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https://github.com/nillerusr/source-engine.git
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1518 lines
56 KiB
C++
1518 lines
56 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "render_pch.h"
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#include "gl_lightmap.h"
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#include "view.h"
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#include "gl_cvars.h"
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#include "zone.h"
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#include "gl_water.h"
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#include "r_local.h"
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#include "gl_model_private.h"
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#include "mathlib/bumpvects.h"
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#include "gl_matsysiface.h"
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#include <float.h>
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "materialsystem/imesh.h"
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#include "tier0/dbg.h"
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#include "tier0/vprof.h"
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#include "tier1/callqueue.h"
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#include "lightcache.h"
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#include "cl_main.h"
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#include "materialsystem/imaterial.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// globals
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//-----------------------------------------------------------------------------
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// Only enable this if you are testing lightstyle performance.
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//#define UPDATE_LIGHTSTYLES_EVERY_FRAME
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ALIGN128 Vector4D blocklights[NUM_BUMP_VECTS+1][ MAX_LIGHTMAP_DIM_INCLUDING_BORDER * MAX_LIGHTMAP_DIM_INCLUDING_BORDER ];
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ConVar r_avglightmap( "r_avglightmap", "0", FCVAR_CHEAT | FCVAR_MATERIAL_SYSTEM_THREAD );
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ConVar r_maxdlights( "r_maxdlights", "32" );
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extern ConVar r_unloadlightmaps;
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extern bool g_bHunkAllocLightmaps;
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static int r_dlightvisible;
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static int r_dlightvisiblethisframe;
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static int s_nVisibleDLightCount;
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static int s_nMaxVisibleDLightCount;
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//-----------------------------------------------------------------------------
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// Visible, not visible DLights
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//-----------------------------------------------------------------------------
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void R_MarkDLightVisible( int dlight )
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{
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if ( (r_dlightvisible & ( 1 << dlight )) == 0 )
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{
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++s_nVisibleDLightCount;
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r_dlightvisible |= 1 << dlight;
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}
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}
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void R_MarkDLightNotVisible( int dlight )
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{
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if ( r_dlightvisible & ( 1 << dlight ))
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{
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--s_nVisibleDLightCount;
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r_dlightvisible &= ~( 1 << dlight );
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}
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}
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//-----------------------------------------------------------------------------
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// Must call these at the start + end of rendering each view
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//-----------------------------------------------------------------------------
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void R_DLightStartView()
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{
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r_dlightvisiblethisframe = 0;
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s_nMaxVisibleDLightCount = r_maxdlights.GetInt();
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}
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void R_DLightEndView()
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{
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if ( !g_bActiveDlights )
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return;
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for( int lnum=0 ; lnum<MAX_DLIGHTS; lnum++ )
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{
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if ( r_dlightvisiblethisframe & ( 1 << lnum ))
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continue;
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R_MarkDLightNotVisible( lnum );
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}
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}
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//-----------------------------------------------------------------------------
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// Can we use another dynamic light, or is it just too expensive?
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//-----------------------------------------------------------------------------
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bool R_CanUseVisibleDLight( int dlight )
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{
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r_dlightvisiblethisframe |= (1 << dlight);
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if ( r_dlightvisible & ( 1 << dlight ) )
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return true;
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if ( s_nVisibleDLightCount >= s_nMaxVisibleDLightCount )
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return false;
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R_MarkDLightVisible( dlight );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Adds a single dynamic light
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//-----------------------------------------------------------------------------
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static bool AddSingleDynamicLight( dlight_t& dl, SurfaceHandle_t surfID, const Vector &lightOrigin, float perpDistSq, float lightRadiusSq )
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{
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// transform the light into brush local space
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Vector local;
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// Spotlight early outs...
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if (dl.m_OuterAngle)
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{
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if (dl.m_OuterAngle < 180.0f)
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{
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// Can't light anything from the rear...
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if (DotProduct(dl.m_Direction, MSurf_Plane( surfID ).normal) >= 0.0f)
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return false;
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}
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}
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// Transform the light center point into (u,v) space of the lightmap
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mtexinfo_t* tex = MSurf_TexInfo( surfID );
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local[0] = DotProduct (lightOrigin, tex->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) +
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tex->lightmapVecsLuxelsPerWorldUnits[0][3];
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local[1] = DotProduct (lightOrigin, tex->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) +
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tex->lightmapVecsLuxelsPerWorldUnits[1][3];
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// Now put the center points into the space of the lightmap rectangle
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// defined by the lightmapMins + lightmapExtents
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local[0] -= MSurf_LightmapMins( surfID )[0];
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local[1] -= MSurf_LightmapMins( surfID )[1];
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// Figure out the quadratic attenuation factor...
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Vector intensity;
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float lightStyleValue = LightStyleValue( dl.style );
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intensity[0] = TexLightToLinear( dl.color.r, dl.color.exponent ) * lightStyleValue;
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intensity[1] = TexLightToLinear( dl.color.g, dl.color.exponent ) * lightStyleValue;
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intensity[2] = TexLightToLinear( dl.color.b, dl.color.exponent ) * lightStyleValue;
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float minlight = fpmax( g_flMinLightingValue, dl.minlight );
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float ooQuadraticAttn = lightRadiusSq * minlight;
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float ooRadiusSq = 1.0f / lightRadiusSq;
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// Compute a color at each luxel
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// We want to know the square distance from luxel center to light
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// so we can compute an 1/r^2 falloff in light color
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int smax = MSurf_LightmapExtents( surfID )[0] + 1;
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int tmax = MSurf_LightmapExtents( surfID )[1] + 1;
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for (int t=0; t<tmax; ++t)
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{
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float td = (local[1] - t) * tex->worldUnitsPerLuxel;
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for (int s=0; s<smax; ++s)
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{
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float sd = (local[0] - s) * tex->worldUnitsPerLuxel;
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float inPlaneDistSq = sd * sd + td * td;
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float totalDistSq = inPlaneDistSq + perpDistSq;
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if (totalDistSq < lightRadiusSq)
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{
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// at least all floating point only happens when a luxel is lit.
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float scale = (totalDistSq != 0.0f) ? ooQuadraticAttn / totalDistSq : 1.0f;
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// Apply a little extra attenuation
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scale *= (1.0f - totalDistSq * ooRadiusSq);
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if (scale > 2.0f)
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scale = 2.0f;
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int idx = t*smax + s;
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// Compute the base lighting just as is done in the non-bump case...
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blocklights[0][idx][0] += scale * intensity[0];
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blocklights[0][idx][1] += scale * intensity[1];
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blocklights[0][idx][2] += scale * intensity[2];
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}
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Adds a dynamic light to the bumped lighting
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//-----------------------------------------------------------------------------
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static void AddSingleDynamicLightToBumpLighting( dlight_t& dl, SurfaceHandle_t surfID,
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const Vector &lightOrigin, float perpDistSq, float lightRadiusSq, Vector* pBumpBasis, const Vector& luxelBasePosition )
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{
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Vector local;
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// FIXME: For now, only elights can be spotlights
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// the lightmap computation could get expensive for spotlights...
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Assert( dl.m_OuterAngle == 0.0f );
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// Transform the light center point into (u,v) space of the lightmap
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mtexinfo_t *pTexInfo = MSurf_TexInfo( surfID );
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local[0] = DotProduct (lightOrigin, pTexInfo->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) +
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pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][3];
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local[1] = DotProduct (lightOrigin, pTexInfo->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) +
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pTexInfo->lightmapVecsLuxelsPerWorldUnits[1][3];
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// Now put the center points into the space of the lightmap rectangle
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// defined by the lightmapMins + lightmapExtents
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local[0] -= MSurf_LightmapMins( surfID )[0];
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local[1] -= MSurf_LightmapMins( surfID )[1];
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// Figure out the quadratic attenuation factor...
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Vector intensity;
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float lightStyleValue = LightStyleValue( dl.style );
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intensity[0] = TexLightToLinear( dl.color.r, dl.color.exponent ) * lightStyleValue;
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intensity[1] = TexLightToLinear( dl.color.g, dl.color.exponent ) * lightStyleValue;
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intensity[2] = TexLightToLinear( dl.color.b, dl.color.exponent ) * lightStyleValue;
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float minlight = fpmax( g_flMinLightingValue, dl.minlight );
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float ooQuadraticAttn = lightRadiusSq * minlight;
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float ooRadiusSq = 1.0f / lightRadiusSq;
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// The algorithm here is necessary to make dynamic lights live in the
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// same world as the non-bumped dynamic lights. Therefore, we compute
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// the intensity of the flat lightmap the exact same way here as when
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// we've got a non-bumped surface.
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// Then, I compute an actual light direction vector per luxel (FIXME: !!expensive!!)
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// and compute what light would have to come in along that direction
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// in order to produce the same illumination on the flat lightmap. That's
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// computed by dividing the flat lightmap color by n dot l.
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Vector lightDirection(0, 0, 0), texelWorldPosition;
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#if 1
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bool useLightDirection = (dl.m_OuterAngle != 0.0f) &&
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(fabs(dl.m_Direction.LengthSqr() - 1.0f) < 1e-3);
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if (useLightDirection)
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VectorMultiply( dl.m_Direction, -1.0f, lightDirection );
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#endif
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// Since there's a scale factor used when going from world to luxel,
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// we gotta undo that scale factor when going from luxel to world
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float fixupFactor = pTexInfo->worldUnitsPerLuxel * pTexInfo->worldUnitsPerLuxel;
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// Compute a color at each luxel
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// We want to know the square distance from luxel center to light
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// so we can compute an 1/r^2 falloff in light color
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int smax = MSurf_LightmapExtents( surfID )[0] + 1;
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int tmax = MSurf_LightmapExtents( surfID )[1] + 1;
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for (int t=0; t<tmax; ++t)
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{
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float td = (local[1] - t) * pTexInfo->worldUnitsPerLuxel;
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// Move along the v direction
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VectorMA( luxelBasePosition, t * fixupFactor, pTexInfo->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D(),
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texelWorldPosition );
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for (int s=0; s<smax; ++s)
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{
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float sd = (local[0] - s) * pTexInfo->worldUnitsPerLuxel;
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float inPlaneDistSq = sd * sd + td * td;
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float totalDistSq = inPlaneDistSq + perpDistSq;
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if (totalDistSq < lightRadiusSq)
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{
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// at least all floating point only happens when a luxel is lit.
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float scale = (totalDistSq != 0.0f) ? ooQuadraticAttn / totalDistSq : 1.0f;
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// Apply a little extra attenuation
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scale *= (1.0f - totalDistSq * ooRadiusSq);
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if (scale > 2.0f)
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scale = 2.0f;
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int idx = t*smax + s;
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// Compute the base lighting just as is done in the non-bump case...
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VectorMA( blocklights[0][idx].AsVector3D(), scale, intensity, blocklights[0][idx].AsVector3D() );
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#if 1
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if (!useLightDirection)
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{
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VectorSubtract( lightOrigin, texelWorldPosition, lightDirection );
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VectorNormalize( lightDirection );
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}
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float lDotN = DotProduct( lightDirection, MSurf_Plane( surfID ).normal );
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if (lDotN < 1e-3)
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lDotN = 1e-3;
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scale /= lDotN;
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int i;
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for( i = 1; i < NUM_BUMP_VECTS + 1; i++ )
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{
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float dot = DotProduct( lightDirection, pBumpBasis[i-1] );
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if( dot <= 0.0f )
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continue;
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VectorMA( blocklights[i][idx].AsVector3D(), dot * scale, intensity,
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blocklights[i][idx].AsVector3D() );
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}
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#else
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VectorMA( blocklights[1][idx].AsVector3D(), scale, intensity, blocklights[1][idx].AsVector3D() );
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VectorMA( blocklights[2][idx].AsVector3D(), scale, intensity, blocklights[2][idx].AsVector3D() );
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VectorMA( blocklights[3][idx].AsVector3D(), scale, intensity, blocklights[3][idx].AsVector3D() );
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#endif
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}
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}
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// Move along u
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VectorMA( texelWorldPosition, fixupFactor,
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pTexInfo->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D(), texelWorldPosition );
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}
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}
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//-----------------------------------------------------------------------------
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// Compute the bumpmap basis for this surface
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//-----------------------------------------------------------------------------
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static void R_ComputeSurfaceBasis( SurfaceHandle_t surfID, Vector *pBumpNormals, Vector &luxelBasePosition )
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{
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// Get the bump basis vects in the space of the surface.
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Vector sVect, tVect;
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VectorCopy( MSurf_TexInfo( surfID )->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D(), sVect );
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VectorNormalize( sVect );
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VectorCopy( MSurf_TexInfo( surfID )->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D(), tVect );
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VectorNormalize( tVect );
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GetBumpNormals( sVect, tVect, MSurf_Plane( surfID ).normal, MSurf_Plane( surfID ).normal, pBumpNormals );
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// Compute the location of the first luxel in worldspace
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// Since there's a scale factor used when going from world to luxel,
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// we gotta undo that scale factor when going from luxel to world
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float fixupFactor =
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MSurf_TexInfo( surfID )->worldUnitsPerLuxel *
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MSurf_TexInfo( surfID )->worldUnitsPerLuxel;
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// The starting u of the surface is surf->lightmapMins[0];
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// since N * P + D = u, N * P = u - D, therefore we gotta move (u-D) along uvec
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VectorMultiply( MSurf_TexInfo( surfID )->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D(),
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(MSurf_LightmapMins( surfID )[0] - MSurf_TexInfo( surfID )->lightmapVecsLuxelsPerWorldUnits[0][3]) * fixupFactor,
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luxelBasePosition );
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// Do the same thing for the v direction.
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VectorMA( luxelBasePosition,
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(MSurf_LightmapMins( surfID )[1] -
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MSurf_TexInfo( surfID )->lightmapVecsLuxelsPerWorldUnits[1][3]) * fixupFactor,
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MSurf_TexInfo( surfID )->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D(),
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luxelBasePosition );
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// Move out in the direction of the plane normal...
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VectorMA( luxelBasePosition, MSurf_Plane( surfID ).dist, MSurf_Plane( surfID ).normal, luxelBasePosition );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Compute the mask of which dlights affect a surface
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// NOTE: Also has the side effect of updating the surface lighting dlight flags!
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//-----------------------------------------------------------------------------
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unsigned int R_ComputeDynamicLightMask( dlight_t *pLights, SurfaceHandle_t surfID, msurfacelighting_t *pLighting, const matrix3x4_t& entityToWorld )
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{
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ASSERT_SURF_VALID( surfID );
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Vector bumpNormals[3];
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Vector luxelBasePosition;
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// Displacements do dynamic lights different
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if( SurfaceHasDispInfo( surfID ) )
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{
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return MSurf_DispInfo( surfID )->ComputeDynamicLightMask(pLights);
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}
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if ( !g_bActiveDlights )
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return 0;
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int lightMask = 0;
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for ( int lnum = 0, testBit = 1, mask = r_dlightactive; lnum < MAX_DLIGHTS; lnum++, mask >>= 1, testBit <<= 1 )
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{
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if ( mask & 1 )
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{
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// not lit by this light
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if ( !(pLighting->m_fDLightBits & testBit ) )
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continue;
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// This light doesn't affect the world
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if ( pLights[lnum].flags & (DLIGHT_NO_WORLD_ILLUMINATION|DLIGHT_DISPLACEMENT_MASK))
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continue;
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// This is used to ensure a maximum number of dlights in a frame
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if ( !R_CanUseVisibleDLight( lnum ) )
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continue;
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// Cull surface to light radius
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Vector lightOrigin;
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VectorITransform( pLights[lnum].origin, entityToWorld, lightOrigin );
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// NOTE: Dist can be negative because muzzle flashes can actually get behind walls
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// since the gun isn't checked for collision tests.
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float perpDistSq = DotProduct (lightOrigin, MSurf_Plane( surfID ).normal) - MSurf_Plane( surfID ).dist;
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if (perpDistSq < DLIGHT_BEHIND_PLANE_DIST)
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{
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// update the surfacelighting and remove this light's bit
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pLighting->m_fDLightBits &= ~testBit;
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continue;
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}
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perpDistSq *= perpDistSq;
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// If the perp distance > radius of light, blow it off
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float lightRadiusSq = pLights[lnum].GetRadiusSquared();
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if (lightRadiusSq <= perpDistSq)
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{
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// update the surfacelighting and remove this light's bit
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pLighting->m_fDLightBits &= ~testBit;
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continue;
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}
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lightMask |= testBit;
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}
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}
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return lightMask;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Modifies blocklights[][][] to include the state of the dlights
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// affecting this surface.
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// NOTE: Can be threaded, should not reference or modify any global state
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// other than blocklights.
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//-----------------------------------------------------------------------------
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void R_AddDynamicLights( dlight_t *pLights, SurfaceHandle_t surfID, const matrix3x4_t& entityToWorld, bool needsBumpmap, unsigned int lightMask )
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{
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ASSERT_SURF_VALID( surfID );
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VPROF( "R_AddDynamicLights" );
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Vector bumpNormals[3];
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bool computedBumpBasis = false;
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Vector luxelBasePosition;
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// Displacements do dynamic lights different
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if( SurfaceHasDispInfo( surfID ) )
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{
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MSurf_DispInfo( surfID )->AddDynamicLights(pLights, lightMask);
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return;
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}
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// iterate all of the active dynamic lights. Uses several iterators to keep
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// the light mask (bit), light index, and active mask current
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for ( int lnum = 0, testBit = 1, mask = lightMask; lnum < MAX_DLIGHTS && mask != 0; lnum++, mask >>= 1, testBit <<= 1 )
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{
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// shift over the mask of active lights each iteration, if this one is active, apply it
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if ( mask & 1 )
|
|
{
|
|
// Cull surface to light radius
|
|
Vector lightOrigin;
|
|
|
|
VectorITransform( pLights[lnum].origin, entityToWorld, lightOrigin );
|
|
|
|
// NOTE: Dist can be negative because muzzle flashes can actually get behind walls
|
|
// since the gun isn't checked for collision tests.
|
|
float perpDistSq = DotProduct (lightOrigin, MSurf_Plane( surfID ).normal) - MSurf_Plane( surfID ).dist;
|
|
if (perpDistSq < DLIGHT_BEHIND_PLANE_DIST)
|
|
continue;
|
|
|
|
perpDistSq *= perpDistSq;
|
|
|
|
// If the perp distance > radius of light, blow it off
|
|
float lightRadiusSq = pLights[lnum].GetRadiusSquared();
|
|
if (lightRadiusSq <= perpDistSq)
|
|
continue;
|
|
|
|
if (!needsBumpmap)
|
|
{
|
|
AddSingleDynamicLight( pLights[lnum], surfID, lightOrigin, perpDistSq, lightRadiusSq );
|
|
continue;
|
|
}
|
|
|
|
// Here, I'm precomputing things needed by bumped lighting that
|
|
// are the same for a surface...
|
|
if (!computedBumpBasis)
|
|
{
|
|
R_ComputeSurfaceBasis( surfID, bumpNormals, luxelBasePosition );
|
|
computedBumpBasis = true;
|
|
}
|
|
|
|
AddSingleDynamicLightToBumpLighting( pLights[lnum], surfID, lightOrigin, perpDistSq, lightRadiusSq, bumpNormals, luxelBasePosition );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Fixed point (8.8) color/intensity ratios
|
|
#define I_RED ((int)(0.299*255))
|
|
#define I_GREEN ((int)(0.587*255))
|
|
#define I_BLUE ((int)(0.114*255))
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets all elements in a lightmap to a particular opaque greyscale value
|
|
//-----------------------------------------------------------------------------
|
|
static void InitLMSamples( Vector4D *pSamples, int nSamples, float value )
|
|
{
|
|
for( int i=0; i < nSamples; i++ )
|
|
{
|
|
pSamples[i][0] = pSamples[i][1] = pSamples[i][2] = value;
|
|
pSamples[i][3] = 1.0f;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the lightmap size
|
|
//-----------------------------------------------------------------------------
|
|
static int ComputeLightmapSize( SurfaceHandle_t surfID )
|
|
{
|
|
int smax = ( MSurf_LightmapExtents( surfID )[0] ) + 1;
|
|
int tmax = ( MSurf_LightmapExtents( surfID )[1] ) + 1;
|
|
int size = smax * tmax;
|
|
|
|
int nMaxSize = MSurf_MaxLightmapSizeWithBorder( surfID );
|
|
if (size > nMaxSize * nMaxSize)
|
|
{
|
|
ConMsg("Bad lightmap extents on material \"%s\"\n",
|
|
materialSortInfoArray[MSurf_MaterialSortID( surfID )].material->GetName());
|
|
return 0;
|
|
}
|
|
|
|
return size;
|
|
}
|
|
|
|
|
|
#ifndef _X360
|
|
//-----------------------------------------------------------------------------
|
|
// Compute the portion of the lightmap generated from lightstyles
|
|
//-----------------------------------------------------------------------------
|
|
static void AccumulateLightstyles( ColorRGBExp32* pLightmap, int lightmapSize, float scalar )
|
|
{
|
|
Assert( pLightmap );
|
|
for (int i=0; i<lightmapSize ; ++i)
|
|
{
|
|
blocklights[0][i][0] += scalar * TexLightToLinear( pLightmap[i].r, pLightmap[i].exponent );
|
|
blocklights[0][i][1] += scalar * TexLightToLinear( pLightmap[i].g, pLightmap[i].exponent );
|
|
blocklights[0][i][2] += scalar * TexLightToLinear( pLightmap[i].b, pLightmap[i].exponent );
|
|
}
|
|
}
|
|
|
|
static void AccumulateLightstylesFlat( ColorRGBExp32* pLightmap, int lightmapSize, float scalar )
|
|
{
|
|
Assert( pLightmap );
|
|
for (int i=0; i<lightmapSize ; ++i)
|
|
{
|
|
blocklights[0][i][0] += scalar * TexLightToLinear( pLightmap->r, pLightmap->exponent );
|
|
blocklights[0][i][1] += scalar * TexLightToLinear( pLightmap->g, pLightmap->exponent );
|
|
blocklights[0][i][2] += scalar * TexLightToLinear( pLightmap->b, pLightmap->exponent );
|
|
}
|
|
}
|
|
|
|
|
|
static void AccumulateBumpedLightstyles( ColorRGBExp32* pLightmap, int lightmapSize, float scalar )
|
|
{
|
|
ColorRGBExp32 *pBumpedLightmaps[3];
|
|
pBumpedLightmaps[0] = pLightmap + lightmapSize;
|
|
pBumpedLightmaps[1] = pLightmap + 2 * lightmapSize;
|
|
pBumpedLightmaps[2] = pLightmap + 3 * lightmapSize;
|
|
|
|
// I chose to split up the loops this way because it was the best tradeoff
|
|
// based on profiles between cache miss + loop overhead
|
|
for (int i=0 ; i<lightmapSize ; ++i)
|
|
{
|
|
blocklights[0][i][0] += scalar * TexLightToLinear( pLightmap[i].r, pLightmap[i].exponent );
|
|
blocklights[0][i][1] += scalar * TexLightToLinear( pLightmap[i].g, pLightmap[i].exponent );
|
|
blocklights[0][i][2] += scalar * TexLightToLinear( pLightmap[i].b, pLightmap[i].exponent );
|
|
Assert( blocklights[0][i][0] >= 0.0f );
|
|
Assert( blocklights[0][i][1] >= 0.0f );
|
|
Assert( blocklights[0][i][2] >= 0.0f );
|
|
|
|
blocklights[1][i][0] += scalar * TexLightToLinear( pBumpedLightmaps[0][i].r, pBumpedLightmaps[0][i].exponent );
|
|
blocklights[1][i][1] += scalar * TexLightToLinear( pBumpedLightmaps[0][i].g, pBumpedLightmaps[0][i].exponent );
|
|
blocklights[1][i][2] += scalar * TexLightToLinear( pBumpedLightmaps[0][i].b, pBumpedLightmaps[0][i].exponent );
|
|
Assert( blocklights[1][i][0] >= 0.0f );
|
|
Assert( blocklights[1][i][1] >= 0.0f );
|
|
Assert( blocklights[1][i][2] >= 0.0f );
|
|
}
|
|
for ( int i=0 ; i<lightmapSize ; ++i)
|
|
{
|
|
blocklights[2][i][0] += scalar * TexLightToLinear( pBumpedLightmaps[1][i].r, pBumpedLightmaps[1][i].exponent );
|
|
blocklights[2][i][1] += scalar * TexLightToLinear( pBumpedLightmaps[1][i].g, pBumpedLightmaps[1][i].exponent );
|
|
blocklights[2][i][2] += scalar * TexLightToLinear( pBumpedLightmaps[1][i].b, pBumpedLightmaps[1][i].exponent );
|
|
Assert( blocklights[2][i][0] >= 0.0f );
|
|
Assert( blocklights[2][i][1] >= 0.0f );
|
|
Assert( blocklights[2][i][2] >= 0.0f );
|
|
|
|
blocklights[3][i][0] += scalar * TexLightToLinear( pBumpedLightmaps[2][i].r, pBumpedLightmaps[2][i].exponent );
|
|
blocklights[3][i][1] += scalar * TexLightToLinear( pBumpedLightmaps[2][i].g, pBumpedLightmaps[2][i].exponent );
|
|
blocklights[3][i][2] += scalar * TexLightToLinear( pBumpedLightmaps[2][i].b, pBumpedLightmaps[2][i].exponent );
|
|
Assert( blocklights[3][i][0] >= 0.0f );
|
|
Assert( blocklights[3][i][1] >= 0.0f );
|
|
Assert( blocklights[3][i][2] >= 0.0f );
|
|
}
|
|
}
|
|
#else
|
|
/*
|
|
// unpack four ColorRGBExp32's loaded into a single vector register
|
|
// into four. Can't do this as a function coz you can't return four
|
|
// values and even the inliner falls down on pass-by-ref.
|
|
#define UNPACK_COLORRGBEXP(fromVec, toVec0, toVec1, toVec2, toVec3) {\
|
|
|
|
}
|
|
*/
|
|
|
|
// because the e component of the colors is signed, we need to mask
|
|
// off the corresponding channel in the intermediate halfword expansion
|
|
// when we combine it with the unsigned unpack for the other channels
|
|
static const int32 ALIGN16 g_SIMD_HalfWordMask[4]= { 0x0000000, 0x0000FFFF, 0x0000000, 0x0000FFFF };
|
|
static const fltx4 vOneOverTwoFiftyFive = { 1.0f / 255.0f , 1.0f / 255.0f , 1.0f / 255.0f , 1.0f / 255.0f };
|
|
|
|
// grind through accumlating onto the blocklights,
|
|
// one cache line at a time. Input pointers are assumed
|
|
// to be cache aligned.
|
|
// For a simpler reference implementation, see the PC version in the ifdef above.
|
|
// This function makes heavy use of the special XBOX360 opcodes for
|
|
// packing and unpacking integer d3d data. (Not available in SSE, sadly.)
|
|
static void AccumulateLightstyles_EightAtAtime( ColorRGBExp32* RESTRICT pLightmap, // the input lightmap (not necessarily aligned)
|
|
int lightmapSize,
|
|
fltx4 vScalar,
|
|
Vector4D * RESTRICT bLights // pointer to the blocklights row we'll be writing into -- should be cache aligned, but only hurts perf if it's not
|
|
)
|
|
{
|
|
// We process blockLights in groups of four at a time, because we load the pLightmap four
|
|
// at a time (four words fit into a vector register).
|
|
// On top of that, we do two groups at once, because that's the length
|
|
// of a cache line, and it helps us better hide latency.
|
|
AssertMsg((lightmapSize & 7) == 0, "Input to Accumulate...EightAtATime not divisible by eight. Data corruption is the likely result." );
|
|
|
|
const fltx4 vHalfWordMask = XMLoadVector4A(g_SIMD_HalfWordMask);
|
|
|
|
fltx4 zero = Four_Zeros;
|
|
for (int i = 0 ; i < lightmapSize ; i += 8 )
|
|
{
|
|
// cache prefetch two lines ahead on bLights, and one on pLightmap
|
|
__dcbt(256, bLights);
|
|
__dcbt(128, pLightmap);
|
|
|
|
// the naming convention on these psuedoarrays (they are actually
|
|
// registers) is that the number before the index is the group id,
|
|
// and the index itself is which word in the group. If this seems
|
|
// unclear to you, feel free to just use array indices 0..7
|
|
// The compiler doesn't seem to deal properly with multidim arrays
|
|
// (at least in the sense of aliasing them to registers)
|
|
// However, if you always access through the arrays by using
|
|
// compile-time immediate constants (eg, foo[2] rather than
|
|
// int x = 2; foo[x]
|
|
// it will at least treat them as register variables.
|
|
|
|
// load four blockLights entries, and four colors
|
|
fltx4 vLight0[4], vLight1[4];
|
|
fltx4 colorLightMap0[4], colorLightMap1[4];
|
|
|
|
fltx4 bytePackedLightMap0 = XMLoadVector4(pLightmap+i); // because each colorrgbexp is actually a 32-bit struct,
|
|
// this loads four of them into one vector -- they are ubytes for rgb and sbyte for e
|
|
fltx4 bytePackedLightMap1 = XMLoadVector4(pLightmap+i+4);
|
|
|
|
// load group 0
|
|
vLight0[0] = LoadAlignedSIMD( &(bLights + i + 0)->x );
|
|
vLight0[1] = LoadAlignedSIMD( &(bLights + i + 1)->x );
|
|
vLight0[2] = LoadAlignedSIMD( &(bLights + i + 2)->x );
|
|
vLight0[3] = LoadAlignedSIMD( &(bLights + i + 3)->x );
|
|
|
|
// load group 1
|
|
vLight1[0] = LoadAlignedSIMD( &(bLights + i + 4)->x );
|
|
vLight1[1] = LoadAlignedSIMD( &(bLights + i + 5)->x );
|
|
vLight1[2] = LoadAlignedSIMD( &(bLights + i + 6)->x );
|
|
vLight1[3] = LoadAlignedSIMD( &(bLights + i + 7)->x );
|
|
|
|
// unpack the color light maps now that they have loaded
|
|
// interleaving (four-vector) group 0 and 1
|
|
|
|
// unpack rgbe 0 and 1:
|
|
// like an unsigned unpack: { 0x00, colorLightMap[0].r, 0x00, colorLightMap[0].g, 0x00, colorLightMap[0].b, 0x00, colorLightMap[0].e,
|
|
// 0x00, colorLightMap[1].r, 0x00, colorLightMap[1].g, 0x00, colorLightMap[1].b, 0x00, colorLightMap[1].e}
|
|
fltx4 unsignedUnpackHi0 = __vmrghb(zero, bytePackedLightMap0); // GROUP 0
|
|
fltx4 unsignedUnpackLo0 = __vmrglb(zero, bytePackedLightMap0); // rgbe words 2 and 3
|
|
fltx4 unsignedUnpackHi1 = __vmrghb(zero, bytePackedLightMap1); // GROUP 1
|
|
fltx4 unsignedUnpackLo1 = __vmrglb(zero, bytePackedLightMap1); // rgbe words 2 and 3
|
|
|
|
fltx4 signedUnpackHi0 = __vupkhsb(bytePackedLightMap0); // signed unpack of words 0 and 1, like the unsigned unpack but replaces 0x00 w/ sign extension
|
|
fltx4 signedUnpackLo0 = __vupklsb(bytePackedLightMap0); // GROUP 0
|
|
fltx4 signedUnpackHi1 = __vupkhsb(bytePackedLightMap1); // signed unpack of words 0 and 1, like the unsigned unpack but replaces 0x00 w/ sign extension
|
|
fltx4 signedUnpackLo1 = __vupklsb(bytePackedLightMap1); // GROUP 1
|
|
|
|
// merge the signed and unsigned unpacks together to make the full halfwords
|
|
unsignedUnpackHi0 = MaskedAssign(vHalfWordMask, signedUnpackHi0, unsignedUnpackHi0 );
|
|
unsignedUnpackLo0 = MaskedAssign(vHalfWordMask, signedUnpackLo0, unsignedUnpackLo0 );
|
|
unsignedUnpackHi1 = MaskedAssign(vHalfWordMask, signedUnpackHi1, unsignedUnpackHi1 );
|
|
unsignedUnpackLo1 = MaskedAssign(vHalfWordMask, signedUnpackLo1, unsignedUnpackLo1 );
|
|
|
|
// now complete the unpack from halfwords to words (we can just use signed because there are 0x00's above the rgb channels)
|
|
colorLightMap0[0] = __vupkhsh(unsignedUnpackHi0); // vector unpack high signed halfword
|
|
colorLightMap0[1] = __vupklsh(unsignedUnpackHi0); // vector unpack low signed halfword
|
|
colorLightMap0[2] = __vupkhsh(unsignedUnpackLo0);
|
|
colorLightMap0[3] = __vupklsh(unsignedUnpackLo0);
|
|
colorLightMap0[0] = __vcfsx( colorLightMap0[0], 0); // convert to floats
|
|
colorLightMap1[0] = __vupkhsh(unsignedUnpackHi1); // interleave group 1 unpacks
|
|
colorLightMap0[1] = __vcfsx( colorLightMap0[1], 0); // convert to floats
|
|
colorLightMap1[1] = __vupklsh(unsignedUnpackHi1); // should dual issue
|
|
colorLightMap0[2] = __vcfsx( colorLightMap0[2], 0); // convert to floats
|
|
colorLightMap1[2] = __vupkhsh(unsignedUnpackLo1);
|
|
colorLightMap0[3] = __vcfsx( colorLightMap0[3], 0); // convert to floats
|
|
colorLightMap1[3] = __vupklsh(unsignedUnpackLo1);
|
|
|
|
// finish unpacking group 1 (giving group 0 time to finish converting)
|
|
colorLightMap1[0] = __vcfsx( colorLightMap1[0], 0);
|
|
colorLightMap1[1] = __vcfsx( colorLightMap1[1], 0);
|
|
colorLightMap1[2] = __vcfsx( colorLightMap1[2], 0);
|
|
colorLightMap1[3] = __vcfsx( colorLightMap1[3], 0);
|
|
|
|
// manufacture exponent splats and start normalizing the rgb channels (eg *= 1/255)
|
|
fltx4 expW0[4], expW1[4];
|
|
expW0[0] = XMVectorSplatW(colorLightMap0[0]);
|
|
colorLightMap0[0] = MulSIMD(colorLightMap0[0], vOneOverTwoFiftyFive); // normalize the rgb channels
|
|
expW0[1] = XMVectorSplatW(colorLightMap0[1]);
|
|
colorLightMap0[1] = MulSIMD(colorLightMap0[1], vOneOverTwoFiftyFive); // normalize the rgb channels
|
|
expW0[2] = XMVectorSplatW(colorLightMap0[2]);
|
|
colorLightMap0[2] = MulSIMD(colorLightMap0[2], vOneOverTwoFiftyFive); // normalize the rgb channels
|
|
expW0[3] = XMVectorSplatW(colorLightMap0[3]);
|
|
colorLightMap0[3] = MulSIMD(colorLightMap0[3], vOneOverTwoFiftyFive); // normalize the rgb channels
|
|
|
|
// scale each of the color channels by the exponent channel
|
|
// (the estimate operation is exact for integral inputs, as here)
|
|
expW0[0] = XMVectorExpEst( expW0[0] ); // x = 2^x
|
|
expW1[0] = XMVectorSplatW(colorLightMap1[0]); // interleave splats on exp group 1 (dual issue)
|
|
colorLightMap1[0] = MulSIMD(colorLightMap1[0], vOneOverTwoFiftyFive); // normalize the rgb channels
|
|
expW0[1] = XMVectorExpEst( expW0[1] );
|
|
expW1[1] = XMVectorSplatW(colorLightMap1[1]);
|
|
colorLightMap1[1] = MulSIMD(colorLightMap1[1], vOneOverTwoFiftyFive); // normalize the rgb channels
|
|
expW0[2] = XMVectorExpEst( expW0[2] );
|
|
expW1[2] = XMVectorSplatW(colorLightMap1[2]);
|
|
colorLightMap1[2] = MulSIMD(colorLightMap1[2], vOneOverTwoFiftyFive); // normalize the rgb channels
|
|
expW0[3] = XMVectorExpEst( expW0[3] );
|
|
expW1[3] = XMVectorSplatW(colorLightMap1[3]);
|
|
colorLightMap1[3] = MulSIMD(colorLightMap1[3], vOneOverTwoFiftyFive); // normalize the rgb channels
|
|
|
|
// finish scale-by-exponent on group 1
|
|
expW1[0] = XMVectorExpEst( expW1[0] );
|
|
expW1[1] = XMVectorExpEst( expW1[1] );
|
|
expW1[2] = XMVectorExpEst( expW1[2] );
|
|
expW1[3] = XMVectorExpEst( expW1[3] );
|
|
|
|
colorLightMap0[0] = MulSIMD(expW0[0], colorLightMap0[0]);
|
|
colorLightMap0[1] = MulSIMD(expW0[1], colorLightMap0[1]);
|
|
colorLightMap0[2] = MulSIMD(expW0[2], colorLightMap0[2]);
|
|
colorLightMap0[3] = MulSIMD(expW0[3], colorLightMap0[3]);
|
|
colorLightMap1[0] = MulSIMD(expW1[0], colorLightMap1[0]);
|
|
colorLightMap1[1] = MulSIMD(expW1[1], colorLightMap1[1]);
|
|
colorLightMap1[2] = MulSIMD(expW1[2], colorLightMap1[2]);
|
|
colorLightMap1[3] = MulSIMD(expW1[3], colorLightMap1[3]);
|
|
|
|
#ifdef X360_DOUBLECHECK_LIGHTMAPS
|
|
for (int group = 0 ; group < 4 ; ++group)
|
|
{
|
|
Assert( colorLightMap0[group].v[0] == TexLightToLinear( pLightmap[i + group].r, pLightmap[i + group].exponent ) &&
|
|
colorLightMap0[group].v[1] == TexLightToLinear( pLightmap[i + group].g, pLightmap[i + group].exponent ) &&
|
|
colorLightMap0[group].v[2] == TexLightToLinear( pLightmap[i + group].b, pLightmap[i + group].exponent ) );
|
|
}
|
|
#endif
|
|
|
|
|
|
// accumulate into blocklights
|
|
vLight0[0] = XMVectorMultiplyAdd(vScalar, colorLightMap0[0], vLight0[0]);
|
|
vLight0[1] = XMVectorMultiplyAdd(vScalar, colorLightMap0[1], vLight0[1]);
|
|
vLight0[2] = XMVectorMultiplyAdd(vScalar, colorLightMap0[2], vLight0[2]);
|
|
vLight0[3] = XMVectorMultiplyAdd(vScalar, colorLightMap0[3], vLight0[3]);
|
|
vLight1[0] = XMVectorMultiplyAdd(vScalar, colorLightMap1[0], vLight1[0]);
|
|
vLight1[1] = XMVectorMultiplyAdd(vScalar, colorLightMap1[1], vLight1[1]);
|
|
vLight1[2] = XMVectorMultiplyAdd(vScalar, colorLightMap1[2], vLight1[2]);
|
|
vLight1[3] = XMVectorMultiplyAdd(vScalar, colorLightMap1[3], vLight1[3]);
|
|
|
|
// save
|
|
XMStoreVector4A( bLights + i + 0, vLight0[0]);
|
|
XMStoreVector4A( bLights + i + 1, vLight0[1]);
|
|
XMStoreVector4A( bLights + i + 2, vLight0[2]);
|
|
XMStoreVector4A( bLights + i + 3, vLight0[3]);
|
|
XMStoreVector4A( bLights + i + 4, vLight1[0]);
|
|
XMStoreVector4A( bLights + i + 5, vLight1[1]);
|
|
XMStoreVector4A( bLights + i + 6, vLight1[2]);
|
|
XMStoreVector4A( bLights + i + 7, vLight1[3]);
|
|
}
|
|
}
|
|
|
|
// just like XMLoadByte4 only no asserts
|
|
FORCEINLINE XMVECTOR LoadSignedByte4NoAssert ( CONST XMBYTE4* pSource )
|
|
{
|
|
XMVECTOR V;
|
|
|
|
V = __lvlx(pSource, 0);
|
|
V = __vupkhsb(V);
|
|
V = __vupkhsh(V);
|
|
V = __vcfsx(V, 0);
|
|
|
|
return V;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Compute the portion of the lightmap generated from lightstyles
|
|
//-----------------------------------------------------------------------------
|
|
static void AccumulateLightstyles( ColorRGBExp32* pLightmap, int lightmapSize, fltx4 vScalar )
|
|
{
|
|
Assert( pLightmap );
|
|
// crush w of the scalar to zero (so we don't overwrite blocklight[x][y][3] in the madds)
|
|
vScalar = __vrlimi(vScalar, Four_Zeros, 1, 0);
|
|
int lightmapSizeEightAligned = lightmapSize & (~0x07);
|
|
|
|
// crunch as many groups of eight as possible, then deal with the remainder
|
|
AccumulateLightstyles_EightAtAtime(pLightmap, lightmapSizeEightAligned, vScalar, blocklights[0]);
|
|
|
|
// handle remainders
|
|
for (int i = lightmapSizeEightAligned; i < lightmapSize ; ++i )
|
|
{
|
|
// load four blockLights entries, and four colors
|
|
fltx4 vLight;
|
|
fltx4 colorLightMap;
|
|
vLight = LoadAlignedSIMD(blocklights[0][i].Base());
|
|
|
|
// unpack the color light maps
|
|
// load the unsigned bytes
|
|
colorLightMap = XMLoadUByte4(reinterpret_cast<XMUBYTE4 *>(pLightmap + i));
|
|
// fish out the exponent component from a signed load
|
|
fltx4 exponentiator = XMVectorExpEst(XMVectorSplatW(LoadSignedByte4NoAssert(reinterpret_cast<XMBYTE4 *>(pLightmap + i))));
|
|
|
|
// scale each of the color light channels by the exponent
|
|
colorLightMap = MulSIMD( MulSIMD(colorLightMap, vOneOverTwoFiftyFive ), exponentiator );
|
|
|
|
Assert( colorLightMap.v[0] == TexLightToLinear( pLightmap[i].r, pLightmap[i].exponent ) &&
|
|
colorLightMap.v[1] == TexLightToLinear( pLightmap[i].g, pLightmap[i].exponent ) &&
|
|
colorLightMap.v[2] == TexLightToLinear( pLightmap[i].b, pLightmap[i].exponent ) );
|
|
|
|
// accumulate onto blocklights
|
|
vLight = MaddSIMD(vScalar, colorLightMap, vLight);
|
|
|
|
StoreAlignedSIMD(blocklights[0][i].Base(), vLight);
|
|
}
|
|
}
|
|
|
|
static void AccumulateLightstylesFlat( ColorRGBExp32* pLightmap, int lightmapSize, fltx4 vScalar )
|
|
{
|
|
Assert( pLightmap );
|
|
|
|
// this isn't a terribly fast way of doing things, but
|
|
// this function doesn't seem to be called much (so
|
|
// it's not worth the trouble of custom loop scheduling)
|
|
fltx4 colorLightMap;
|
|
// unpack the color light maps
|
|
// load the unsigned bytes
|
|
colorLightMap = XMLoadUByte4(reinterpret_cast<XMUBYTE4 *>(pLightmap));
|
|
// fish out the exponent component from a signed load
|
|
fltx4 exponentiator = XMVectorExpEst(XMVectorSplatW(LoadSignedByte4NoAssert(reinterpret_cast<XMBYTE4 *>(pLightmap))));
|
|
|
|
// scale each of the color light channels by the exponent
|
|
colorLightMap = MulSIMD( MulSIMD(colorLightMap, vOneOverTwoFiftyFive ), exponentiator );
|
|
|
|
for (int i = 0; i < lightmapSize ; ++i )
|
|
{
|
|
// load four blockLights entries, and four colors
|
|
fltx4 vLight;
|
|
vLight = LoadAlignedSIMD(blocklights[0][i].Base());
|
|
|
|
// accumulate onto blocklights
|
|
vLight = MaddSIMD(vScalar, colorLightMap, vLight);
|
|
|
|
StoreAlignedSIMD(blocklights[0][i].Base(), vLight);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
static void AccumulateBumpedLightstyles( ColorRGBExp32* RESTRICT pLightmap, int lightmapSize, fltx4 vScalar )
|
|
{
|
|
COMPILE_TIME_ASSERT(sizeof(ColorRGBExp32) == 4); // This function is carefully scheduled around four-byte colors
|
|
|
|
// crush w of the scalar to zero (so we don't overwrite blocklight[x][y][3] in the madds)
|
|
vScalar = __vrlimi(vScalar, Four_Zeros, 1, 0);
|
|
|
|
/*
|
|
ColorRGBExp32 * RESTRICT pBumpedLightmaps[3];
|
|
pBumpedLightmaps[1] = pLightmap + lightmapSize;
|
|
pBumpedLightmaps[2] = pLightmap + 2 * lightmapSize;
|
|
pBumpedLightmaps[3] = pLightmap + 3 * lightmapSize;
|
|
*/
|
|
|
|
// assert word (not vector) alignment
|
|
AssertMsg( ((reinterpret_cast<unsigned int>(pLightmap) & 0x03 ) == 0), "Lightmap was not word-aligned: AccumulateBumpedLightstyles must fail." );
|
|
// assert vector alignment
|
|
AssertMsg( (reinterpret_cast<unsigned int>(blocklights) & 0x0F ) == 0, "Blocklights is not vector-aligned. You're doomed." );
|
|
AssertMsg( (reinterpret_cast<unsigned int>(blocklights) & 127 ) == 0, "Blocklights is not cache-aligned. Performance will suffer." );
|
|
|
|
#if 0 // reference: This is the simple version -- four-way accumulate (no interleaving)
|
|
for (int i = 0 ; i < lightmapSize ; i+= 4)
|
|
{
|
|
// load four blockLights entries, and four colors
|
|
fltx4 vLight[4];
|
|
fltx4 colorLightMap[4];
|
|
vLight[0] = LoadUnalignedSIMD(&blocklights[0][i]);
|
|
vLight[1] = LoadUnalignedSIMD(&blocklights[0][i+1]);
|
|
vLight[2] = LoadUnalignedSIMD(&blocklights[0][i+2]);
|
|
vLight[3] = LoadUnalignedSIMD(&blocklights[0][i+3]);
|
|
// unpack the color light maps
|
|
{
|
|
fltx4 zero = Four_Zeros;
|
|
fltx4 colorLightmap = LoadUnalignedSIMD(pLightmap+i); // because each colorrgbexp is actually a 32-bit struct,
|
|
// this loads four of them into one vector -- they are ubytes for rgb and sbyte for e
|
|
// unpack rgbe 0 and 1:
|
|
// like an unsigned unpack: { 0x00, colorLightMap[0].r, 0x00, colorLightMap[0].g, 0x00, colorLightMap[0].b, 0x00, colorLightMap[0].e,
|
|
// 0x00, colorLightMap[1].r, 0x00, colorLightMap[1].g, 0x00, colorLightMap[1].b, 0x00, colorLightMap[1].e}
|
|
fltx4 unsignedUnpackHi = __vmrghb(zero, colorLightMap);
|
|
fltx4 unsignedUnpackLo = __vmrghb(zero, colorLightMap); // rgbe words 2 and 3
|
|
fltx4 signedUnpackHi = __vupkhsb(colorLightMap); // signed unpack of words 0 and 1, like the unsigned unpack but repl 0x00 w/ sign extension
|
|
fltx4 signedUnpackLo = __vupklsb(colorLightMap);
|
|
// merge the signed and unsigned unpacks together to make the full halfwords
|
|
unsignedUnpackHi = MaskedAssign(vHalfWordMask, signedUnpackHi, unsignedUnpackHi );
|
|
unsignedUnpackLo = MaskedAssign(vHalfWordMask, signedUnpackLo, unsignedUnpackLo );
|
|
// now complete the unpack from halfwords to words (we can just use signed because there are 0x00's above the rgb channels)
|
|
// and convert to float
|
|
colorLightMap[0] = __vcfsx( __vupkhsh(unsignedUnpackHi), 0);
|
|
colorLightMap[1] = __vcfsx( __vupklsh(unsignedUnpackHi), 0);
|
|
colorLightMap[2] = __vcfsx( __vupkhsh(unsignedUnpackLo), 0);
|
|
colorLightMap[3] = __vcfsx( __vupklsh(unsignedUnpackLo), 0);
|
|
}
|
|
|
|
// scale each of the color channels by the exponent channel
|
|
colorLightMap[0] = XMVectorExpEst( XMVectorSplatW(colorLightMap[0]) );
|
|
colorLightMap[1] = XMVectorExpEst( XMVectorSplatW(colorLightMap[1]) );
|
|
colorLightMap[2] = XMVectorExpEst( XMVectorSplatW(colorLightMap[2]) );
|
|
colorLightMap[3] = XMVectorExpEst( XMVectorSplatW(colorLightMap[3]) );
|
|
|
|
// accumulate into blocklights
|
|
vLight[0] = XMVectorMultiplyAdd(vScalar, colorLightMap[0], vLight[0]);
|
|
vLight[1] = XMVectorMultiplyAdd(vScalar, colorLightMap[1], vLight[1]);
|
|
vLight[2] = XMVectorMultiplyAdd(vScalar, colorLightMap[2], vLight[2]);
|
|
vLight[3] = XMVectorMultiplyAdd(vScalar, colorLightMap[3], vLight[3]);
|
|
|
|
// save
|
|
XMStoreVector4(&blocklights[0][i], vLight[0]);
|
|
XMStoreVector4(&blocklights[1][i], vLight[1]);
|
|
XMStoreVector4(&blocklights[2][i], vLight[2]);
|
|
XMStoreVector4(&blocklights[3][i], vLight[3]);
|
|
}
|
|
#endif
|
|
|
|
int lightmapSizeEightAligned = lightmapSize & (~0x07);
|
|
|
|
// crunch each of the lightmap groups.
|
|
for (int mapGroup = 0 ; mapGroup <= 3 ; ++mapGroup, pLightmap += lightmapSize )
|
|
{
|
|
// process the base lightmap
|
|
AccumulateLightstyles_EightAtAtime(pLightmap, lightmapSizeEightAligned, vScalar, blocklights[mapGroup]);
|
|
// handle remainders
|
|
for (int i = lightmapSizeEightAligned; i < lightmapSize ; ++i )
|
|
{
|
|
// load four blockLights entries, and four colors
|
|
fltx4 vLight;
|
|
fltx4 colorLightMap;
|
|
vLight = LoadAlignedSIMD(blocklights[mapGroup][i].Base());
|
|
|
|
// unpack the color light maps
|
|
// load the unsigned bytes
|
|
colorLightMap = XMLoadUByte4(reinterpret_cast<XMUBYTE4 *>(pLightmap + i));
|
|
// fish out the exponent component from a signed load
|
|
fltx4 exponentiator = XMVectorExpEst(XMVectorSplatW(LoadSignedByte4NoAssert(reinterpret_cast<XMBYTE4 *>(pLightmap + i))));
|
|
|
|
// scale each of the color light channels by the exponent
|
|
colorLightMap = MulSIMD( MulSIMD(colorLightMap, vOneOverTwoFiftyFive ), exponentiator );
|
|
|
|
Assert( colorLightMap.v[0] == TexLightToLinear( pLightmap[i].r, pLightmap[i].exponent ) &&
|
|
colorLightMap.v[1] == TexLightToLinear( pLightmap[i].g, pLightmap[i].exponent ) &&
|
|
colorLightMap.v[2] == TexLightToLinear( pLightmap[i].b, pLightmap[i].exponent ) );
|
|
|
|
|
|
// accumulate onto blocklights
|
|
vLight = MaddSIMD(vScalar, colorLightMap, vLight);
|
|
|
|
StoreAlignedSIMD(blocklights[mapGroup][i].Base(), vLight);
|
|
}
|
|
|
|
// note: pLightmap is incremented as well.
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Compute the portion of the lightmap generated from lightstyles
|
|
//-----------------------------------------------------------------------------
|
|
static void ComputeLightmapFromLightstyle( msurfacelighting_t *pLighting, bool computeLightmap,
|
|
bool computeBumpmap, int lightmapSize, bool hasBumpmapLightmapData )
|
|
{
|
|
VPROF( "ComputeLightmapFromLightstyle" );
|
|
|
|
ColorRGBExp32 *pLightmap = pLighting->m_pSamples;
|
|
|
|
// Compute iteration range
|
|
int minmap, maxmap;
|
|
#ifdef USE_CONVARS
|
|
if( r_lightmap.GetInt() != -1 )
|
|
{
|
|
minmap = r_lightmap.GetInt();
|
|
maxmap = minmap + 1;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
minmap = 0; maxmap = MAXLIGHTMAPS;
|
|
}
|
|
|
|
for (int maps = minmap; maps < maxmap && pLighting->m_nStyles[maps] != 255; ++maps)
|
|
{
|
|
if( r_lightstyle.GetInt() != -1 && pLighting->m_nStyles[maps] != r_lightstyle.GetInt())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
float fscalar = LightStyleValue( pLighting->m_nStyles[maps] );
|
|
|
|
// hack - don't know why we are getting negative values here.
|
|
// if (scalar > 0.0f && maps > 0 )
|
|
if (fscalar > 0.0f)
|
|
{
|
|
#ifdef _X360
|
|
fltx4 scalar = ReplicateX4(fscalar); // we use SIMD versions of these functions on 360
|
|
#else
|
|
const float &scalar = fscalar;
|
|
#endif
|
|
|
|
if( computeBumpmap )
|
|
{
|
|
AccumulateBumpedLightstyles( pLightmap, lightmapSize, scalar );
|
|
}
|
|
else if( computeLightmap )
|
|
{
|
|
if (r_avglightmap.GetInt())
|
|
{
|
|
pLightmap = pLighting->AvgLightColor(maps);
|
|
AccumulateLightstylesFlat( pLightmap, lightmapSize, scalar );
|
|
}
|
|
else
|
|
{
|
|
AccumulateLightstyles( pLightmap, lightmapSize, scalar );
|
|
}
|
|
}
|
|
}
|
|
|
|
// skip to next lightmap. If we store lightmap data, we need to jump forward 4
|
|
pLightmap += hasBumpmapLightmapData ? lightmapSize * ( NUM_BUMP_VECTS + 1 ) : lightmapSize;
|
|
}
|
|
}
|
|
|
|
// instrumentation to measure locks
|
|
/*
|
|
static CUtlVector<int> g_LightmapLocks;
|
|
static int g_Lastdlightframe = -1;
|
|
static int g_lastlock = -1;
|
|
static int g_unsorted = 0;
|
|
void MarkPage( int pageID )
|
|
{
|
|
if ( g_Lastdlightframe != r_framecount )
|
|
{
|
|
int total = 0;
|
|
int locks = 0;
|
|
for ( int i = 0; i < g_LightmapLocks.Count(); i++ )
|
|
{
|
|
int count = g_LightmapLocks[i];
|
|
if ( count )
|
|
{
|
|
total++;
|
|
locks += count;
|
|
}
|
|
g_LightmapLocks[i] = 0;
|
|
}
|
|
g_Lastdlightframe = r_framecount;
|
|
g_lastlock = -1;
|
|
if ( locks )
|
|
Msg("Total pages %d, locks %d, unsorted locks %d\n", total, locks, g_unsorted );
|
|
g_unsorted = 0;
|
|
}
|
|
if ( pageID != g_lastlock )
|
|
{
|
|
g_lastlock = pageID;
|
|
g_unsorted++;
|
|
}
|
|
g_LightmapLocks.EnsureCount(pageID+1);
|
|
g_LightmapLocks[pageID]++;
|
|
}
|
|
*/
|
|
//-----------------------------------------------------------------------------
|
|
// Update the lightmaps...
|
|
//-----------------------------------------------------------------------------
|
|
static void UpdateLightmapTextures( SurfaceHandle_t surfID, bool needsBumpmap )
|
|
{
|
|
ASSERT_SURF_VALID( surfID );
|
|
|
|
if( materialSortInfoArray )
|
|
{
|
|
int lightmapSize[2];
|
|
int offsetIntoLightmapPage[2];
|
|
lightmapSize[0] = ( MSurf_LightmapExtents( surfID )[0] ) + 1;
|
|
lightmapSize[1] = ( MSurf_LightmapExtents( surfID )[1] ) + 1;
|
|
offsetIntoLightmapPage[0] = MSurf_OffsetIntoLightmapPage( surfID )[0];
|
|
offsetIntoLightmapPage[1] = MSurf_OffsetIntoLightmapPage( surfID )[1];
|
|
Assert( MSurf_MaterialSortID( surfID ) >= 0 &&
|
|
MSurf_MaterialSortID( surfID ) < g_WorldStaticMeshes.Count() );
|
|
// FIXME: Should differentiate between bumped and unbumped since the perf characteristics
|
|
// are completely different?
|
|
// MarkPage( materialSortInfoArray[MSurf_MaterialSortID( surfID )].lightmapPageID );
|
|
|
|
if( needsBumpmap )
|
|
{
|
|
materials->UpdateLightmap( materialSortInfoArray[MSurf_MaterialSortID( surfID )].lightmapPageID,
|
|
lightmapSize, offsetIntoLightmapPage,
|
|
&blocklights[0][0][0], &blocklights[1][0][0], &blocklights[2][0][0], &blocklights[3][0][0] );
|
|
}
|
|
else
|
|
{
|
|
materials->UpdateLightmap( materialSortInfoArray[MSurf_MaterialSortID( surfID )].lightmapPageID,
|
|
lightmapSize, offsetIntoLightmapPage,
|
|
&blocklights[0][0][0], NULL, NULL, NULL );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
unsigned int R_UpdateDlightState( dlight_t *pLights, SurfaceHandle_t surfID, const matrix3x4_t& entityToWorld, bool bOnlyUseLightStyles, bool bLightmap )
|
|
{
|
|
unsigned int dlightMask = 0;
|
|
// Mark the surface with the particular cached light values...
|
|
msurfacelighting_t *pLighting = SurfaceLighting( surfID );
|
|
|
|
// Retire dlights that are no longer active
|
|
pLighting->m_fDLightBits &= r_dlightactive;
|
|
pLighting->m_nLastComputedFrame = r_framecount;
|
|
|
|
// Here, it's got the data it needs. So use it!
|
|
if ( !bOnlyUseLightStyles )
|
|
{
|
|
// add all the dynamic lights
|
|
if( bLightmap && ( pLighting->m_nDLightFrame == r_framecount ) )
|
|
{
|
|
dlightMask = R_ComputeDynamicLightMask( pLights, surfID, pLighting, entityToWorld );
|
|
}
|
|
|
|
if ( !dlightMask || !pLighting->m_fDLightBits )
|
|
{
|
|
pLighting->m_fDLightBits = 0;
|
|
MSurf_Flags(surfID) &= ~SURFDRAW_HASDLIGHT;
|
|
}
|
|
}
|
|
return dlightMask;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Build the blocklights array for a given surface and copy to dest
|
|
// Combine and scale multiple lightmaps into the 8.8 format in blocklights
|
|
// Input : *psurf - surface to rebuild
|
|
// *dest - texture pointer to receive copy in lightmap texture format
|
|
// stride - stride of *dest memory
|
|
//-----------------------------------------------------------------------------
|
|
void R_BuildLightMapGuts( dlight_t *pLights, SurfaceHandle_t surfID, const matrix3x4_t& entityToWorld, unsigned int dlightMask, bool needsBumpmap, bool needsLightmap )
|
|
{
|
|
VPROF_("R_BuildLightMapGuts", 1, VPROF_BUDGETGROUP_DLIGHT_RENDERING, false, 0);
|
|
int bumpID;
|
|
|
|
// Lightmap data can be dumped to save memory - this precludes any dynamic lighting on the world
|
|
Assert( !host_state.worldbrush->unloadedlightmaps );
|
|
|
|
// Mark the surface with the particular cached light values...
|
|
msurfacelighting_t *pLighting = SurfaceLighting( surfID );
|
|
|
|
int size = ComputeLightmapSize( surfID );
|
|
if (size == 0)
|
|
return;
|
|
|
|
bool hasBumpmap = SurfHasBumpedLightmaps( surfID );
|
|
bool hasLightmap = SurfHasLightmap( surfID );
|
|
|
|
// clear to no light
|
|
if( needsLightmap )
|
|
{
|
|
// set to full bright if no light data
|
|
InitLMSamples( blocklights[0], size, hasLightmap ? 0.0f : 1.0f );
|
|
}
|
|
|
|
if( needsBumpmap )
|
|
{
|
|
// set to full bright if no light data
|
|
for( bumpID = 1; bumpID < NUM_BUMP_VECTS + 1; bumpID++ )
|
|
{
|
|
InitLMSamples( blocklights[bumpID], size, hasBumpmap ? 0.0f : 1.0f );
|
|
}
|
|
}
|
|
|
|
// add all the lightmaps
|
|
// Here, it's got the data it needs. So use it!
|
|
if( ( hasLightmap && needsLightmap ) || ( hasBumpmap && needsBumpmap ) )
|
|
{
|
|
ComputeLightmapFromLightstyle( pLighting, ( hasLightmap && needsLightmap ),
|
|
( hasBumpmap && needsBumpmap ), size, hasBumpmap );
|
|
}
|
|
else if( !hasBumpmap && needsBumpmap && hasLightmap )
|
|
{
|
|
// make something up for the bumped lights if you need them but don't have the data
|
|
// if you have a lightmap, use that, otherwise fullbright
|
|
ComputeLightmapFromLightstyle( pLighting, true, false, size, hasBumpmap );
|
|
|
|
for( bumpID = 0; bumpID < ( hasBumpmap ? ( NUM_BUMP_VECTS + 1 ) : 1 ); bumpID++ )
|
|
{
|
|
for (int i=0 ; i<size ; i++)
|
|
{
|
|
blocklights[bumpID][i].AsVector3D() = blocklights[0][i].AsVector3D();
|
|
}
|
|
}
|
|
}
|
|
else if( needsBumpmap && !hasLightmap )
|
|
{
|
|
// set to full bright if no light data
|
|
InitLMSamples( blocklights[1], size, 0.0f );
|
|
InitLMSamples( blocklights[2], size, 0.0f );
|
|
InitLMSamples( blocklights[3], size, 0.0f );
|
|
}
|
|
else if( !needsBumpmap && !needsLightmap )
|
|
{
|
|
}
|
|
else if( needsLightmap && !hasLightmap )
|
|
{
|
|
}
|
|
else
|
|
{
|
|
Assert( 0 );
|
|
}
|
|
|
|
// add all the dynamic lights
|
|
if ( dlightMask && (needsLightmap || needsBumpmap) )
|
|
{
|
|
R_AddDynamicLights( pLights, surfID, entityToWorld, needsBumpmap, dlightMask );
|
|
}
|
|
|
|
// Update the texture state
|
|
UpdateLightmapTextures( surfID, needsBumpmap );
|
|
}
|
|
|
|
void R_BuildLightMap( dlight_t *pLights, ICallQueue *pCallQueue, SurfaceHandle_t surfID, const matrix3x4_t &entityToWorld, bool bOnlyUseLightStyles )
|
|
{
|
|
bool needsBumpmap = SurfNeedsBumpedLightmaps( surfID );
|
|
bool needsLightmap = SurfNeedsLightmap( surfID );
|
|
|
|
if( !needsBumpmap && !needsLightmap )
|
|
return;
|
|
|
|
if( materialSortInfoArray )
|
|
{
|
|
Assert( MSurf_MaterialSortID( surfID ) >= 0 &&
|
|
MSurf_MaterialSortID( surfID ) < g_WorldStaticMeshes.Count() );
|
|
if (( materialSortInfoArray[MSurf_MaterialSortID( surfID )].lightmapPageID == MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE ) ||
|
|
( materialSortInfoArray[MSurf_MaterialSortID( surfID )].lightmapPageID == MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE_BUMP ) )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
bool bDlightsInLightmap = needsLightmap || needsBumpmap;
|
|
unsigned int dlightMask = R_UpdateDlightState( pLights, surfID, entityToWorld, bOnlyUseLightStyles, bDlightsInLightmap );
|
|
|
|
// update the state, but don't render any dlights if only lightstyles requested
|
|
if ( bOnlyUseLightStyles )
|
|
dlightMask = 0;
|
|
|
|
if ( !pCallQueue )
|
|
{
|
|
R_BuildLightMapGuts( pLights, surfID, entityToWorld, dlightMask, needsBumpmap, needsLightmap );
|
|
}
|
|
else
|
|
{
|
|
pCallQueue->QueueCall( R_BuildLightMapGuts, pLights, surfID, RefToVal( entityToWorld ), dlightMask, needsBumpmap, needsLightmap );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Save off the average light values, and dump the rest of the lightmap data.
|
|
// Can be used to save memory, at the expense of dynamic lights and lightstyles.
|
|
//-----------------------------------------------------------------------------
|
|
void CacheAndUnloadLightmapData()
|
|
{
|
|
Assert( !g_bHunkAllocLightmaps );
|
|
if ( g_bHunkAllocLightmaps )
|
|
{
|
|
return;
|
|
}
|
|
|
|
worldbrushdata_t *pBrushData = host_state.worldbrush;
|
|
msurfacelighting_t *pLighting = pBrushData->surfacelighting;
|
|
int numSurfaces = pBrushData->numsurfaces;
|
|
|
|
// This will allocate more data than necessary, but only 1-2K max
|
|
byte *pDestBase = (byte*)malloc( numSurfaces * MAXLIGHTMAPS * sizeof( ColorRGBExp32 ) );
|
|
byte *pDest = pDestBase;
|
|
|
|
for ( int i = 0; i < numSurfaces; ++i, ++pLighting )
|
|
{
|
|
int nStyleCt = 0;
|
|
for ( int map = 0 ; map < MAXLIGHTMAPS; ++map )
|
|
{
|
|
if ( pLighting->m_nStyles[map] != 255 )
|
|
++nStyleCt;
|
|
}
|
|
|
|
const int nHdrBytes = nStyleCt * sizeof( ColorRGBExp32 );
|
|
byte *pHdr = (byte*)pLighting->m_pSamples - nHdrBytes;
|
|
|
|
// Copy just the 0-4 average color entries
|
|
Q_memcpy( pDest, pHdr, nHdrBytes );
|
|
|
|
// m_pSamples needs to point AFTER the average color data
|
|
pDest += nHdrBytes;
|
|
pLighting->m_pSamples = (ColorRGBExp32*)pDest;
|
|
}
|
|
|
|
// Update the lightdata pointer
|
|
free( host_state.worldbrush->lightdata );
|
|
host_state.worldbrush->lightdata = (ColorRGBExp32*)pDestBase;
|
|
host_state.worldbrush->unloadedlightmaps = true;
|
|
}
|
|
|
|
//sorts the surfaces in place
|
|
static void SortSurfacesByLightmapID( SurfaceHandle_t *pToSort, int iSurfaceCount )
|
|
{
|
|
SurfaceHandle_t *pSortTemp = (SurfaceHandle_t *)stackalloc( sizeof( SurfaceHandle_t ) * iSurfaceCount );
|
|
|
|
//radix sort
|
|
for( int radix = 0; radix != 4; ++radix )
|
|
{
|
|
//swap the inputs for the next pass
|
|
{
|
|
SurfaceHandle_t *pTemp = pToSort;
|
|
pToSort = pSortTemp;
|
|
pSortTemp = pTemp;
|
|
}
|
|
|
|
int iCounts[256] = { 0 };
|
|
int iBitOffset = radix * 8;
|
|
for( int i = 0; i != iSurfaceCount; ++i )
|
|
{
|
|
uint8 val = (materialSortInfoArray[MSurf_MaterialSortID( pSortTemp[i] )].lightmapPageID >> iBitOffset) & 0xFF;
|
|
++iCounts[val];
|
|
}
|
|
|
|
int iOffsetTable[256];
|
|
iOffsetTable[0] = 0;
|
|
for( int i = 0; i != 255; ++i )
|
|
{
|
|
iOffsetTable[i + 1] = iOffsetTable[i] + iCounts[i];
|
|
}
|
|
|
|
for( int i = 0; i != iSurfaceCount; ++i )
|
|
{
|
|
uint8 val = (materialSortInfoArray[MSurf_MaterialSortID( pSortTemp[i] )].lightmapPageID >> iBitOffset) & 0xFF;
|
|
int iWriteIndex = iOffsetTable[val];
|
|
pToSort[iWriteIndex] = pSortTemp[i];
|
|
++iOffsetTable[val];
|
|
}
|
|
}
|
|
}
|
|
|
|
void R_RedownloadAllLightmaps()
|
|
{
|
|
#ifdef _DEBUG
|
|
static bool initializedBlockLights = false;
|
|
if (!initializedBlockLights)
|
|
{
|
|
memset( &blocklights[0][0][0], 0, MAX_LIGHTMAP_DIM_INCLUDING_BORDER * MAX_LIGHTMAP_DIM_INCLUDING_BORDER * (NUM_BUMP_VECTS + 1) * sizeof( Vector ) );
|
|
initializedBlockLights = true;
|
|
}
|
|
#endif
|
|
|
|
double st = Sys_FloatTime();
|
|
|
|
bool bOnlyUseLightStyles = false;
|
|
|
|
if( r_dynamic.GetInt() == 0 )
|
|
{
|
|
bOnlyUseLightStyles = true;
|
|
}
|
|
|
|
// Can't build lightmaps if the source data has been dumped
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
ICallQueue *pCallQueue = pRenderContext->GetCallQueue();
|
|
if ( !host_state.worldbrush->unloadedlightmaps )
|
|
{
|
|
int iSurfaceCount = host_state.worldbrush->numsurfaces;
|
|
|
|
SurfaceHandle_t *pSortedSurfaces = (SurfaceHandle_t *)stackalloc( sizeof( SurfaceHandle_t ) * iSurfaceCount );
|
|
for( int surfaceIndex = 0; surfaceIndex < iSurfaceCount; surfaceIndex++ )
|
|
{
|
|
SurfaceHandle_t surfID = SurfaceHandleFromIndex( surfaceIndex );
|
|
pSortedSurfaces[surfaceIndex] = surfID;
|
|
}
|
|
|
|
SortSurfacesByLightmapID( pSortedSurfaces, iSurfaceCount ); //sorts in place, so now the array really is sorted
|
|
|
|
if( pCallQueue )
|
|
pCallQueue->QueueCall( materials, &IMaterialSystem::BeginUpdateLightmaps );
|
|
else
|
|
materials->BeginUpdateLightmaps();
|
|
|
|
matrix3x4_t xform;
|
|
SetIdentityMatrix(xform);
|
|
for( int surfaceIndex = 0; surfaceIndex < iSurfaceCount; surfaceIndex++ )
|
|
{
|
|
SurfaceHandle_t surfID = pSortedSurfaces[surfaceIndex];
|
|
|
|
ASSERT_SURF_VALID( surfID );
|
|
R_BuildLightMap( &cl_dlights[0], pCallQueue, surfID, xform, bOnlyUseLightStyles );
|
|
}
|
|
|
|
if( pCallQueue )
|
|
pCallQueue->QueueCall( materials, &IMaterialSystem::EndUpdateLightmaps );
|
|
else
|
|
materials->EndUpdateLightmaps();
|
|
|
|
if ( !g_bHunkAllocLightmaps && r_unloadlightmaps.GetInt() == 1 )
|
|
{
|
|
// Delete the lightmap data from memory
|
|
if ( !pCallQueue )
|
|
{
|
|
CacheAndUnloadLightmapData();
|
|
}
|
|
else
|
|
{
|
|
pCallQueue->QueueCall( CacheAndUnloadLightmapData );
|
|
}
|
|
}
|
|
}
|
|
|
|
float elapsed = ( float )( Sys_FloatTime() - st ) * 1000.0;
|
|
DevMsg( "R_RedownloadAllLightmaps took %.3f msec!\n", elapsed );
|
|
|
|
g_RebuildLightmaps = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: flag the lightmaps as needing to be rebuilt (gamma change)
|
|
//-----------------------------------------------------------------------------
|
|
bool g_RebuildLightmaps = false;
|
|
|
|
void GL_RebuildLightmaps( void )
|
|
{
|
|
g_RebuildLightmaps = true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update the in-RAM texture for the given surface's lightmap
|
|
// Input : *fa - surface pointer
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifdef UPDATE_LIGHTSTYLES_EVERY_FRAME
|
|
ConVar mat_updatelightstyleseveryframe( "mat_updatelightstyleseveryframe", "0" );
|
|
#endif
|
|
void FASTCALL R_RenderDynamicLightmaps ( dlight_t *pLights, ICallQueue *pCallQueue, SurfaceHandle_t surfID, const matrix3x4_t &xform )
|
|
{
|
|
VPROF_BUDGET( "R_RenderDynamicLightmaps", VPROF_BUDGETGROUP_DLIGHT_RENDERING );
|
|
ASSERT_SURF_VALID( surfID );
|
|
|
|
int fSurfFlags = MSurf_Flags( surfID );
|
|
|
|
if( fSurfFlags & SURFDRAW_NOLIGHT )
|
|
return;
|
|
|
|
// check for lightmap modification
|
|
bool bChanged = false;
|
|
msurfacelighting_t *pLighting = SurfaceLighting( surfID );
|
|
if( fSurfFlags & SURFDRAW_HASLIGHTSYTLES )
|
|
{
|
|
#ifdef UPDATE_LIGHTSTYLES_EVERY_FRAME
|
|
if( mat_updatelightstyleseveryframe.GetBool() && ( pLighting->m_nStyles[0] != 0 || pLighting->m_nStyles[1] != 255 ) )
|
|
{
|
|
bChanged = true;
|
|
}
|
|
#endif
|
|
for( int maps = 0; maps < MAXLIGHTMAPS && pLighting->m_nStyles[maps] != 255; maps++ )
|
|
{
|
|
if( d_lightstyleframe[pLighting->m_nStyles[maps]] > pLighting->m_nLastComputedFrame )
|
|
{
|
|
bChanged = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// was it dynamic this frame (pLighting->m_nDLightFrame == r_framecount)
|
|
// or dynamic previously (pLighting->m_fDLightBits)
|
|
bool bDLightChanged = ( pLighting->m_nDLightFrame == r_framecount ) || pLighting->m_fDLightBits;
|
|
bool bOnlyUseLightStyles = false;
|
|
|
|
if( r_dynamic.GetInt() == 0 )
|
|
{
|
|
bOnlyUseLightStyles = true;
|
|
bDLightChanged = false;
|
|
}
|
|
|
|
if ( bChanged || bDLightChanged )
|
|
{
|
|
R_BuildLightMap( pLights, pCallQueue, surfID, xform, bOnlyUseLightStyles );
|
|
}
|
|
}
|