----------------------------------------------------------------------------
|
|
void CVradStaticPropMgr::VMPI_ReceiveStaticPropResults( int iStaticProp, MessageBuffer *pBuf, int iWorker )
|
|
{
|
|
// Read in the results.
|
|
CComputeStaticPropLightingResults results;
|
|
|
|
int nLists;
|
|
pBuf->read( &nLists, sizeof( nLists ) );
|
|
|
|
for ( int i=0; i < nLists; i++ )
|
|
{
|
|
CUtlVector<colorVertex_t> *pList = new CUtlVector<colorVertex_t>;
|
|
results.m_ColorVertsArrays.AddToTail( pList );
|
|
|
|
int count;
|
|
pBuf->read( &count, sizeof( count ) );
|
|
pList->SetSize( count );
|
|
pBuf->read( pList->Base(), count * sizeof( colorVertex_t ) );
|
|
}
|
|
|
|
pBuf->read(&nLists, sizeof(nLists));
|
|
|
|
for (int i = 0; i < nLists; i++)
|
|
{
|
|
CUtlVector<colorTexel_t> *pList = new CUtlVector<colorTexel_t>;
|
|
results.m_ColorTexelsArrays.AddToTail(pList);
|
|
|
|
int count;
|
|
pBuf->read(&count, sizeof(count));
|
|
pList->SetSize(count);
|
|
pBuf->read(pList->Base(), count * sizeof(colorTexel_t));
|
|
}
|
|
|
|
// Apply the results.
|
|
ApplyLightingToStaticProp( iStaticProp, m_StaticProps[iStaticProp], &results );
|
|
}
|
|
|
|
|
|
void CVradStaticPropMgr::ComputeLightingForProp( int iThread, int iStaticProp )
|
|
{
|
|
// Compute the lighting.
|
|
CComputeStaticPropLightingResults results;
|
|
ComputeLighting( m_StaticProps[iStaticProp], iThread, iStaticProp, &results );
|
|
ApplyLightingToStaticProp( iStaticProp, m_StaticProps[iStaticProp], &results );
|
|
}
|
|
|
|
void CVradStaticPropMgr::ThreadComputeStaticPropLighting( int iThread, void *pUserData )
|
|
{
|
|
while (1)
|
|
{
|
|
int j = GetThreadWork ();
|
|
if (j == -1)
|
|
break;
|
|
CComputeStaticPropLightingResults results;
|
|
g_StaticPropMgr.ComputeLightingForProp( iThread, j );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes lighting for the static props.
|
|
// Must be after all other surface lighting has been computed for the indirect sampling.
|
|
//-----------------------------------------------------------------------------
|
|
void CVradStaticPropMgr::ComputeLighting( int iThread )
|
|
{
|
|
// illuminate them all
|
|
int count = m_StaticProps.Count();
|
|
if ( !count )
|
|
{
|
|
// nothing to do
|
|
return;
|
|
}
|
|
|
|
StartPacifier( "Computing static prop lighting : " );
|
|
|
|
// ensure any traces against us are ignored because we have no inherit lighting contribution
|
|
m_bIgnoreStaticPropTrace = true;
|
|
|
|
if ( g_bUseMPI )
|
|
{
|
|
// Distribute the work among the workers.
|
|
VMPI_SetCurrentStage( "CVradStaticPropMgr::ComputeLighting" );
|
|
|
|
DistributeWork(
|
|
count,
|
|
VMPI_DISTRIBUTEWORK_PACKETID,
|
|
&CVradStaticPropMgr::VMPI_ProcessStaticProp_Static,
|
|
&CVradStaticPropMgr::VMPI_ReceiveStaticPropResults_Static );
|
|
}
|
|
else
|
|
{
|
|
RunThreadsOn(count, true, ThreadComputeStaticPropLighting);
|
|
}
|
|
|
|
// restore default
|
|
m_bIgnoreStaticPropTrace = false;
|
|
|
|
// save data to bsp
|
|
SerializeLighting();
|
|
|
|
EndPacifier( true );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Adds all static prop polys to the ray trace store.
|
|
//-----------------------------------------------------------------------------
|
|
void CVradStaticPropMgr::AddPolysForRayTrace( void )
|
|
{
|
|
int count = m_StaticProps.Count();
|
|
if ( !count )
|
|
{
|
|
// nothing to do
|
|
return;
|
|
}
|
|
|
|
// Triangle coverage of 1 (full coverage)
|
|
Vector fullCoverage;
|
|
fullCoverage.x = 1.0f;
|
|
|
|
for ( int nProp = 0; nProp < count; ++nProp )
|
|
{
|
|
CStaticProp &prop = m_StaticProps[nProp];
|
|
StaticPropDict_t &dict = m_StaticPropDict[prop.m_ModelIdx];
|
|
|
|
if ( prop.m_Flags & STATIC_PROP_NO_SHADOW )
|
|
continue;
|
|
|
|
// If not using static prop polys, use AABB
|
|
if ( !g_bStaticPropPolys )
|
|
{
|
|
if ( dict.m_pModel )
|
|
{
|
|
VMatrix xform;
|
|
xform.SetupMatrixOrgAngles ( prop.m_Origin, prop.m_Angles );
|
|
ICollisionQuery *queryModel = s_pPhysCollision->CreateQueryModel( dict.m_pModel );
|
|
for ( int nConvex = 0; nConvex < queryModel->ConvexCount(); ++nConvex )
|
|
{
|
|
for ( int nTri = 0; nTri < queryModel->TriangleCount( nConvex ); ++nTri )
|
|
{
|
|
Vector verts[3];
|
|
queryModel->GetTriangleVerts( nConvex, nTri, verts );
|
|
for ( int nVert = 0; nVert < 3; ++nVert )
|
|
verts[nVert] = xform.VMul4x3(verts[nVert]);
|
|
g_RtEnv.AddTriangle ( TRACE_ID_STATICPROP | nProp, verts[0], verts[1], verts[2], fullCoverage );
|
|
}
|
|
}
|
|
s_pPhysCollision->DestroyQueryModel( queryModel );
|
|
}
|
|
else
|
|
{
|
|
VectorAdd ( dict.m_Mins, prop.m_Origin, prop.m_mins );
|
|
VectorAdd ( dict.m_Maxs, prop.m_Origin, prop.m_maxs );
|
|
g_RtEnv.AddAxisAlignedRectangularSolid ( TRACE_ID_STATICPROP | nProp, prop.m_mins, prop.m_maxs, fullCoverage );
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
studiohdr_t *pStudioHdr = dict.m_pStudioHdr;
|
|
OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)dict.m_VtxBuf.Base();
|
|
if ( !pStudioHdr || !pVtxHdr )
|
|
{
|
|
// must have model and its verts for decoding triangles
|
|
return;
|
|
}
|
|
// only init the triangle table the first time
|
|
bool bInitTriangles = dict.m_triangleMaterialIndex.Count() ? false : true;
|
|
int triangleIndex = 0;
|
|
|
|
// meshes are deeply hierarchial, divided between three stores, follow the white rabbit
|
|
// body parts -> models -> lod meshes -> strip groups -> strips
|
|
// the vertices and indices are pooled, the trick is knowing the offset to determine your indexed base
|
|
for ( int bodyID = 0; bodyID < pStudioHdr->numbodyparts; ++bodyID )
|
|
{
|
|
OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart( bodyID );
|
|
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyID );
|
|
|
|
for ( int modelID = 0; modelID < pBodyPart->nummodels; ++modelID )
|
|
{
|
|
OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel( modelID );
|
|
mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID );
|
|
|
|
// assuming lod 0, could iterate if required
|
|
int nLod = 0;
|
|
OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLod );
|
|
|
|
for ( int nMesh = 0; nMesh < pStudioModel->nummeshes; ++nMesh )
|
|
{
|
|
// check if this mesh's material is in the no shadow material name list
|
|
mstudiomesh_t* pMesh = pStudioModel->pMesh( nMesh );
|
|
mstudiotexture_t *pTxtr=pStudioHdr->pTexture(pMesh->material);
|
|
//printf("mat idx=%d mat name=%s\n",pMesh->material,pTxtr->pszName());
|
|
bool bSkipThisMesh = false;
|
|
for(int check=0; check<g_NonShadowCastingMaterialStrings.Count(); check++)
|
|
{
|
|
if ( Q_stristr( pTxtr->pszName(),
|
|
g_NonShadowCastingMaterialStrings[check] ) )
|
|
{
|
|
//printf("skip mat name=%s\n",pTxtr->pszName());
|
|
bSkipThisMesh = true;
|
|
break;
|
|
}
|
|
}
|
|
if ( bSkipThisMesh)
|
|
continue;
|
|
|
|
int shadowTextureIndex = -1;
|
|
if ( dict.m_textureShadowIndex.Count() )
|
|
{
|
|
shadowTextureIndex = dict.m_textureShadowIndex[pMesh->material];
|
|
}
|
|
|
|
|
|
OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh( nMesh );
|
|
const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData( (void *)pStudioHdr );
|
|
Assert( vertData ); // This can only return NULL on X360 for now
|
|
|
|
for ( int nGroup = 0; nGroup < pVtxMesh->numStripGroups; ++nGroup )
|
|
{
|
|
OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup( nGroup );
|
|
|
|
int nStrip;
|
|
for ( nStrip = 0; nStrip < pStripGroup->numStrips; nStrip++ )
|
|
{
|
|
OptimizedModel::StripHeader_t *pStrip = pStripGroup->pStrip( nStrip );
|
|
|
|
if ( pStrip->flags & OptimizedModel::STRIP_IS_TRILIST )
|
|
{
|
|
for ( int i = 0; i < pStrip->numIndices; i += 3 )
|
|
{
|
|
int idx = pStrip->indexOffset + i;
|
|
|
|
unsigned short i1 = *pStripGroup->pIndex( idx );
|
|
unsigned short i2 = *pStripGroup->pIndex( idx + 1 );
|
|
unsigned short i3 = *pStripGroup->pIndex( idx + 2 );
|
|
|
|
int vertex1 = pStripGroup->pVertex( i1 )->origMeshVertID;
|
|
int vertex2 = pStripGroup->pVertex( i2 )->origMeshVertID;
|
|
int vertex3 = pStripGroup->pVertex( i3 )->origMeshVertID;
|
|
|
|
// transform position into world coordinate system
|
|
matrix3x4_t matrix;
|
|
AngleMatrix( prop.m_Angles, prop.m_Origin, matrix );
|
|
|
|
Vector position1;
|
|
Vector position2;
|
|
Vector position3;
|
|
VectorTransform( *vertData->Position( vertex1 ), matrix, position1 );
|
|
VectorTransform( *vertData->Position( vertex2 ), matrix, position2 );
|
|
VectorTransform( *vertData->Position( vertex3 ), matrix, position3 );
|
|
unsigned short flags = 0;
|
|
int materialIndex = -1;
|
|
Vector color = vec3_origin;
|
|
if ( shadowTextureIndex >= 0 )
|
|
{
|
|
if ( bInitTriangles )
|
|
{
|
|
// add texture space and texture index to material database
|
|
// now
|
|
float coverage = g_ShadowTextureList.ComputeCoverageForTriangle(shadowTextureIndex, *vertData->Texcoord(vertex1), *vertData->Texcoord(vertex2), *vertData->Texcoord(vertex3) );
|
|
if ( coverage < 1.0f )
|
|
{
|
|
materialIndex = g_ShadowTextureList.AddMaterialEntry( shadowTextureIndex, *vertData->Texcoord(vertex1), *vertData->Texcoord(vertex2), *vertData->Texcoord(vertex3) );
|
|
color.x = coverage;
|
|
}
|
|
else
|
|
{
|
|
materialIndex = -1;
|
|
}
|
|
dict.m_triangleMaterialIndex.AddToTail(materialIndex);
|
|
}
|
|
else
|
|
{
|
|
materialIndex = dict.m_triangleMaterialIndex[triangleIndex];
|
|
triangleIndex++;
|
|
}
|
|
if ( materialIndex >= 0 )
|
|
{
|
|
flags = FCACHETRI_TRANSPARENT;
|
|
}
|
|
}
|
|
// printf( "\ngl 3\n" );
|
|
// printf( "gl %6.3f %6.3f %6.3f 1 0 0\n", XYZ(position1));
|
|
// printf( "gl %6.3f %6.3f %6.3f 0 1 0\n", XYZ(position2));
|
|
// printf( "gl %6.3f %6.3f %6.3f 0 0 1\n", XYZ(position3));
|
|
g_RtEnv.AddTriangle( TRACE_ID_STATICPROP | nProp,
|
|
position1, position2, position3,
|
|
color, flags, materialIndex);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// all tris expected to be discrete tri lists
|
|
// must fixme if stripping ever occurs
|
|
printf( "unexpected strips found\n" );
|
|
Assert( 0 );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
struct tl_tri_t
|
|
{
|
|
Vector p0;
|
|
Vector p1;
|
|
Vector p2;
|
|
Vector n0;
|
|
Vector n1;
|
|
Vector n2;
|
|
|
|
bool operator == (const tl_tri_t &t) const
|
|
{
|
|
return ( p0 == t.p0 &&
|
|
p1 == t.p1 &&
|
|
p2 == t.p2 &&
|
|
n0 == t.n0 &&
|
|
n1 == t.n1 &&
|
|
n2 == t.n2 );
|
|
}
|
|
};
|
|
|
|
struct tl_vert_t
|
|
{
|
|
Vector m_position;
|
|
CUtlLinkedList< tl_tri_t, int > m_triList;
|
|
};
|
|
|
|
void AddTriVertsToList( CUtlVector< tl_vert_t > &triListVerts, int vertIndex, Vector vertPosition, Vector p0, Vector p1, Vector p2, Vector n0, Vector n1, Vector n2 )
|
|
{
|
|
tl_tri_t tlTri;
|
|
|
|
tlTri.p0 = p0;
|
|
tlTri.p1 = p1;
|
|
tlTri.p2 = p2;
|
|
tlTri.n0 = n0;
|
|
tlTri.n1 = n1;
|
|
tlTri.n2 = n2;
|
|
|
|
triListVerts.EnsureCapacity( vertIndex+1 );
|
|
|
|
triListVerts[vertIndex].m_position = vertPosition;
|
|
|
|
int index = triListVerts[vertIndex].m_triList.Find( tlTri );
|
|
if ( !triListVerts[vertIndex].m_triList.IsValidIndex( index ) )
|
|
{
|
|
// not in list, add to list of triangles
|
|
triListVerts[vertIndex].m_triList.AddToTail( tlTri );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Builds a list of tris for every vertex
|
|
//-----------------------------------------------------------------------------
|
|
void CVradStaticPropMgr::BuildTriList( CStaticProp &prop )
|
|
{
|
|
// the generated list will consist of a list of verts
|
|
// each vert will have a linked list of triangles that it belongs to
|
|
CUtlVector< tl_vert_t > triListVerts;
|
|
|
|
StaticPropDict_t &dict = m_StaticPropDict[prop.m_ModelIdx];
|
|
studiohdr_t *pStudioHdr = dict.m_pStudioHdr;
|
|
OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)dict.m_VtxBuf.Base();
|
|
if ( !pStudioHdr || !pVtxHdr )
|
|
{
|
|
// must have model and its verts for decoding triangles
|
|
return;
|
|
}
|
|
|
|
// meshes are deeply hierarchial, divided between three stores, follow the white rabbit
|
|
// body parts -> models -> lod meshes -> strip groups -> strips
|
|
// the vertices and indices are pooled, the trick is knowing the offset to determine your indexed base
|
|
for ( int bodyID = 0; bodyID < pStudioHdr->numbodyparts; ++bodyID )
|
|
{
|
|
OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart( bodyID );
|
|
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyID );
|
|
|
|
for ( int modelID = 0; modelID < pBodyPart->nummodels; ++modelID )
|
|
{
|
|
OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel( modelID );
|
|
mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID );
|
|
|
|
// get the specified lod, assuming lod 0
|
|
int nLod = 0;
|
|
OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLod );
|
|
|
|
// must reset because each model has their own vertexes [0..n]
|
|
// in order for this to be monolithic for the entire prop the list must be segmented
|
|
triListVerts.Purge();
|
|
|
|
for ( int nMesh = 0; nMesh < pStudioModel->nummeshes; ++nMesh )
|
|
{
|
|
mstudiomesh_t* pMesh = pStudioModel->pMesh( nMesh );
|
|
OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh( nMesh );
|
|
const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData( (void *)pStudioHdr );
|
|
Assert( vertData ); // This can only return NULL on X360 for now
|
|
|
|
for ( int nGroup = 0; nGroup < pVtxMesh->numStripGroups; ++nGroup )
|
|
{
|
|
OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup( nGroup );
|
|
|
|
int nStrip;
|
|
for ( nStrip = 0; nStrip < pStripGroup->numStrips; nStrip++ )
|
|
{
|
|
OptimizedModel::StripHeader_t *pStrip = pStripGroup->pStrip( nStrip );
|
|
|
|
if ( pStrip->flags & OptimizedModel::STRIP_IS_TRILIST )
|
|
{
|
|
for ( int i = 0; i < pStrip->numIndices; i += 3 )
|
|
{
|
|
int idx = pStrip->indexOffset + i;
|
|
|
|
unsigned short i1 = *pStripGroup->pIndex( idx );
|
|
unsigned short i2 = *pStripGroup->pIndex( idx + 1 );
|
|
unsigned short i3 = *pStripGroup->pIndex( idx + 2 );
|
|
|
|
int vertex1 = pStripGroup->pVertex( i1 )->origMeshVertID;
|
|
int vertex2 = pStripGroup->pVertex( i2 )->origMeshVertID;
|
|
int vertex3 = pStripGroup->pVertex( i3 )->origMeshVertID;
|
|
|
|
// transform position into world coordinate system
|
|
matrix3x4_t matrix;
|
|
AngleMatrix( prop.m_Angles, prop.m_Origin, matrix );
|
|
|
|
Vector position1;
|
|
Vector position2;
|
|
Vector position3;
|
|
VectorTransform( *vertData->Position( vertex1 ), matrix, position1 );
|
|
VectorTransform( *vertData->Position( vertex2 ), matrix, position2 );
|
|
VectorTransform( *vertData->Position( vertex3 ), matrix, position3 );
|
|
|
|
Vector normal1;
|
|
Vector normal2;
|
|
Vector normal3;
|
|
VectorTransform( *vertData->Normal( vertex1 ), matrix, normal1 );
|
|
VectorTransform( *vertData->Normal( vertex2 ), matrix, normal2 );
|
|
VectorTransform( *vertData->Normal( vertex3 ), matrix, normal3 );
|
|
|
|
AddTriVertsToList( triListVerts, pMesh->vertexoffset + vertex1, position1, position1, position2, position3, normal1, normal2, normal3 );
|
|
AddTriVertsToList( triListVerts, pMesh->vertexoffset + vertex2, position2, position1, position2, position3, normal1, normal2, normal3 );
|
|
AddTriVertsToList( triListVerts, pMesh->vertexoffset + vertex3, position3, position1, position2, position3, normal1, normal2, normal3 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// all tris expected to be discrete tri lists
|
|
// must fixme if stripping ever occurs
|
|
printf( "unexpected strips found\n" );
|
|
Assert( 0 );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const vertexFileHeader_t * mstudiomodel_t::CacheVertexData( void *pModelData )
|
|
{
|
|
studiohdr_t *pActiveStudioHdr = static_cast<studiohdr_t *>(pModelData);
|
|
Assert( pActiveStudioHdr );
|
|
|
|
if ( pActiveStudioHdr->pVertexBase )
|
|
{
|
|
return (vertexFileHeader_t *)pActiveStudioHdr->pVertexBase;
|
|
}
|
|
|
|
// mandatory callback to make requested data resident
|
|
// load and persist the vertex file
|
|
char fileName[MAX_PATH];
|
|
strcpy( fileName, "models/" );
|
|
strcat( fileName, pActiveStudioHdr->pszName() );
|
|
Q_StripExtension( fileName, fileName, sizeof( fileName ) );
|
|
strcat( fileName, ".vvd" );
|
|
|
|
// load the model
|
|
FileHandle_t fileHandle = g_pFileSystem->Open( fileName, "rb" );
|
|
if ( !fileHandle )
|
|
{
|
|
Error( "Unable to load vertex data \"%s\"\n", fileName );
|
|
}
|
|
|
|
// Get the file size
|
|
int vvdSize = g_pFileSystem->Size( fileHandle );
|
|
if ( vvdSize == 0 )
|
|
{
|
|
g_pFileSystem->Close( fileHandle );
|
|
Error( "Bad size for vertex data \"%s\"\n", fileName );
|
|
}
|
|
|
|
vertexFileHeader_t *pVvdHdr = (vertexFileHeader_t *)malloc( vvdSize );
|
|
g_pFileSystem->Read( pVvdHdr, vvdSize, fileHandle );
|
|
g_pFileSystem->Close( fileHandle );
|
|
|
|
// check header
|
|
if ( pVvdHdr->id != MODEL_VERTEX_FILE_ID )
|
|
{
|
|
Error("Error Vertex File %s id %d should be %d\n", fileName, pVvdHdr->id, MODEL_VERTEX_FILE_ID);
|
|
}
|
|
if ( pVvdHdr->version != MODEL_VERTEX_FILE_VERSION )
|
|
{
|
|
Error("Error Vertex File %s version %d should be %d\n", fileName, pVvdHdr->version, MODEL_VERTEX_FILE_VERSION);
|
|
}
|
|
if ( pVvdHdr->checksum != pActiveStudioHdr->checksum )
|
|
{
|
|
Error("Error Vertex File %s checksum %d should be %d\n", fileName, pVvdHdr->checksum, pActiveStudioHdr->checksum);
|
|
}
|
|
|
|
// need to perform mesh relocation fixups
|
|
// allocate a new copy
|
|
vertexFileHeader_t *pNewVvdHdr = (vertexFileHeader_t *)malloc( vvdSize );
|
|
if ( !pNewVvdHdr )
|
|
{
|
|
Error( "Error allocating %d bytes for Vertex File '%s'\n", vvdSize, fileName );
|
|
}
|
|
|
|
// load vertexes and run fixups
|
|
Studio_LoadVertexes( pVvdHdr, pNewVvdHdr, 0, true );
|
|
|
|
// discard original
|
|
free( pVvdHdr );
|
|
pVvdHdr = pNewVvdHdr;
|
|
|
|
pActiveStudioHdr->pVertexBase = (void*)pVvdHdr;
|
|
return pVvdHdr;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
struct ColorTexelValue
|
|
{
|
|
Vector mLinearColor; // Linear color value for this texel
|
|
bool mValidData; // Whether there is valid data in this texel.
|
|
size_t mTriangleIndex; // Which triangle we used to generate the texel.
|
|
};
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
inline int ComputeLinearPos( int _x, int _y, int _resX, int _resY )
|
|
{
|
|
return Min( Max( 0, _y ), _resY - 1 ) * _resX
|
|
+ Min( Max( 0, _x ), _resX - 1 );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
inline float ComputeBarycentricDistanceToTri( Vector _barycentricCoord, Vector2D _v[3] )
|
|
{
|
|
Vector2D realPos = _barycentricCoord.x * _v[0]
|
|
+ _barycentricCoord.y * _v[1]
|
|
+ _barycentricCoord.z * _v[2];
|
|
|
|
int minIndex = 0;
|
|
float minVal = _barycentricCoord[0];
|
|
for (int i = 1; i < 3; ++i) {
|
|
if (_barycentricCoord[i] < minVal) {
|
|
minVal = _barycentricCoord[i];
|
|
minIndex = i;
|
|
}
|
|
}
|
|
|
|
Vector2D& first = _v[ (minIndex + 1) % 3];
|
|
Vector2D& second = _v[ (minIndex + 2) % 3];
|
|
|
|
return CalcDistanceToLineSegment2D( realPos, first, second );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
static void GenerateLightmapSamplesForMesh( const matrix3x4_t& _matPos, const matrix3x4_t& _matNormal, int _iThread, int _skipProp, int _flags, int _lightmapResX, int _lightmapResY, studiohdr_t* _pStudioHdr, mstudiomodel_t* _pStudioModel, OptimizedModel::ModelHeader_t* _pVtxModel, int _meshID, CComputeStaticPropLightingResults *_outResults )
|
|
{
|
|
// Could iterate and gen this if needed.
|
|
int nLod = 0;
|
|
|
|
OptimizedModel::ModelLODHeader_t *pVtxLOD = _pVtxModel->pLOD(nLod);
|
|
|
|
CUtlVector<colorTexel_t> &colorTexels = (*_outResults->m_ColorTexelsArrays.Tail());
|
|
const int cTotalPixelCount = _lightmapResX * _lightmapResY;
|
|
colorTexels.EnsureCount(cTotalPixelCount);
|
|
memset(colorTexels.Base(), 0, colorTexels.Count() * sizeof(colorTexel_t));
|
|
|
|
for (int i = 0; i < colorTexels.Count(); ++i) {
|
|
colorTexels[i].m_fDistanceToTri = FLT_MAX;
|
|
}
|
|
|
|
mstudiomesh_t* pMesh = _pStudioModel->pMesh(_meshID);
|
|
OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh(_meshID);
|
|
const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData((void *)_pStudioHdr);
|
|
Assert(vertData); // This can only return NULL on X360 for now
|
|
|
|
for (int nGroup = 0; nGroup < pVtxMesh->numStripGroups; ++nGroup)
|
|
{
|
|
OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup(nGroup);
|
|
|
|
int nStrip;
|
|
for (nStrip = 0; nStrip < pStripGroup->numStrips; nStrip++)
|
|
{
|
|
OptimizedModel::StripHeader_t *pStrip = pStripGroup->pStrip(nStrip);
|
|
|
|
// If this hits, re-factor the code to iterate over triangles, and build the triangles
|
|
// from the underlying structures.
|
|
Assert((pStrip->flags & OptimizedModel::STRIP_IS_TRISTRIP) == 0);
|
|
|
|
if (pStrip->flags & OptimizedModel::STRIP_IS_TRILIST)
|
|
{
|
|
for (int i = 0; i < pStrip->numIndices; i += 3)
|
|
{
|
|
int idx = pStrip->indexOffset + i;
|
|
|
|
unsigned short i1 = *pStripGroup->pIndex(idx);
|
|
unsigned short i2 = *pStripGroup->pIndex(idx + 1);
|
|
unsigned short i3 = *pStripGroup->pIndex(idx + 2);
|
|
|
|
int vertex1 = pStripGroup->pVertex(i1)->origMeshVertID;
|
|
int vertex2 = pStripGroup->pVertex(i2)->origMeshVertID;
|
|
int vertex3 = pStripGroup->pVertex(i3)->origMeshVertID;
|
|
|
|
Vector modelPos[3] = {
|
|
*vertData->Position(vertex1),
|
|
*vertData->Position(vertex2),
|
|
*vertData->Position(vertex3)
|
|
};
|
|
|
|
Vector modelNormal[3] = {
|
|
*vertData->Normal(vertex1),
|
|
*vertData->Normal(vertex2),
|
|
*vertData->Normal(vertex3)
|
|
};
|
|
|
|
Vector worldPos[3];
|
|
Vector worldNormal[3];
|
|
|
|
VectorTransform(modelPos[0], _matPos, worldPos[0]);
|
|
VectorTransform(modelPos[1], _matPos, worldPos[1]);
|
|
VectorTransform(modelPos[2], _matPos, worldPos[2]);
|
|
|
|
VectorTransform(modelNormal[0], _matNormal, worldNormal[0]);
|
|
VectorTransform(modelNormal[1], _matNormal, worldNormal[1]);
|
|
VectorTransform(modelNormal[2], _matNormal, worldNormal[2]);
|
|
|
|
Vector2D texcoord[3] = {
|
|
*vertData->Texcoord(vertex1),
|
|
*vertData->Texcoord(vertex2),
|
|
*vertData->Texcoord(vertex3)
|
|
};
|
|
|
|
Rasterizer rasterizer(texcoord[0], texcoord[1], texcoord[2],
|
|
_lightmapResX, _lightmapResY);
|
|
|
|
for (auto it = rasterizer.begin(); it != rasterizer.end(); ++it)
|
|
{
|
|
size_t linearPos = rasterizer.GetLinearPos(it);
|
|
Assert(linearPos < cTotalPixelCount);
|
|
|
|
if ( colorTexels[linearPos].m_bValid )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
float ourDistancetoTri = ComputeBarycentricDistanceToTri( it->barycentric, texcoord );
|
|
|
|
bool doWrite = it->insideTriangle
|
|
|| !colorTexels[linearPos].m_bPossiblyInteresting
|
|
|| colorTexels[linearPos].m_fDistanceToTri > ourDistancetoTri;
|
|
|
|
if (doWrite)
|
|
{
|
|
Vector itWorldPos = worldPos[0] * it->barycentric.x
|
|
+ worldPos[1] * it->barycentric.y
|
|
+ worldPos[2] * it->barycentric.z;
|
|
|
|
Vector itWorldNormal = worldNormal[0] * it->barycentric.x
|
|
+ worldNormal[1] * it->barycentric.y
|
|
+ worldNormal[2] * it->barycentric.z;
|
|
itWorldNormal.NormalizeInPlace();
|
|
|
|
colorTexels[linearPos].m_WorldPosition = itWorldPos;
|
|
colorTexels[linearPos].m_WorldNormal = itWorldNormal;
|
|
colorTexels[linearPos].m_bValid = it->insideTriangle;
|
|
colorTexels[linearPos].m_bPossiblyInteresting = true;
|
|
colorTexels[linearPos].m_fDistanceToTri = ourDistancetoTri;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process neighbors to the valid region. Walk through the existing array, look for samples that
|
|
// are not valid but are adjacent to valid samples. Works if we are only bilinearly sampling
|
|
// on the other side.
|
|
// First attempt: Just pretend the triangle was larger and cast a ray from this new world pos
|
|
// as above.
|
|
int linearPos = 0;
|
|
for ( int j = 0; j < _lightmapResY; ++j )
|
|
{
|
|
for (int i = 0; i < _lightmapResX; ++i )
|
|
{
|
|
bool shouldProcess = colorTexels[linearPos].m_bValid;
|
|
// Are any of the eight neighbors valid??
|
|
if ( colorTexels[linearPos].m_bPossiblyInteresting )
|
|
{
|
|
// Look at our neighborhood (3x3 centerd on us).
|
|
shouldProcess = shouldProcess
|
|
|| colorTexels[ComputeLinearPos( i - 1, j - 1, _lightmapResX, _lightmapResY )].m_bValid // TL
|
|
|| colorTexels[ComputeLinearPos( i , j - 1, _lightmapResX, _lightmapResY )].m_bValid // T
|
|
|| colorTexels[ComputeLinearPos( i + 1, j - 1, _lightmapResX, _lightmapResY )].m_bValid // TR
|
|
|
|
|| colorTexels[ComputeLinearPos( i - 1, j , _lightmapResX, _lightmapResY )].m_bValid // L
|
|
|| colorTexels[ComputeLinearPos( i + 1, j , _lightmapResX, _lightmapResY )].m_bValid // R
|
|
|
|
|| colorTexels[ComputeLinearPos( i - 1, j + 1, _lightmapResX, _lightmapResY )].m_bValid // BL
|
|
|| colorTexels[ComputeLinearPos( i , j + 1, _lightmapResX, _lightmapResY )].m_bValid // B
|
|
|| colorTexels[ComputeLinearPos( i + 1, j + 1, _lightmapResX, _lightmapResY )].m_bValid; // BR
|
|
}
|
|
|
|
if (shouldProcess)
|
|
{
|
|
Vector directColor(0, 0, 0),
|
|
indirectColor(0, 0, 0);
|
|
|
|
|
|
ComputeDirectLightingAtPoint( colorTexels[linearPos].m_WorldPosition, colorTexels[linearPos].m_WorldNormal, directColor, _iThread, _skipProp, _flags);
|
|
|
|
if (numbounce >= 1) {
|
|
ComputeIndirectLightingAtPoint( colorTexels[linearPos].m_WorldPosition, colorTexels[linearPos].m_WorldNormal, indirectColor, _iThread, true, (_flags & GATHERLFLAGS_IGNORE_NORMALS) != 0 );
|
|
}
|
|
|
|
VectorAdd(directColor, indirectColor, colorTexels[linearPos].m_Color);
|
|
}
|
|
|
|
++linearPos;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
static int GetTexelCount(unsigned int _resX, unsigned int _resY, bool _mipmaps)
|
|
{
|
|
// Because they are unsigned, this is a != check--but if we were to change to ints, this would be
|
|
// the right assert (and it's no worse than != now).
|
|
Assert(_resX > 0 && _resY > 0);
|
|
|
|
if (_mipmaps == false)
|
|
return _resX * _resY;
|
|
|
|
int retVal = 0;
|
|
while (_resX > 1 || _resY > 1)
|
|
{
|
|
retVal += _resX * _resY;
|
|
_resX = max(1, _resX >> 1);
|
|
_resY = max(1, _resY >> 1);
|
|
}
|
|
|
|
// Add in the 1x1 mipmap level, which wasn't hit above. This could be done in the initializer of
|
|
// retVal, but it's more obvious here.
|
|
retVal += 1;
|
|
|
|
return retVal;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
static void FilterFineMipmap(unsigned int _resX, unsigned int _resY, const CUtlVector<colorTexel_t>& _srcTexels, CUtlVector<Vector>* _outLinear)
|
|
{
|
|
Assert(_outLinear);
|
|
// We can't filter in place, so go ahead and create a linear buffer here.
|
|
CUtlVector<Vector> filterSrc;
|
|
filterSrc.EnsureCount(_srcTexels.Count());
|
|
|
|
for (int i = 0; i < _srcTexels.Count(); ++i)
|
|
{
|
|
ColorRGBExp32 rgbColor;
|
|
VectorToColorRGBExp32(_srcTexels[i].m_Color, rgbColor);
|
|
ConvertRGBExp32ToLinear( &rgbColor, &(filterSrc[i]) );
|
|
}
|
|
|
|
const int cRadius = 1;
|
|
const float cOneOverDiameter = 1.0f / pow(2.0f * cRadius + 1.0f, 2.0f) ;
|
|
// Filter here.
|
|
for (int j = 0; j < _resY; ++j)
|
|
{
|
|
for (int i = 0; i < _resX; ++i)
|
|
{
|
|
Vector value(0, 0, 0);
|
|
int thisIndex = ComputeLinearPos(i, j, _resX, _resY);
|
|
|
|
if (!_srcTexels[thisIndex].m_bValid)
|
|
{
|
|
(*_outLinear)[thisIndex] = filterSrc[thisIndex];
|
|
continue;
|
|
}
|
|
|
|
// TODO: Check ASM for this, unroll by hand if needed.
|
|
for ( int offsetJ = -cRadius; offsetJ <= cRadius; ++offsetJ )
|
|
{
|
|
for ( int offsetI = -cRadius; offsetI <= cRadius; ++offsetI )
|
|
{
|
|
int finalIndex = ComputeLinearPos( i + offsetI, j + offsetJ, _resX, _resY );
|
|
if ( !_srcTexels[finalIndex].m_bValid )
|
|
{
|
|
finalIndex = thisIndex;
|
|
}
|
|
|
|
value += filterSrc[finalIndex];
|
|
}
|
|
}
|
|
|
|
(*_outLinear)[thisIndex] = value * cOneOverDiameter;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
static void BuildFineMipmap(unsigned int _resX, unsigned int _resY, bool _applyFilter, const CUtlVector<colorTexel_t>& _srcTexels, CUtlVector<RGB888_t>* _outTexelsRGB888, CUtlVector<Vector>* _outLinear)
|
|
{
|
|
// At least one of these needs to be non-null, otherwise what are we doing here?
|
|
Assert(_outTexelsRGB888 || _outLinear);
|
|
Assert(!_applyFilter || _outLinear);
|
|
Assert(_srcTexels.Count() == GetTexelCount(_resX, _resY, false));
|
|
|
|
int texelCount = GetTexelCount(_resX, _resY, true);
|
|
|
|
if (_outTexelsRGB888)
|
|
(*_outTexelsRGB888).EnsureCount(texelCount);
|
|
|
|
if (_outLinear)
|
|
(*_outLinear).EnsureCount(GetTexelCount(_resX, _resY, false));
|
|
|
|
// This code can take awhile, so minimize the branchiness of the inner-loop.
|
|
if (_applyFilter)
|
|
{
|
|
|
|
FilterFineMipmap(_resX, _resY, _srcTexels, _outLinear);
|
|
|
|
if ( _outTexelsRGB888 )
|
|
{
|
|
for (int i = 0; i < _srcTexels.Count(); ++i)
|
|
{
|
|
RGBA8888_t encodedColor;
|
|
|
|
Vector linearColor = (*_outLinear)[i];
|
|
|
|
ConvertLinearToRGBA8888( &linearColor, (unsigned char*)&encodedColor );
|
|
(*_outTexelsRGB888)[i].r = encodedColor.r;
|
|
(*_outTexelsRGB888)[i].g = encodedColor.g;
|
|
(*_outTexelsRGB888)[i].b = encodedColor.b;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < _srcTexels.Count(); ++i)
|
|
{
|
|
ColorRGBExp32 rgbColor;
|
|
RGBA8888_t encodedColor;
|
|
VectorToColorRGBExp32(_srcTexels[i].m_Color, rgbColor);
|
|
ConvertRGBExp32ToRGBA8888(&rgbColor, (unsigned char*)&encodedColor, (_outLinear ? (&(*_outLinear)[i]) : NULL) );
|
|
// We drop alpha on the floor here, if this were to fire we'd need to consider using a different compressed format.
|
|
Assert(encodedColor.a == 0xFF);
|
|
|
|
if (_outTexelsRGB888)
|
|
{
|
|
(*_outTexelsRGB888)[i].r = encodedColor.r;
|
|
(*_outTexelsRGB888)[i].g = encodedColor.g;
|
|
(*_outTexelsRGB888)[i].b = encodedColor.b;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
static void FilterCoarserMipmaps(unsigned int _resX, unsigned int _resY, CUtlVector<Vector>* _scratchLinear, CUtlVector<RGB888_t> *_outTexelsRGB888)
|
|
{
|
|
Assert(_outTexelsRGB888);
|
|
|
|
int srcResX = _resX;
|
|
int srcResY = _resY;
|
|
int dstResX = max(1, (srcResX >> 1));
|
|
int dstResY = max(1, (srcResY >> 1));
|
|
int dstOffset = GetTexelCount(srcResX, srcResY, false);
|
|
|
|
// Build mipmaps here, after being converted to linear space.
|
|
// TODO: Should do better filtering for downsampling. But this will work for now.
|
|
while (srcResX > 1 || srcResY > 1)
|
|
{
|
|
for (int j = 0; j < srcResY; j += 2) {
|
|
for (int i = 0; i < srcResX; i += 2) {
|
|
int srcCol0 = i;
|
|
int srcCol1 = i + 1 > srcResX - 1 ? srcResX - 1 : i + 1;
|
|
int srcRow0 = j;
|
|
int srcRow1 = j + 1 > srcResY - 1 ? srcResY - 1 : j + 1;;
|
|
|
|
int dstCol = i >> 1;
|
|
int dstRow = j >> 1;
|
|
|
|
|
|
const Vector& tl = (*_scratchLinear)[srcCol0 + (srcRow0 * srcResX)];
|
|
const Vector& tr = (*_scratchLinear)[srcCol1 + (srcRow0 * srcResX)];
|
|
const Vector& bl = (*_scratchLinear)[srcCol0 + (srcRow1 * srcResX)];
|
|
const Vector& br = (*_scratchLinear)[srcCol1 + (srcRow1 * srcResX)];
|
|
|
|
Vector sample = (tl + tr + bl + br) / 4.0f;
|
|
|
|
ConvertLinearToRGBA8888(&sample, (unsigned char*)&(*_outTexelsRGB888)[dstOffset + dstCol + dstRow * dstResX]);
|
|
|
|
// Also overwrite the srcBuffer to filter the next loop. This is safe because we won't be reading this source value
|
|
// again during this mipmap level.
|
|
(*_scratchLinear)[dstCol + dstRow * dstResX] = sample;
|
|
}
|
|
}
|
|
|
|
srcResX = dstResX;
|
|
srcResY = dstResY;
|
|
dstResX = max(1, (srcResX >> 1));
|
|
dstResY = max(1, (srcResY >> 1));
|
|
dstOffset += GetTexelCount(srcResX, srcResY, false);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
static void ConvertToDestinationFormat(unsigned int _resX, unsigned int _resY, ImageFormat _destFmt, const CUtlVector<RGB888_t>& _scratchRBG888, CUtlMemory<byte>* _outTexture)
|
|
{
|
|
const ImageFormat cSrcImageFormat = IMAGE_FORMAT_RGB888;
|
|
|
|
// Converts from the scratch RGB888 buffer, which should be fully filled out to the output texture.
|
|
int destMemoryUsage = ImageLoader::GetMemRequired(_resX, _resY, 1, _destFmt, true);
|
|
(*_outTexture).EnsureCapacity(destMemoryUsage);
|
|
|
|
int srcResX = _resX;
|
|
int srcResY = _resY;
|
|
int srcOffset = 0;
|
|
int dstOffset = 0;
|
|
|
|
// The usual case--that they'll be different.
|
|
if (cSrcImageFormat != _destFmt)
|
|
{
|
|
while (srcResX > 1 || srcResY > 1)
|
|
{
|
|
// Convert this mipmap level.
|
|
ImageLoader::ConvertImageFormat((unsigned char*)(&_scratchRBG888[srcOffset]), cSrcImageFormat, (*_outTexture).Base() + dstOffset, _destFmt, srcResX, srcResY);
|
|
|
|
// Then update offsets for the next mipmap level.
|
|
srcOffset += GetTexelCount(srcResX, srcResY, false);
|
|
dstOffset += ImageLoader::GetMemRequired(srcResX, srcResY, 1, _destFmt, false);
|
|
|
|
srcResX = max(1, (srcResX >> 1));
|
|
srcResY = max(1, (srcResY >> 1));
|
|
}
|
|
|
|
// Do the 1x1 level also.
|
|
ImageLoader::ConvertImageFormat((unsigned char*)_scratchRBG888.Base() + srcOffset, cSrcImageFormat, (*_outTexture).Base() + dstOffset, _destFmt, srcResX, srcResY);
|
|
} else {
|
|
// But sometimes (particularly for debugging) they will be the same.
|
|
Q_memcpy( (*_outTexture).Base(), _scratchRBG888.Base(), destMemoryUsage );
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
static void ConvertTexelDataToTexture(unsigned int _resX, unsigned int _resY, ImageFormat _destFmt, const CUtlVector<colorTexel_t>& _srcTexels, CUtlMemory<byte>* _outTexture)
|
|
{
|
|
Assert(_outTexture);
|
|
Assert(_srcTexels.Count() == _resX * _resY);
|
|
|
|
CUtlVector<RGB888_t> scratchRGB888;
|
|
CUtlVector<Vector> scratchLinear;
|
|
|
|
BuildFineMipmap(_resX, _resY, true, _srcTexels, &scratchRGB888, &scratchLinear);
|
|
FilterCoarserMipmaps(_resX, _resY, &scratchLinear, &scratchRGB888 );
|
|
ConvertToDestinationFormat(_resX, _resY, _destFmt, scratchRGB888, _outTexture);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
static void DumpLightmapLinear( const char* _dstFilename, const CUtlVector<colorTexel_t>& _srcTexels, int _width, int _height )
|
|
{
|
|
CUtlVector< Vector > linearFloats;
|
|
CUtlVector< BGR888_t > linearBuffer;
|
|
BuildFineMipmap( _width, _height, true, _srcTexels, NULL, &linearFloats );
|
|
linearBuffer.SetCount( linearFloats.Count() );
|
|
|
|
for ( int i = 0; i < linearFloats.Count(); ++i ) {
|
|
linearBuffer[i].b = RoundFloatToByte(linearFloats[i].z * 255.0f);
|
|
linearBuffer[i].g = RoundFloatToByte(linearFloats[i].y * 255.0f);
|
|
linearBuffer[i].r = RoundFloatToByte(linearFloats[i].x * 255.0f);
|
|
}
|
|
|
|
TGAWriter::WriteTGAFile( _dstFilename, _width, _height, IMAGE_FORMAT_BGR888, (uint8*)(linearBuffer.Base()), _width * ImageLoader::SizeInBytes(IMAGE_FORMAT_BGR888) );
|
|
}
|