csgo-2018-source/utils/vrad/vrad.cpp
2021-07-24 21:11:47 -07:00

3110 lines
77 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// vrad.c
#include "vrad.h"
#include "physdll.h"
#include "lightmap.h"
#include "tier1/strtools.h"
#include "vmpi.h"
#include "macro_texture.h"
#include "vmpi_tools_shared.h"
#include "leaf_ambient_lighting.h"
#include "tools_minidump.h"
#include "loadcmdline.h"
#include "byteswap.h"
#include "iscratchpad3d.h"
#define ALLOWDEBUGOPTIONS (0 || _DEBUG)
static FileHandle_t pFpTrans = NULL;
/*
NOTES
-----
every surface must be divided into at least two patches each axis
*/
CUtlVector<CPatch> g_Patches;
CUtlVector<int> g_FacePatches; // constains all patches, children first
CUtlVector<int> faceParents; // contains only root patches, use next parent to iterate
CUtlVector<int> clusterChildren;
CUtlVector<Vector> emitlight;
CUtlVector<bumplights_t> addlight;
int num_sky_cameras;
sky_camera_t sky_cameras[MAX_MAP_AREAS];
int area_sky_cameras[MAX_MAP_AREAS];
entity_t *face_entity[MAX_MAP_FACES];
Vector face_offset[MAX_MAP_FACES]; // for rotating bmodels
int fakeplanes;
unsigned numbounce = 100; // 25; /* Originally this was 8 */
float maxchop = 4; // coarsest allowed number of luxel widths for a patch
float minchop = 4; // "-chop" tightest number of luxel widths for a patch, used on edges
float dispchop = 8.0f; // number of luxel widths for a patch
float g_MaxDispPatchRadius = 1500.0f; // Maximum radius allowed for displacement patches
qboolean g_bDumpPatches;
bool bDumpNormals = false;
bool g_bDumpRtEnv = false;
bool bRed2Black = true;
bool g_bFastAmbient = false;
bool g_bNoSkyRecurse = false;
bool g_bFiniteFalloffModel = false; // whether to use 1/xxx or not
int junk;
Vector ambient( 0, 0, 0 );
float lightscale = 1.0;
float dlight_threshold = 0.1; // was DIRECT_LIGHT constant
char source[MAX_PATH] = "";
char platformPath[MAX_PATH] = "";
char level_name[MAX_PATH] = ""; // map filename, without extension or path info
char global_lights[MAX_PATH] = "";
char designer_lights[MAX_PATH] = "";
char level_lights[MAX_PATH] = "";
char vismatfile[_MAX_PATH] = "";
char incrementfile[_MAX_PATH] = "";
IIncremental *g_pIncremental = 0;
bool g_bInterrupt = false; // Wsed with background lighting in WC. Tells VRAD
// to stop lighting.
float g_SunAngularExtent=0.0;
float g_flSkySampleScale = 1.0;
float g_flStaticPropSampleScale = 4.0;
bool g_bLargeDispSampleRadius = false;
bool g_bOnlyStaticProps = false;
bool g_bShowStaticPropNormals = false;
bool g_bStaticPropBounce = false;
float g_flStaticPropBounceBoost = 1.0f;
float gamma = 0.5;
float indirect_sun = 1.0;
float reflectivityScale = 1.0;
qboolean do_extra = true;
bool debug_extra = false;
qboolean do_fast = false;
qboolean do_centersamples = false;
int extrapasses = 4;
float smoothing_threshold = 0.7071067; // cos(45.0*(M_PI/180))
// Cosine of smoothing angle(in radians)
float coring = 1.0; // Light threshold to force to blackness(minimizes lightmaps)
qboolean texscale = true;
int dlight_map = 0; // Setting to 1 forces direct lighting into different lightmap than radiosity
float luxeldensity = 1.0;
unsigned num_degenerate_faces;
qboolean g_bLowPriority = false;
qboolean g_bLogHashData = false;
bool g_bNoDetailLighting = false;
double g_flStartTime;
bool g_bStaticPropLighting = false;
bool g_bStaticPropPolys = false;
bool g_bTextureShadows = false;
bool g_bDisablePropSelfShadowing = false;
bool g_bFastStaticProps = false;
bool g_bDumpBumpStaticProps = false;
bool g_bDisableStaticPropVertexInSolidTest = false;
CUtlVector<byte> g_FacesVisibleToLights;
RayTracingEnvironment g_RtEnv;
RayTracingEnvironment g_RtEnv_LightBlockers; // ray tracing environment consisting solely of light blockers - used in conjunction with bsp to solve indirect lighting for static props (as opposed to using the full RTE).
RayTracingEnvironment g_RtEnv_RadiosityPatches;
dface_t *g_pFaces=0;
// this is a list of material names used on static props which shouldn't cast shadows. a
// sequential search is used since we allow substring matches. its not time critical, and this
// functionality is a stopgap until vrad starts reading .vmt files.
CUtlVector<char const *> g_NonShadowCastingMaterialStrings;
/*
===================================================================
MISC
===================================================================
*/
int leafparents[MAX_MAP_LEAFS];
int nodeparents[MAX_MAP_NODES];
void MakeParents (int nodenum, int parent)
{
int i, j;
dnode_t *node;
nodeparents[nodenum] = parent;
node = &dnodes[nodenum];
for (i=0 ; i<2 ; i++)
{
j = node->children[i];
if (j < 0)
leafparents[-j - 1] = nodenum;
else
MakeParents (j, nodenum);
}
}
/*
===================================================================
TEXTURE LIGHT VALUES
===================================================================
*/
typedef struct
{
char name[256];
Vector value;
char *filename;
} texlight_t;
#define MAX_TEXLIGHTS 128
texlight_t texlights[MAX_TEXLIGHTS];
int num_texlights;
/*
============
ReadLightFile
============
*/
void ReadLightFile (char *filename)
{
char buf[1024];
int file_texlights = 0;
FileHandle_t f = g_pFileSystem->Open( filename, "r" );
if (!f)
{
Warning("Warning: Couldn't open texlight file %s.\n", filename);
return;
}
Msg("[Reading texlights from '%s']\n", filename);
while ( CmdLib_FGets( buf, sizeof( buf ), f ) )
{
// check ldr/hdr
char * scan = buf;
if ( !strnicmp( "hdr:", scan, 4) )
{
scan += 4;
if ( ! g_bHDR )
{
continue;
}
}
if ( !strnicmp( "ldr:", scan, 4) )
{
scan += 4;
if ( g_bHDR )
{
continue;
}
}
scan += strspn( scan, " \t" );
char NoShadName[1024];
if ( sscanf(scan,"noshadow %s",NoShadName)==1)
{
char * dot = strchr( NoShadName, '.' );
if ( dot ) // if they specify .vmt, kill it
* dot = 0;
//printf("add %s as a non shadow casting material\n",NoShadName);
g_NonShadowCastingMaterialStrings.AddToTail( strdup( NoShadName ));
}
else if ( sscanf( scan, "forcetextureshadow %s", NoShadName ) == 1 )
{
//printf("add %s as a non shadow casting material\n",NoShadName);
ForceTextureShadowsOnModel( NoShadName );
}
else
{
char szTexlight[256];
Vector value;
if ( num_texlights == MAX_TEXLIGHTS )
Error ("Too many texlights, max = %d", MAX_TEXLIGHTS);
int argCnt = sscanf (scan, "%s ",szTexlight );
if( argCnt != 1 )
{
if ( strlen( scan ) > 4 )
Msg( "ignoring bad texlight '%s' in %s", scan, filename );
continue;
}
LightForString( scan + strlen( szTexlight ) + 1, value );
int j = 0;
for( j; j < num_texlights; j ++ )
{
if ( strcmp( texlights[j].name, szTexlight ) == 0 )
{
if ( strcmp( texlights[j].filename, filename ) == 0 )
{
Msg( "ERROR\a: Duplication of '%s' in file '%s'!\n",
texlights[j].name, texlights[j].filename );
}
else if ( texlights[j].value[0] != value[0]
|| texlights[j].value[1] != value[1]
|| texlights[j].value[2] != value[2] )
{
Warning( "Warning: Overriding '%s' from '%s' with '%s'!\n",
texlights[j].name, texlights[j].filename, filename );
}
else
{
Warning( "Warning: Redundant '%s' def in '%s' AND '%s'!\n",
texlights[j].name, texlights[j].filename, filename );
}
break;
}
}
strcpy( texlights[j].name, szTexlight );
VectorCopy( value, texlights[j].value );
texlights[j].filename = filename;
file_texlights ++;
num_texlights = max( num_texlights, j + 1 );
}
}
qprintf ( "[%i texlights parsed from '%s']\n\n", file_texlights, filename);
g_pFileSystem->Close( f );
}
/*
============
LightForTexture
============
*/
void LightForTexture( const char *name, Vector& result )
{
result[ 0 ] = result[ 1 ] = result[ 2 ] = 0;
char baseFilename[ MAX_PATH ];
if ( Q_strncmp( "maps/", name, 5 ) == 0 )
{
// this might be a patch texture for cubemaps. try to parse out the original filename.
if ( Q_strncmp( level_name, name + 5, Q_strlen( level_name ) ) == 0 )
{
const char *base = name + 5 + Q_strlen( level_name );
if ( *base == '/' )
{
++base; // step past the path separator
// now we've gotten rid of the 'maps/level_name/' part, so we're left with
// 'originalName_%d_%d_%d'.
strcpy( baseFilename, base );
bool foundSeparators = true;
for ( int i=0; i<3; ++i )
{
char *underscore = Q_strrchr( baseFilename, '_' );
if ( underscore && *underscore )
{
*underscore = '\0';
}
else
{
foundSeparators = false;
}
}
if ( foundSeparators )
{
name = baseFilename;
}
}
}
}
for (int i=0 ; i<num_texlights ; i++)
{
if (!Q_strcasecmp (name, texlights[i].name))
{
VectorCopy( texlights[i].value, result );
return;
}
}
}
/*
=======================================================================
MAKE FACES
=======================================================================
*/
/*
=============
WindingFromFace
=============
*/
winding_t *WindingFromFace (dface_t *f, Vector& origin )
{
int i;
int se;
dvertex_t *dv;
int v;
winding_t *w;
w = AllocWinding (f->numedges);
w->numpoints = f->numedges;
for (i=0 ; i<f->numedges ; i++)
{
se = dsurfedges[f->firstedge + i];
if (se < 0)
v = dedges[-se].v[1];
else
v = dedges[se].v[0];
dv = &dvertexes[v];
VectorAdd (dv->point, origin, w->p[i]);
}
RemoveColinearPoints (w);
return w;
}
/*
=============
BaseLightForFace
=============
*/
void BaseLightForFace( dface_t *f, Vector& light, float *parea, Vector& reflectivity )
{
texinfo_t *tx;
dtexdata_t *texdata;
//
// check for light emited by texture
//
tx = &texinfo[f->texinfo];
texdata = &dtexdata[tx->texdata];
LightForTexture (TexDataStringTable_GetString( texdata->nameStringTableID ), light);
*parea = texdata->height * texdata->width;
VectorScale( texdata->reflectivity, reflectivityScale, reflectivity );
// always keep this less than 1 or the solution will not converge
for ( int i = 0; i < 3; i++ )
{
if ( reflectivity[i] > 0.99 )
reflectivity[i] = 0.99;
}
}
qboolean IsSky (dface_t *f)
{
texinfo_t *tx;
tx = &texinfo[f->texinfo];
if (tx->flags & SURF_SKY)
return true;
return false;
}
#ifdef STATIC_FOG
/*=============
IsFog
=============*/
qboolean IsFog( dface_t *f )
{
texinfo_t *tx;
tx = &texinfo[f->texinfo];
// % denotes a fog texture
if( tx->texture[0] == '%' )
return true;
return false;
}
#endif
void ProcessSkyCameras()
{
int i;
num_sky_cameras = 0;
for (i = 0; i < numareas; ++i)
{
area_sky_cameras[i] = -1;
}
for (i = 0; i < num_entities; ++i)
{
entity_t *e = &entities[i];
const char *name = ValueForKey (e, "classname");
if (stricmp (name, "sky_camera"))
continue;
Vector origin;
GetVectorForKey( e, "origin", origin );
int node = PointLeafnum( origin );
int area = -1;
if (node >= 0 && node < numleafs) area = dleafs[node].area;
float scale = FloatForKey( e, "scale" );
if (scale > 0.0f)
{
sky_cameras[num_sky_cameras].origin = origin;
sky_cameras[num_sky_cameras].sky_to_world = scale;
sky_cameras[num_sky_cameras].world_to_sky = 1.0f / scale;
sky_cameras[num_sky_cameras].area = area;
if (area >= 0 && area < numareas)
{
area_sky_cameras[area] = num_sky_cameras;
}
++num_sky_cameras;
}
}
}
/*
=============
MakePatchForFace
=============
*/
float totalarea;
void MakePatchForFace (int fn, winding_t *w)
{
dface_t *f = g_pFaces + fn;
float area;
CPatch *patch;
Vector centroid(0,0,0);
int i, j;
texinfo_t *tx;
// get texture info
tx = &texinfo[f->texinfo];
// No patches at all for fog!
#ifdef STATIC_FOG
if ( IsFog( f ) )
return;
#endif
// the sky needs patches or the form factors don't work out correctly
// if (IsSky( f ) )
// return;
area = WindingArea (w);
if (area <= 0)
{
num_degenerate_faces++;
// Msg("degenerate face\n");
return;
}
totalarea += area;
// get a patch
int ndxPatch = g_Patches.AddToTail();
patch = &g_Patches[ndxPatch];
memset( patch, 0, sizeof( CPatch ) );
patch->ndxNext = g_Patches.InvalidIndex();
patch->ndxNextParent = g_Patches.InvalidIndex();
patch->ndxNextClusterChild = g_Patches.InvalidIndex();
patch->child1 = g_Patches.InvalidIndex();
patch->child2 = g_Patches.InvalidIndex();
patch->parent = g_Patches.InvalidIndex();
patch->needsBumpmap = tx->flags & SURF_BUMPLIGHT ? true : false;
patch->staticPropIdx = -1;
// link and save patch data
patch->ndxNext = g_FacePatches.Element( fn );
g_FacePatches[fn] = ndxPatch;
// patch->next = face_g_Patches[fn];
// face_g_Patches[fn] = patch;
// compute a separate scale for chop - since the patch "scale" is the texture scale
// we want textures with higher resolution lighting to be chopped up more
float chopscale[2];
chopscale[0] = chopscale[1] = 16.0f;
if ( texscale )
{
// Compute the texture "scale" in s,t
for( i=0; i<2; i++ )
{
patch->scale[i] = 0.0f;
chopscale[i] = 0.0f;
for( j=0; j<3; j++ )
{
patch->scale[i] +=
tx->textureVecsTexelsPerWorldUnits[i][j] *
tx->textureVecsTexelsPerWorldUnits[i][j];
chopscale[i] +=
tx->lightmapVecsLuxelsPerWorldUnits[i][j] *
tx->lightmapVecsLuxelsPerWorldUnits[i][j];
}
patch->scale[i] = sqrt( patch->scale[i] );
chopscale[i] = sqrt( chopscale[i] );
}
}
else
{
patch->scale[0] = patch->scale[1] = 1.0f;
}
patch->area = area;
patch->sky = IsSky( f );
// chop scaled up lightmaps coarser
patch->luxscale = ((chopscale[0]+chopscale[1])/2);
patch->chop = maxchop;
#ifdef STATIC_FOG
patch->fog = FALSE;
#endif
patch->winding = w;
patch->plane = &dplanes[f->planenum];
// make a new plane to adjust for origined bmodels
if (face_offset[fn][0] || face_offset[fn][1] || face_offset[fn][2] )
{
dplane_t *pl;
// origin offset faces must create new planes
if (numplanes + fakeplanes >= MAX_MAP_PLANES)
{
Error ("numplanes + fakeplanes >= MAX_MAP_PLANES");
}
pl = &dplanes[numplanes + fakeplanes];
fakeplanes++;
*pl = *(patch->plane);
pl->dist += DotProduct (face_offset[fn], pl->normal);
patch->plane = pl;
}
patch->faceNumber = fn;
WindingCenter (w, patch->origin);
// Save "center" for generating the face normals later.
VectorSubtract( patch->origin, face_offset[fn], face_centroids[fn] );
VectorCopy( patch->plane->normal, patch->normal );
WindingBounds (w, patch->face_mins, patch->face_maxs);
VectorCopy( patch->face_mins, patch->mins );
VectorCopy( patch->face_maxs, patch->maxs );
BaseLightForFace( f, patch->baselight, &patch->basearea, patch->reflectivity );
// Chop all texlights very fine.
if ( !VectorCompare( patch->baselight, vec3_origin ) )
{
// patch->chop = do_extra ? maxchop / 2 : maxchop;
tx->flags |= SURF_LIGHT;
}
// get rid of do extra functionality on displacement surfaces
if( ValidDispFace( f ) )
{
patch->chop = maxchop;
}
// FIXME: If we wanted to add a dependency from vrad to the material system,
// we could do this. It would add a bunch of file accesses, though:
/*
// Check for a material var which would override the patch chop
bool bFound;
const char *pMaterialName = TexDataStringTable_GetString( dtexdata[ tx->texdata ].nameStringTableID );
MaterialSystemMaterial_t hMaterial = FindMaterial( pMaterialName, &bFound, false );
if ( bFound )
{
const char *pChopValue = GetMaterialVar( hMaterial, "%chop" );
if ( pChopValue )
{
float flChopValue;
if ( sscanf( pChopValue, "%f", &flChopValue ) > 0 )
{
patch->chop = flChopValue;
}
}
}
*/
}
entity_t *EntityForModel (int modnum)
{
int i;
char *s;
char name[16];
sprintf (name, "*%i", modnum);
// search the entities for one using modnum
for (i=0 ; i<num_entities ; i++)
{
s = ValueForKey (&entities[i], "model");
if (!strcmp (s, name))
return &entities[i];
}
return &entities[0];
}
/*
=============
MakePatches
=============
*/
void MakePatches (void)
{
int i, j;
dface_t *f;
int fn;
winding_t *w;
dmodel_t *mod;
Vector origin;
entity_t *ent;
ParseEntities ();
qprintf ("%i faces\n", numfaces);
for (i=0 ; i<nummodels ; i++)
{
mod = dmodels+i;
ent = EntityForModel (i);
VectorCopy (vec3_origin, origin);
// bmodels with origin brushes need to be offset into their
// in-use position
GetVectorForKey (ent, "origin", origin);
for (j=0 ; j<mod->numfaces ; j++)
{
fn = mod->firstface + j;
face_entity[fn] = ent;
VectorCopy (origin, face_offset[fn]);
f = &g_pFaces[fn];
if( f->dispinfo == -1 )
{
w = WindingFromFace (f, origin );
MakePatchForFace( fn, w );
}
}
}
if (num_degenerate_faces > 0)
{
qprintf("%d degenerate faces\n", num_degenerate_faces );
}
qprintf ("%i square feet [%.2f square inches]\n", (int)(totalarea/144), totalarea );
// make the displacement surface patches
StaticDispMgr()->MakePatches();
if ( g_bStaticPropBounce )
{
StaticPropMgr()->MakePatches();
}
}
/*
=======================================================================
SUBDIVIDE
=======================================================================
*/
//-----------------------------------------------------------------------------
// Purpose: does this surface take/emit light
//-----------------------------------------------------------------------------
bool PreventSubdivision( CPatch *patch )
{
if ( patch->faceNumber < 0 )
{
// static prop patch
return true;
}
dface_t *f = g_pFaces + patch->faceNumber;
texinfo_t *tx = &texinfo[f->texinfo];
if (tx->flags & SURF_NOCHOP)
return true;
if (tx->flags & SURF_NOLIGHT && !(tx->flags & SURF_LIGHT))
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: subdivide the "parent" patch
//-----------------------------------------------------------------------------
int CreateChildPatch( int nParentIndex, winding_t *pWinding, float flArea, const Vector &vecCenter )
{
int nChildIndex = g_Patches.AddToTail();
CPatch *child = &g_Patches[nChildIndex];
CPatch *parent = &g_Patches[nParentIndex];
// copy all elements of parent patch to children
*child = *parent;
// Set up links
child->ndxNext = g_Patches.InvalidIndex();
child->ndxNextParent = g_Patches.InvalidIndex();
child->ndxNextClusterChild = g_Patches.InvalidIndex();
child->child1 = g_Patches.InvalidIndex();
child->child2 = g_Patches.InvalidIndex();
child->parent = nParentIndex;
child->m_IterationKey = 0;
child->winding = pWinding;
child->area = flArea;
VectorCopy( vecCenter, child->origin );
if ( ValidDispFace( g_pFaces + child->faceNumber ) )
{
// shouldn't get here anymore!!
Msg( "SubdividePatch: Error - Should not be here!\n" );
StaticDispMgr()->GetDispSurfNormal( child->faceNumber, child->origin, child->normal, true );
}
else
{
GetPhongNormal( child->faceNumber, child->origin, child->normal );
}
child->planeDist = child->plane->dist;
WindingBounds(child->winding, child->mins, child->maxs);
if ( !VectorCompare( child->baselight, vec3_origin ) )
{
// don't check edges on surf lights
return nChildIndex;
}
// Subdivide patch towards minchop if on the edge of the face
Vector total;
VectorSubtract( child->maxs, child->mins, total );
VectorScale( total, child->luxscale, total );
if ( child->chop > minchop && (total[0] < child->chop) && (total[1] < child->chop) && (total[2] < child->chop) )
{
for ( int i=0; i<3; ++i )
{
if ( (child->face_maxs[i] == child->maxs[i] || child->face_mins[i] == child->mins[i] )
&& total[i] > minchop )
{
child->chop = max( minchop, child->chop / 2 );
break;
}
}
}
return nChildIndex;
}
//-----------------------------------------------------------------------------
// Purpose: subdivide the "parent" patch
//-----------------------------------------------------------------------------
void SubdividePatch( int ndxPatch )
{
winding_t *w, *o1, *o2;
Vector total;
Vector split;
vec_t dist;
vec_t widest = -1;
int i, widest_axis = -1;
bool bSubdivide = false;
// get the current patch
CPatch *patch = &g_Patches.Element( ndxPatch );
if ( !patch )
return;
// never subdivide sky patches
if ( patch->sky )
return;
// get the patch winding
w = patch->winding;
// subdivide along the widest axis
VectorSubtract (patch->maxs, patch->mins, total);
VectorScale( total, patch->luxscale, total );
for (i=0 ; i<3 ; i++)
{
if ( total[i] > widest )
{
widest_axis = i;
widest = total[i];
}
if ( (total[i] >= patch->chop) && (total[i] >= minchop) )
{
bSubdivide = true;
}
}
if ((!bSubdivide) && widest_axis != -1)
{
// make more square
if (total[widest_axis] > total[(widest_axis + 1) % 3] * 2 && total[widest_axis] > total[(widest_axis + 2) % 3] * 2)
{
if (patch->chop > minchop)
{
bSubdivide = true;
patch->chop = max( minchop, patch->chop / 2 );
}
}
}
if ( !bSubdivide )
return;
// split the winding
VectorCopy (vec3_origin, split);
split[widest_axis] = 1;
dist = (patch->mins[widest_axis] + patch->maxs[widest_axis])*0.5f;
ClipWindingEpsilon (w, split, dist, ON_EPSILON, &o1, &o2);
// calculate the area of the patches to see if they are "significant"
Vector center1, center2;
float area1 = WindingAreaAndBalancePoint( o1, center1 );
float area2 = WindingAreaAndBalancePoint( o2, center2 );
if( area1 == 0 || area2 == 0 )
{
Msg( "zero area child patch\n" );
return;
}
// create new child patches
int ndxChild1Patch = CreateChildPatch( ndxPatch, o1, area1, center1 );
int ndxChild2Patch = CreateChildPatch( ndxPatch, o2, area2, center2 );
// FIXME: This could go into CreateChildPatch if child1, child2 were stored in the patch as child[0], child[1]
patch = &g_Patches.Element( ndxPatch );
patch->child1 = ndxChild1Patch;
patch->child2 = ndxChild2Patch;
SubdividePatch( ndxChild1Patch );
SubdividePatch( ndxChild2Patch );
}
/*
=============
SubdividePatches
=============
*/
void SubdividePatches (void)
{
unsigned i, num;
if (numbounce == 0)
return;
unsigned int uiPatchCount = g_Patches.Count();
qprintf ("%i patches before subdivision\n", uiPatchCount);
for (i = 0; i < uiPatchCount; i++)
{
CPatch *pCur = &g_Patches.Element( i );
pCur->planeDist = pCur->plane->dist;
if ( pCur->faceNumber < 0 )
{
// This and all following patches are "fake" staticprop patches. Set up parent data structure for them.
break;
}
pCur->ndxNextParent = faceParents.Element( pCur->faceNumber );
faceParents[pCur->faceNumber] = pCur - g_Patches.Base();
}
for (i=0 ; i< uiPatchCount; i++)
{
CPatch *patch = &g_Patches.Element( i );
patch->parent = -1;
if ( PreventSubdivision(patch) )
continue;
if (!do_fast)
{
if( g_pFaces[patch->faceNumber].dispinfo == -1 )
{
SubdividePatch( i );
}
else
{
StaticDispMgr()->SubdividePatch( i );
}
}
}
// fixup next pointers
for (i = 0; i < (unsigned)numfaces; i++)
{
g_FacePatches[i] = g_FacePatches.InvalidIndex();
}
uiPatchCount = g_Patches.Count();
for (i = 0; i < uiPatchCount; i++)
{
CPatch *pCur = &g_Patches.Element( i );
if ( pCur->faceNumber < 0)
{
// Static prop patches don't have an associated face
continue;
}
pCur->ndxNext = g_FacePatches.Element( pCur->faceNumber );
g_FacePatches[pCur->faceNumber] = pCur - g_Patches.Base();
#if 0
CPatch *prev;
prev = face_g_Patches[g_Patches[i].faceNumber];
g_Patches[i].next = prev;
face_g_Patches[g_Patches[i].faceNumber] = &g_Patches[i];
#endif
}
// Cache off the leaf number:
// We have to do this after subdivision because some patches span leaves.
// (only the faces for model #0 are split by it's BSP which is what governs the PVS, and the leaves we're interested in)
// Sub models (1-255) are only split for the BSP that their model forms.
// When those patches are subdivided their origins can end up in a different leaf.
// The engine will split (clip) those faces at run time to the world BSP because the models
// are dynamic and can be moved. In the software renderer, they must be split exactly in order
// to sort per polygon.
for ( i = 0; i < uiPatchCount; i++ )
{
g_Patches[i].clusterNumber = ClusterFromPoint( g_Patches[i].origin );
//
// test for point in solid space (can happen with detail and displacement surfaces)
//
if( g_Patches[i].clusterNumber == -1 )
{
for( int j = 0; j < g_Patches[i].winding->numpoints; j++ )
{
int clusterNumber = ClusterFromPoint( g_Patches[i].winding->p[j] );
if( clusterNumber != -1 )
{
g_Patches[i].clusterNumber = clusterNumber;
break;
}
}
}
}
// build the list of patches that need to be lit
for ( num = 0; num < uiPatchCount; num++ )
{
// do them in reverse order
i = uiPatchCount - num - 1;
// skip patches with children
CPatch *pCur = &g_Patches.Element( i );
if( pCur->child1 == g_Patches.InvalidIndex() )
{
if( pCur->clusterNumber != - 1 )
{
pCur->ndxNextClusterChild = clusterChildren.Element( pCur->clusterNumber );
clusterChildren[pCur->clusterNumber] = pCur - g_Patches.Base();
}
}
#if 0
if (g_Patches[i].child1 == g_Patches.InvalidIndex() )
{
if( g_Patches[i].clusterNumber != -1 )
{
g_Patches[i].nextclusterchild = cluster_children[g_Patches[i].clusterNumber];
cluster_children[g_Patches[i].clusterNumber] = &g_Patches[i];
}
}
#endif
}
qprintf ("%i patches after subdivision\n", uiPatchCount);
}
//=====================================================================
/*
=============
MakeScales
This is the primary time sink.
It can be run multi threaded.
=============
*/
int total_transfer;
int max_transfer;
//-----------------------------------------------------------------------------
// Purpose: Computes the form factor from a polygon patch to a differential patch
// using formula 81 of Philip Dutre's Global Illumination Compendium,
// phil@graphics.cornell.edu, http://www.graphics.cornell.edu/~phil/GI/
//-----------------------------------------------------------------------------
float FormFactorPolyToDiff ( CPatch *pPolygon, CPatch* pDifferential )
{
winding_t *pWinding = pPolygon->winding;
float flFormFactor = 0.0f;
for ( int iPoint = 0; iPoint < pWinding->numpoints; iPoint++ )
{
int iNextPoint = ( iPoint < pWinding->numpoints - 1 ) ? iPoint + 1 : 0;
Vector vGammaVector, vVector1, vVector2;
VectorSubtract( pWinding->p[ iPoint ], pDifferential->origin, vVector1 );
VectorSubtract( pWinding->p[ iNextPoint ], pDifferential->origin, vVector2 );
VectorNormalize( vVector1 );
VectorNormalize( vVector2 );
CrossProduct( vVector1, vVector2, vGammaVector );
float flSinAlpha = VectorNormalize( vGammaVector );
if (flSinAlpha < -1.0f || flSinAlpha > 1.0f)
return 0.0f;
vGammaVector *= asin( flSinAlpha );
flFormFactor += DotProduct( vGammaVector, pDifferential->normal );
}
flFormFactor *= ( 0.5f / pPolygon->area ); // divide by pi later, multiply by area later
return flFormFactor;
}
//-----------------------------------------------------------------------------
// Purpose: Computes the form factor from a differential element to a differential
// element. This is okay when the distance between patches is 5 times
// greater than patch size. Lecture slides by Pat Hanrahan,
// http://graphics.stanford.edu/courses/cs348b-00/lectures/lecture17/radiosity.2.pdf
//-----------------------------------------------------------------------------
float FormFactorDiffToDiff ( CPatch *pDiff1, CPatch* pDiff2 )
{
Vector vDelta;
VectorSubtract( pDiff1->origin, pDiff2->origin, vDelta );
float flLength = VectorNormalize( vDelta );
return -DotProduct( vDelta, pDiff1->normal ) * DotProduct( vDelta, pDiff2->normal ) / ( flLength * flLength );
}
void MakeTransfer( int ndxPatch1, int ndxPatch2, transfer_t *all_transfers )
//void MakeTransfer (CPatch *patch, CPatch *patch2, transfer_t *all_transfers )
{
Vector delta;
vec_t scale;
float trans;
transfer_t *transfer;
//
// get patches
//
if( ndxPatch1 == g_Patches.InvalidIndex() || ndxPatch2 == g_Patches.InvalidIndex() )
return;
CPatch *pPatch1 = &g_Patches.Element( ndxPatch1 );
CPatch *pPatch2 = &g_Patches.Element( ndxPatch2 );
if (IsSky( &g_pFaces[ pPatch2->faceNumber ] ) )
return;
// overflow check!
if ( pPatch1->numtransfers >= MAX_PATCHES)
{
return;
}
// hack for patch areas that area <= 0 (degenerate)
if ( pPatch2->area <= 0)
{
return;
}
transfer = &all_transfers[pPatch1->numtransfers];
scale = FormFactorDiffToDiff( pPatch2, pPatch1 );
// patch normals may be > 90 due to smoothing groups
if (scale <= 0)
{
//Msg("scale <= 0\n");
return;
}
// Test 5 times rule
Vector vDelta;
VectorSubtract( pPatch1->origin, pPatch2->origin, vDelta );
float flThreshold = ( M_PI * 0.04 ) * DotProduct( vDelta, vDelta );
if (flThreshold < pPatch2->area)
{
scale = FormFactorPolyToDiff( pPatch2, pPatch1 );
if (scale <= 0.0)
return;
}
trans = (pPatch2->area*scale);
if (trans <= TRANSFER_EPSILON)
{
return;
}
transfer->patch = pPatch2 - g_Patches.Base();
// FIXME: why is this not trans?
transfer->transfer = trans;
#if 0
// DEBUG! Dump patches and transfer connection for displacements. This creates a lot of data, so only
// use it when you really want it - that is why it is #if-ed out.
if ( g_bDumpPatches )
{
if ( !pFpTrans )
{
pFpTrans = g_pFileSystem->Open( "trans.txt", "w" );
}
Vector light = pPatch1->totallight.light[0] + pPatch1->directlight;
WriteWinding( pFpTrans, pPatch1->winding, light );
light = pPatch2->totallight.light[0] + pPatch2->directlight;
WriteWinding( pFpTrans, pPatch2->winding, light );
WriteLine( pFpTrans, pPatch1->origin, pPatch2->origin, Vector( 255, 0, 255 ) );
}
#endif
pPatch1->numtransfers++;
}
void MakeScales ( int ndxPatch, transfer_t *all_transfers )
{
int j;
float total;
transfer_t *t, *t2;
total = 0;
if( ndxPatch == g_Patches.InvalidIndex() )
return;
CPatch *patch = &g_Patches.Element( ndxPatch );
// copy the transfers out
if (patch->numtransfers)
{
if (patch->numtransfers > max_transfer)
{
max_transfer = patch->numtransfers;
}
patch->transfers = ( transfer_t* )calloc (1, patch->numtransfers * sizeof(transfer_t));
if (!patch->transfers)
Error ("Memory allocation failure");
// get total transfer energy
t2 = all_transfers;
// overflow check!
for (j=0 ; j<patch->numtransfers ; j++, t2++)
{
total += t2->transfer;
}
// the total transfer should be PI, but we need to correct errors due to overlaping surfaces
if (total > M_PI)
total = 1.0f/total;
else
total = 1.0f/M_PI;
t = patch->transfers;
t2 = all_transfers;
for (j=0 ; j<patch->numtransfers ; j++, t++, t2++)
{
t->transfer = t2->transfer*total;
t->patch = t2->patch;
}
if (patch->numtransfers > max_transfer)
{
max_transfer = patch->numtransfers;
}
}
else
{
// Error - patch has no transfers
// patch->totallight[2] = 255;
}
ThreadLock ();
total_transfer += patch->numtransfers;
ThreadUnlock ();
}
/*
=============
WriteWorld
=============
*/
void WriteWorld (char *name, int iBump)
{
unsigned j;
FileHandle_t out;
CPatch *patch;
out = g_pFileSystem->Open( name, "w" );
if (!out)
Error ("Couldn't open %s", name);
unsigned int uiPatchCount = g_Patches.Count();
for (j=0; j<uiPatchCount; j++)
{
patch = &g_Patches.Element( j );
// skip parent patches
if (patch->child1 != g_Patches.InvalidIndex() )
continue;
if( patch->clusterNumber == -1 )
{
Vector vGreen;
VectorClear( vGreen );
vGreen[1] = 256.0f;
WriteWinding( out, patch->winding, vGreen );
}
else
{
Vector light = patch->totallight.light[iBump] + patch->directlight;
WriteWinding( out, patch->winding, light );
if( bDumpNormals )
{
WriteNormal( out, patch->origin, patch->plane->normal, 15.0f, patch->plane->normal * 255.0f );
}
}
}
g_pFileSystem->Close( out );
}
void WriteRTEnv (char *name)
{
FileHandle_t out;
out = g_pFileSystem->Open( name, "w" );
if (!out)
Error ("Couldn't open %s", name);
winding_t *triw = AllocWinding( 3 );
triw->numpoints = 3;
for( int i = 0; i < g_RtEnv.OptimizedTriangleList.Count(); i++ )
{
triw->p[0] = g_RtEnv.OptimizedTriangleList[i].Vertex( 0);
triw->p[1] = g_RtEnv.OptimizedTriangleList[i].Vertex( 1);
triw->p[2] = g_RtEnv.OptimizedTriangleList[i].Vertex( 2);
int id = g_RtEnv.OptimizedTriangleList[i].m_Data.m_GeometryData.m_nTriangleID;
Vector color(0, 0, 0);
if (id & TRACE_ID_OPAQUE) color.Init(0, 255, 0);
if (id & TRACE_ID_SKY) color.Init(0, 0, 255);
if (id & TRACE_ID_STATICPROP) color.Init(255, 0, 0);
WriteWinding(out, triw, color);
}
FreeWinding(triw);
g_pFileSystem->Close( out );
}
void WriteWinding (FileHandle_t out, winding_t *w, Vector& color )
{
int i;
CmdLib_FPrintf (out, "%i\n", w->numpoints);
for (i=0 ; i<w->numpoints ; i++)
{
CmdLib_FPrintf (out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n",
w->p[i][0],
w->p[i][1],
w->p[i][2],
color[ 0 ] / 256,
color[ 1 ] / 256,
color[ 2 ] / 256 );
}
}
void WriteNormal( FileHandle_t out, Vector const &nPos, Vector const &nDir,
float length, Vector const &color )
{
CmdLib_FPrintf( out, "2\n" );
CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n",
nPos.x, nPos.y, nPos.z,
color.x / 256, color.y / 256, color.z / 256 );
CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n",
nPos.x + ( nDir.x * length ),
nPos.y + ( nDir.y * length ),
nPos.z + ( nDir.z * length ),
color.x / 256, color.y / 256, color.z / 256 );
}
void WriteLine( FileHandle_t out, const Vector &vecPos1, const Vector &vecPos2, const Vector &color )
{
CmdLib_FPrintf( out, "2\n" );
CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n",
vecPos1.x, vecPos1.y, vecPos1.z,
color.x / 256, color.y / 256, color.z / 256 );
CmdLib_FPrintf( out, "%5.2f %5.2f %5.2f %5.3f %5.3f %5.3f\n",
vecPos2.x, vecPos2.y, vecPos2.z,
color.x / 256, color.y / 256, color.z / 256 );
}
void WriteTrace( const char *pFileName, const FourRays &rays, const RayTracingResult& result )
{
FileHandle_t out;
out = g_pFileSystem->Open( pFileName, "a" );
if (!out)
Error ("Couldn't open %s", pFileName);
// Draws rays
for ( int i = 0; i < 4; ++i )
{
Vector vecOrigin = rays.origin.Vec(i);
Vector vecEnd = rays.direction.Vec(i);
VectorNormalize( vecEnd );
vecEnd *= SubFloat( result.HitDistance, i );
vecEnd += vecOrigin;
WriteLine( out, vecOrigin, vecEnd, Vector( 256, 0, 0 ) );
WriteNormal( out, vecEnd, result.surface_normal.Vec(i), 10.0f, Vector( 256, 265, 0 ) );
}
g_pFileSystem->Close( out );
}
/*
=============
CollectLight
=============
*/
// patch's totallight += new light received to each patch
// patch's emitlight = addlight (newly received light from GatherLight)
// patch's addlight = 0
// pull received light from children.
void CollectLight( Vector& total )
{
int i, j;
CPatch *patch;
VectorFill( total, 0 );
// process patches in reverse order so that children are processed before their parents
unsigned int uiPatchCount = g_Patches.Count();
for( i = uiPatchCount - 1; i >= 0; i-- )
{
patch = &g_Patches.Element( i );
int normalCount = patch->needsBumpmap ? NUM_BUMP_VECTS+1 : 1;
// sky's never collect light, it is just dropped
if (patch->sky)
{
VectorFill( emitlight[ i ], 0 );
}
else if ( patch->child1 == g_Patches.InvalidIndex() )
{
// This is a leaf node.
for ( j = 0; j < normalCount; j++ )
{
VectorAdd( patch->totallight.light[j], addlight[i].light[j], patch->totallight.light[j] );
}
VectorCopy( addlight[i].light[0], emitlight[i] );
VectorAdd( total, emitlight[i], total );
}
else
{
// This is an interior node.
// Pull received light from children.
float s1, s2;
CPatch *child1;
CPatch *child2;
child1 = &g_Patches[patch->child1];
child2 = &g_Patches[patch->child2];
// BUG: This doesn't do anything?
if ((int)patch->area != (int)(child1->area + child2->area))
s1 = 0;
s1 = child1->area / (child1->area + child2->area);
s2 = child2->area / (child1->area + child2->area);
// patch->totallight = s1 * child1->totallight + s2 * child2->totallight
for ( j = 0; j < normalCount; j++ )
{
VectorScale( child1->totallight.light[j], s1, patch->totallight.light[j] );
VectorMA( patch->totallight.light[j], s2, child2->totallight.light[j], patch->totallight.light[j] );
}
// patch->emitlight = s1 * child1->emitlight + s2 * child2->emitlight
VectorScale( emitlight[patch->child1], s1, emitlight[i] );
VectorMA( emitlight[i], s2, emitlight[patch->child2], emitlight[i] );
}
for ( j = 0; j < NUM_BUMP_VECTS+1; j++ )
{
VectorFill( addlight[ i ].light[j], 0 );
}
}
}
/*
=============
GatherLight
Get light from other patches
Run multi-threaded
=============
*/
#ifdef _WIN32
#pragma warning (disable:4701)
#endif
extern void GetBumpNormals( const float* sVect, const float* tVect, const Vector& flatNormal,
const Vector& phongNormal, Vector bumpNormals[NUM_BUMP_VECTS] );
void PreGetBumpNormalsForDisp( texinfo_t *pTexinfo, Vector &vecU, Vector &vecV, Vector &vecNormal )
{
Vector vecTexU( pTexinfo->textureVecsTexelsPerWorldUnits[0][0], pTexinfo->textureVecsTexelsPerWorldUnits[0][1], pTexinfo->textureVecsTexelsPerWorldUnits[0][2] );
Vector vecTexV( pTexinfo->textureVecsTexelsPerWorldUnits[1][0], pTexinfo->textureVecsTexelsPerWorldUnits[1][1], pTexinfo->textureVecsTexelsPerWorldUnits[1][2] );
Vector vecLightU( pTexinfo->lightmapVecsLuxelsPerWorldUnits[0][0], pTexinfo->lightmapVecsLuxelsPerWorldUnits[0][1], pTexinfo->lightmapVecsLuxelsPerWorldUnits[0][2] );
Vector vecLightV( pTexinfo->lightmapVecsLuxelsPerWorldUnits[1][0], pTexinfo->lightmapVecsLuxelsPerWorldUnits[1][1], pTexinfo->lightmapVecsLuxelsPerWorldUnits[1][2] );
VectorNormalize( vecTexU );
VectorNormalize( vecTexV );
VectorNormalize( vecLightU );
VectorNormalize( vecLightV );
bool bDoConversion = false;
if ( fabs( vecTexU.Dot( vecLightU ) ) < 0.999f )
{
bDoConversion = true;
}
if ( fabs( vecTexV.Dot( vecLightV ) ) < 0.999f )
{
bDoConversion = true;
}
if ( bDoConversion )
{
matrix3x4_t matTex( vecTexU, vecTexV, vecNormal, vec3_origin );
matrix3x4_t matLight( vecLightU, vecLightV, vecNormal, vec3_origin );
matrix3x4_t matTmp;
ConcatTransforms ( matLight, matTex, matTmp );
MatrixGetColumn( matTmp, 0, vecU );
MatrixGetColumn( matTmp, 1, vecV );
MatrixGetColumn( matTmp, 2, vecNormal );
Assert( fabs( vecTexU.Dot( vecTexV ) ) <= 0.001f );
return;
}
vecU = vecTexU;
vecV = vecTexV;
}
void GatherLight (int threadnum, void *pUserData)
{
int i, j, k;
transfer_t *trans;
int num;
CPatch *patch;
Vector sum, v;
while (1)
{
j = GetThreadWork ();
if (j == -1)
break;
patch = &g_Patches[j];
trans = patch->transfers;
num = patch->numtransfers;
if ( patch->needsBumpmap )
{
Vector delta;
Vector bumpSum[NUM_BUMP_VECTS+1];
Vector normals[NUM_BUMP_VECTS+1];
// Disps
bool bDisp = ( patch->faceNumber >= 0 ) && ( g_pFaces[ patch->faceNumber ].dispinfo != -1 );
if ( bDisp )
{
normals[0] = patch->normal;
texinfo_t *pTexinfo = &texinfo[g_pFaces[patch->faceNumber].texinfo];
Vector vecTexU, vecTexV;
PreGetBumpNormalsForDisp( pTexinfo, vecTexU, vecTexV, normals[0] );
// use facenormal along with the smooth normal to build the three bump map vectors
GetBumpNormals( vecTexU, vecTexV, normals[0], normals[0], &normals[1] );
}
else
{
GetPhongNormal( patch->faceNumber, patch->origin, normals[0] );
texinfo_t *pTexinfo = &texinfo[g_pFaces[patch->faceNumber].texinfo];
// use facenormal along with the smooth normal to build the three bump map vectors
GetBumpNormals( pTexinfo->textureVecsTexelsPerWorldUnits[0],
pTexinfo->textureVecsTexelsPerWorldUnits[1], patch->normal,
normals[0], &normals[1] );
}
// force the base lightmap to use the flat normal instead of the phong normal
// FIXME: why does the patch not use the phong normal?
normals[0] = patch->normal;
for ( i = 0; i < NUM_BUMP_VECTS+1; i++ )
{
VectorFill( bumpSum[i], 0 );
}
float dot;
for (k=0 ; k<num ; k++, trans++)
{
CPatch *patch2 = &g_Patches[trans->patch];
// get vector to other patch
VectorSubtract (patch2->origin, patch->origin, delta);
VectorNormalize (delta);
// find light emitted from other patch
for(i=0; i<3; i++)
{
v[i] = emitlight[trans->patch][i] * patch2->reflectivity[i];
}
// remove normal already factored into transfer steradian
float scale = 1.0f / DotProduct (delta, patch->normal);
VectorScale( v, trans->transfer * scale, v );
Vector bumpTransfer;
for ( i = 0; i < NUM_BUMP_VECTS+1; i++ )
{
dot = DotProduct( delta, normals[i] );
if ( dot <= 0 )
{
// Assert( i > 0 ); // if this hits, then the transfer shouldn't be here. It doesn't face the flat normal of this face!
continue;
}
bumpTransfer = v * dot;
VectorAdd( bumpSum[i], bumpTransfer, bumpSum[i] );
}
}
for ( i = 0; i < NUM_BUMP_VECTS+1; i++ )
{
VectorCopy( bumpSum[i], addlight[j].light[i] );
}
}
else
{
VectorFill( sum, 0 );
for (k=0 ; k<num ; k++, trans++)
{
for(i=0; i<3; i++)
{
v[i] = emitlight[trans->patch][i] * g_Patches[trans->patch].reflectivity[i];
}
VectorScale( v, trans->transfer, v );
VectorAdd( sum, v, sum );
}
VectorCopy( sum, addlight[j].light[0] );
}
}
}
#ifdef _WIN32
#pragma warning (default:4701)
#endif
/*
=============
BounceLight
=============
*/
void BounceLight (void)
{
unsigned i;
Vector added;
char name[64];
qboolean bouncing = numbounce > 0;
unsigned int uiPatchCount = g_Patches.Count();
for (i=0 ; i<uiPatchCount; i++)
{
// totallight has a copy of the direct lighting. Move it to the emitted light and zero it out (to integrate bounces only)
VectorCopy( g_Patches[i].totallight.light[0], emitlight[i] );
// NOTE: This means that only the bounced light is integrated into totallight!
VectorFill( g_Patches[i].totallight.light[0], 0 );
}
#if 0
FileHandle_t dFp = g_pFileSystem->Open( "lightemit.txt", "w" );
unsigned int uiPatchCount = g_Patches.Size();
for (i=0 ; i<uiPatchCount; i++)
{
CmdLib_FPrintf( dFp, "Emit %d: %f %f %f\n", i, emitlight[i].x, emitlight[i].y, emitlight[i].z );
}
g_pFileSystem->Close( dFp );
for (i=0; i<num_patches ; i++)
{
Vector total;
VectorSubtract (g_Patches[i].maxs, g_Patches[i].mins, total);
Msg("%4d %4d %4d %4d (%d) %.0f", i, g_Patches[i].parent, g_Patches[i].child1, g_Patches[i].child2, g_Patches[i].samples, g_Patches[i].area );
Msg(" [%.0f %.0f %.0f]", total[0], total[1], total[2] );
if (g_Patches[i].child1 != g_Patches.InvalidIndex() )
{
Vector tmp;
VectorScale( g_Patches[i].totallight.light[0], g_Patches[i].area, tmp );
VectorMA( tmp, -g_Patches[g_Patches[i].child1].area, g_Patches[g_Patches[i].child1].totallight.light[0], tmp );
VectorMA( tmp, -g_Patches[g_Patches[i].child2].area, g_Patches[g_Patches[i].child2].totallight.light[0], tmp );
// Msg("%.0f ", VectorLength( tmp ) );
// Msg("%d ", g_Patches[i].samples - g_Patches[g_Patches[i].child1].samples - g_Patches[g_Patches[i].child2].samples );
// Msg("%d ", g_Patches[i].samples );
}
Msg("\n");
}
#endif
i = 0;
while ( bouncing )
{
// transfer light from to the leaf patches from other patches via transfers
// this moves shooter->emitlight to receiver->addlight
uiPatchCount = g_Patches.Count();
RunThreadsOn (uiPatchCount, true, GatherLight);
// move newly received light (addlight) to light to be sent out (emitlight)
// start at children and pull light up to parents
// light is always received to leaf patches
CollectLight( added );
qprintf ("\tBounce #%i added RGB(%.0f, %.0f, %.0f)\n", i+1, added[0], added[1], added[2] );
if ( i+1 == numbounce || (added[0] < 1.0 && added[1] < 1.0 && added[2] < 1.0) )
bouncing = false;
i++;
if ( g_bDumpPatches && !bouncing && i != 1)
{
sprintf (name, "bounce%i.txt", i);
WriteWorld (name, 0);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Counts the number of clusters in a map with no visibility
// Output : int
//-----------------------------------------------------------------------------
int CountClusters( void )
{
int clusterCount = 0;
for ( int i = 0; i < numleafs; i++ )
{
if ( dleafs[i].cluster > clusterCount )
clusterCount = dleafs[i].cluster;
}
return clusterCount + 1;
}
/*
=============
RadWorld
=============
*/
void RadWorld_Start()
{
unsigned i;
if (luxeldensity < 1.0)
{
// Remember the old lightmap vectors.
float oldLightmapVecs[MAX_MAP_TEXINFO][2][4];
for (i = 0; i < texinfo.Count(); i++)
{
for( int j=0; j < 2; j++ )
{
for( int k=0; k < 3; k++ )
{
oldLightmapVecs[i][j][k] = texinfo[i].lightmapVecsLuxelsPerWorldUnits[j][k];
}
}
}
// rescale luxels to be no denser than "luxeldensity"
for (i = 0; i < texinfo.Count(); i++)
{
texinfo_t *tx = &texinfo[i];
for (int j = 0; j < 2; j++ )
{
Vector tmp( tx->lightmapVecsLuxelsPerWorldUnits[j][0], tx->lightmapVecsLuxelsPerWorldUnits[j][1], tx->lightmapVecsLuxelsPerWorldUnits[j][2] );
float scale = VectorNormalize( tmp );
// only rescale them if the current scale is "tighter" than the desired scale
// FIXME: since this writes out to the BSP file every run, once it's set high it can't be reset
// to a lower value.
if (fabs( scale ) > luxeldensity)
{
if (scale < 0)
{
scale = -luxeldensity;
}
else
{
scale = luxeldensity;
}
VectorScale( tmp, scale, tmp );
tx->lightmapVecsLuxelsPerWorldUnits[j][0] = tmp.x;
tx->lightmapVecsLuxelsPerWorldUnits[j][1] = tmp.y;
tx->lightmapVecsLuxelsPerWorldUnits[j][2] = tmp.z;
}
}
}
UpdateAllFaceLightmapExtents();
}
MakeParents (0, -1);
BuildClusterTable();
// turn each face into a single patch
MakePatches ();
PairEdges ();
// store the vertex normals calculated in PairEdges
// so that the can be written to the bsp file for
// use in the engine
SaveVertexNormals();
// subdivide patches to a maximum dimension
SubdividePatches ();
// add displacement faces to cluster table
AddDispsToClusterTable();
if ( g_bStaticPropBounce )
{
AddStaticPropPatchesToClusterTable();
}
// create directlights out of patches and lights
CreateDirectLights ();
// set up sky cameras
ProcessSkyCameras();
}
// This function should fill in the indices into g_pFaces[] for the faces
// with displacements that touch the specified leaf.
void STUB_GetDisplacementsTouchingLeaf( int iLeaf, CUtlVector<int> &dispFaces )
{
}
void BuildFacesVisibleToLights( bool bAllVisible )
{
g_FacesVisibleToLights.SetSize( numfaces/8 + 1 );
if( bAllVisible )
{
memset( g_FacesVisibleToLights.Base(), 0xFF, g_FacesVisibleToLights.Count() );
return;
}
// First merge all the light PVSes.
CUtlVector<byte> aggregate;
aggregate.SetSize( (dvis->numclusters/8) + 1 );
memset( aggregate.Base(), 0, aggregate.Count() );
int nDWords = aggregate.Count() / 4;
int nBytes = aggregate.Count() - nDWords*4;
for( directlight_t *dl = activelights; dl != NULL; dl = dl->next )
{
byte *pIn = dl->pvs;
byte *pOut = aggregate.Base();
for( int iDWord=0; iDWord < nDWords; iDWord++ )
{
*((unsigned long*)pOut) |= *((unsigned long*)pIn);
pIn += 4;
pOut += 4;
}
for( int iByte=0; iByte < nBytes; iByte++ )
{
*pOut |= *pIn;
++pOut;
++pIn;
}
}
// Now tag any faces that are visible to this monster PVS.
for( int iCluster=0; iCluster < dvis->numclusters; iCluster++ )
{
if( g_ClusterLeaves[iCluster].leafCount )
{
if( aggregate[iCluster>>3] & (1 << (iCluster & 7)) )
{
for ( int i = 0; i < g_ClusterLeaves[iCluster].leafCount; i++ )
{
int iLeaf = g_ClusterLeaves[iCluster].leafs[i];
// Tag all the faces.
int iFace;
for( iFace=0; iFace < dleafs[iLeaf].numleaffaces; iFace++ )
{
int index = dleafs[iLeaf].firstleafface + iFace;
index = dleaffaces[index];
assert( index < numfaces );
g_FacesVisibleToLights[index >> 3] |= (1 << (index & 7));
}
// Fill in STUB_GetDisplacementsTouchingLeaf when it's available
// so displacements get relit.
CUtlVector<int> dispFaces;
STUB_GetDisplacementsTouchingLeaf( iLeaf, dispFaces );
for( iFace=0; iFace < dispFaces.Count(); iFace++ )
{
int index = dispFaces[iFace];
g_FacesVisibleToLights[index >> 3] |= (1 << (index & 7));
}
}
}
}
}
// For stats.. figure out how many faces it's going to touch.
int nFacesToProcess = 0;
for( int i=0; i < numfaces; i++ )
{
if( g_FacesVisibleToLights[i>>3] & (1 << (i & 7)) )
++nFacesToProcess;
}
}
void MakeAllScales (void)
{
// determine visibility between patches
BuildVisMatrix ();
// release visibility matrix
FreeVisMatrix ();
Msg("transfers %d, max %d\n", total_transfer, max_transfer );
qprintf ("transfer lists: %5.1f megs\n"
, (float)total_transfer * sizeof(transfer_t) / (1024*1024));
if ( g_bStaticPropBounce )
{
int nTransfers = 0;
for ( int i = 0; i < g_Patches.Count(); i++ )
{
CPatch *pCur = &g_Patches.Element( i );
if ( pCur->faceNumber >= 0 )
{
continue;
}
nTransfers += pCur->numtransfers;
}
Msg( "static prop patch transfers %d\n", nTransfers );
}
}
// Helper function. This can be useful to visualize the world and faces and see which face
// corresponds to which dface.
#if 0
#include "iscratchpad3d.h"
void ScratchPad_DrawWorld()
{
IScratchPad3D *pPad = ScratchPad3D_Create();
pPad->SetAutoFlush( false );
for ( int i=0; i < numfaces; i++ )
{
dface_t *f = &g_pFaces[i];
// Draw the face's outline, then put text for its face index on it too.
CUtlVector<Vector> points;
for ( int iEdge = 0; iEdge < f->numedges; iEdge++ )
{
int v;
int se = dsurfedges[f->firstedge + iEdge];
if ( se < 0 )
v = dedges[-se].v[1];
else
v = dedges[se].v[0];
dvertex_t *dv = &dvertexes[v];
points.AddToTail( dv->point );
}
// Draw the outline.
Vector vCenter( 0, 0, 0 );
for ( iEdge=0; iEdge < points.Count(); iEdge++ )
{
pPad->DrawLine( CSPVert( points[iEdge] ), CSPVert( points[(iEdge+1)%points.Count()] ) );
vCenter += points[iEdge];
}
vCenter /= points.Count();
// Draw the text.
char str[512];
Q_snprintf( str, sizeof( str ), "%d", i );
CTextParams params;
params.m_bCentered = true;
params.m_bOutline = true;
params.m_flLetterWidth = 2;
params.m_vColor.Init( 1, 0, 0 );
VectorAngles( dplanes[f->planenum].normal, params.m_vAngles );
params.m_bTwoSided = true;
params.m_vPos = vCenter;
pPad->DrawText( str, params );
}
pPad->Release();
}
#endif
bool RadWorld_Go()
{
g_iCurFace = 0;
InitMacroTexture( source );
if( g_pIncremental )
{
g_pIncremental->PrepareForLighting();
// Cull out faces that aren't visible to any of the lights that we're updating with.
BuildFacesVisibleToLights( false );
}
else
{
// Mark all faces visible.. when not doing incremental lighting, it's highly
// likely that all faces are going to be touched by at least one light so don't
// waste time here.
BuildFacesVisibleToLights( true );
}
// build initial facelights
if (g_bUseMPI)
{
// RunThreadsOnIndividual (numfaces, true, BuildFacelights);
RunMPIBuildFacelights();
if ( g_bStaticPropBounce )
{
RunThreadsOnIndividual( g_Patches.Count(), true, BuildStaticPropPatchlights );
}
}
else
{
RunThreadsOnIndividual( numfaces, true, BuildFacelights );
if ( g_bStaticPropBounce )
{
RunThreadsOnIndividual( g_Patches.Count(), true, BuildStaticPropPatchlights );
}
#if 0
IScratchPad3D *pPad = ScratchPad3D_Create();
pPad->SetAutoFlush( false );
float flMax = 0.0f;
for ( int i = 0; i < g_Patches.Count(); i++ )
{
if ( g_Patches[ i ].child1 != g_Patches.InvalidIndex() || g_Patches[ i ].child2 != g_Patches.InvalidIndex() )
continue;
Vector vLight = g_Patches[ i ].directlight;
flMax = Max( flMax, vLight.x );
flMax = Max( flMax, vLight.y );
flMax = Max( flMax, vLight.z );
}
for ( int i = 0; i < g_Patches.Count(); i++ )
{
if ( g_Patches[ i ].child1 != g_Patches.InvalidIndex() || g_Patches[ i ].child2 != g_Patches.InvalidIndex() )
continue;
Vector vLight = g_Patches[ i ].directlight * g_Patches[i].reflectivity;
vLight /= flMax;
vLight.x = SrgbLinearToGamma( vLight.x );
vLight.y = SrgbLinearToGamma( vLight.y );
vLight.z = SrgbLinearToGamma( vLight.z );
pPad->DrawPolygon( CSPVertList( g_Patches[ i ].winding->p, g_Patches[ i ].winding->numpoints, CSPColor( vLight ) ) );
}
pPad->Release();
#endif
}
// Was the process interrupted?
if( g_pIncremental && (g_iCurFace != numfaces) )
return false;
// Figure out the offset into lightmap data for each face.
PrecompLightmapOffsets();
// If we're doing incremental lighting, stop here.
if( g_pIncremental )
{
g_pIncremental->Finalize();
}
else
{
// free up the direct lights now that we have facelights
ExportDirectLightsToWorldLights();
if ( g_bDumpPatches )
{
for( int iBump = 0; iBump < 4; ++iBump )
{
char szName[64];
sprintf ( szName, "bounce0_%d.txt", iBump );
WriteWorld( szName, iBump );
}
}
if (numbounce > 0)
{
// allocate memory for emitlight/addlight
emitlight.SetSize( g_Patches.Count() );
memset( emitlight.Base(), 0, g_Patches.Count() * sizeof( Vector ) );
addlight.SetSize( g_Patches.Count() );
memset( addlight.Base(), 0, g_Patches.Count() * sizeof( bumplights_t ) );
MakeAllScales ();
// spread light around
BounceLight ();
}
//
// displacement surface luxel accumulation (make threaded!!!)
//
StaticDispMgr()->StartTimer( "Build Patch/Sample Hash Table(s)....." );
StaticDispMgr()->InsertSamplesDataIntoHashTable();
StaticDispMgr()->InsertPatchSampleDataIntoHashTable();
StaticDispMgr()->EndTimer();
// blend bounced light into direct light and save
VMPI_SetCurrentStage( "FinalLightFace" );
if ( !g_bUseMPI || g_bMPIMaster )
RunThreadsOnIndividual (numfaces, true, FinalLightFace);
// Distribute the lighting data to workers.
VMPI_DistributeLightData();
Msg("FinalLightFace Done\n"); fflush(stdout);
}
return true;
}
// declare the sample file pointer -- the whole debug print system should
// be reworked at some point!!
FileHandle_t pFileSamples[4][4];
void LoadPhysicsDLL( void )
{
PhysicsDLLPath( "VPHYSICS.DLL" );
}
void InitDumpPatchesFiles()
{
for( int iStyle = 0; iStyle < 4; ++iStyle )
{
for ( int iBump = 0; iBump < 4; ++iBump )
{
char szFilename[MAX_PATH];
sprintf( szFilename, "samples_style%d_bump%d.txt", iStyle, iBump );
pFileSamples[iStyle][iBump] = g_pFileSystem->Open( szFilename, "w" );
if( !pFileSamples[iStyle][iBump] )
{
Error( "Can't open %s for -dump.\n", szFilename );
}
}
}
}
void VRAD_LoadBSP( char const *pFilename )
{
ThreadSetDefault ();
g_flStartTime = Plat_FloatTime();
if( g_bLowPriority )
{
SetLowPriority();
}
strcpy( level_name, source );
// This must come after InitFileSystem because the file system pointer might change.
if ( g_bDumpPatches )
InitDumpPatchesFiles();
// This part is just for VMPI. VMPI's file system needs the basedir in front of all filenames,
// so we prepend qdir here.
strcpy( source, ExpandPath( source ) );
if ( !g_bUseMPI )
{
// Setup the logfile.
char logFile[512];
_snprintf( logFile, sizeof(logFile), "%s.log", source );
g_CmdLibFileLoggingListener.Open( logFile );
}
LoadPhysicsDLL();
// Set the required global lights filename and try looking in qproject
strcpy( global_lights, "lights.rad" );
if ( !g_pFileSystem->FileExists( global_lights ) )
{
// Otherwise, try looking in the BIN directory from which we were run from
Msg( "Could not find lights.rad in %s.\nTrying VRAD BIN directory instead...\n",
global_lights );
GetModuleFileName( NULL, global_lights, sizeof( global_lights ) );
Q_ExtractFilePath( global_lights, global_lights, sizeof( global_lights ) );
strcat( global_lights, "lights.rad" );
}
// Set the optional level specific lights filename
strcpy( level_lights, source );
Q_DefaultExtension( level_lights, ".rad", sizeof( level_lights ) );
if ( !g_pFileSystem->FileExists( level_lights ) )
*level_lights = 0;
ReadLightFile(global_lights); // Required
if ( *designer_lights ) ReadLightFile(designer_lights); // Command-line
if ( *level_lights ) ReadLightFile(level_lights); // Optional & implied
strcpy(incrementfile, source);
Q_DefaultExtension(incrementfile, ".r0", sizeof(incrementfile));
Q_DefaultExtension(source, ".bsp", sizeof( source ));
GetPlatformMapPath( source, platformPath, 0, MAX_PATH );
Msg( "Loading %s\n", platformPath );
VMPI_SetCurrentStage( "LoadBSPFile" );
LoadBSPFile (platformPath);
// now, set whether or not static prop lighting is present
if (g_bStaticPropLighting)
g_LevelFlags |= g_bHDR? LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_HDR : LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_NONHDR;
else
{
g_LevelFlags &= ~( LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_HDR | LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_NONHDR );
}
extern int g_numVradStaticPropsLightingStreams;
if ( g_numVradStaticPropsLightingStreams == 3 )
{
g_LevelFlags |= LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_3;
g_LevelFlags |= LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_3_NO_SUN;
}
// Enable level flag that tells us we are packing in the additional lightmap alpha data in the lighting lump
// we're now storing slightly modified alpha data for improved CSM/lightmap blending, so update with an extra flag.
g_LevelFlags |= LVLFLAGS_LIGHTMAP_ALPHA | LVLFLAGS_LIGHTMAP_ALPHA_3;
// Lightstyles now interleaved correctly with lightmap alpha data, an old map could use lightstyles iff there was no env_cascade light in the map
g_LevelFlags |= LVLFLAGS_LIGHTSTYLES_WITH_CSM;
// now, we need to set our face ptr depending upon hdr, and if hdr, init it
if (g_bHDR)
{
g_pFaces = dfaces_hdr;
if (numfaces_hdr==0)
{
numfaces_hdr = numfaces;
memcpy( dfaces_hdr, dfaces, numfaces*sizeof(dfaces[0]) );
}
}
else
{
g_pFaces = dfaces;
}
ParseEntities ();
ExtractBrushEntityShadowCasters();
StaticPropMgr()->Init();
StaticDispMgr()->Init();
if (!visdatasize)
{
Msg("No vis information, direct lighting only.\n");
numbounce = 0;
ambient[0] = ambient[1] = ambient[2] = 0.1f;
dvis->numclusters = CountClusters();
}
//
// patches and referencing data (ensure capacity)
//
// TODO: change the maxes to the amount from the bsp!!
//
// g_Patches.EnsureCapacity( MAX_PATCHES );
g_FacePatches.SetSize( MAX_MAP_FACES );
faceParents.SetSize( MAX_MAP_FACES );
clusterChildren.SetSize( MAX_MAP_CLUSTERS );
int ndx;
for ( ndx = 0; ndx < MAX_MAP_FACES; ndx++ )
{
g_FacePatches[ndx] = g_FacePatches.InvalidIndex();
faceParents[ndx] = faceParents.InvalidIndex();
}
for ( ndx = 0; ndx < MAX_MAP_CLUSTERS; ndx++ )
{
clusterChildren[ndx] = clusterChildren.InvalidIndex();
}
// Setup ray tracer
AddBrushesForRayTrace();
StaticDispMgr()->AddPolysForRayTrace();
StaticPropMgr()->AddPolysForRayTrace();
// Dump raytracer for glview
if ( g_bDumpRtEnv )
WriteRTEnv("trace.txt");
// Build acceleration structure
printf ( "Setting up ray-trace acceleration structure... ");
float start = Plat_FloatTime();
g_RtEnv.SetupAccelerationStructure();
g_RtEnv_LightBlockers.SetupAccelerationStructure();
float end = Plat_FloatTime();
printf ( "Done (%.2f seconds)\n", end-start );
#if 0 // To test only k-d build
exit(0);
#endif
RadWorld_Start();
// Setup incremental lighting.
if( g_pIncremental )
{
if( !g_pIncremental->Init( source, incrementfile ) )
{
Error( "Unable to load incremental lighting file in %s.\n", incrementfile );
return;
}
}
}
void VRAD_ComputeOtherLighting()
{
// Compute lighting for the bsp file
if ( !g_bNoDetailLighting )
{
ComputeDetailPropLighting( THREADINDEX_MAIN );
}
ComputePerLeafAmbientLighting();
// bake the static props high quality vertex lighting into the bsp
if ( !do_fast && g_bStaticPropLighting )
{
StaticPropMgr()->ComputeLighting( THREADINDEX_MAIN );
}
}
extern void CloseDispLuxels();
void VRAD_Finish()
{
Msg( "Ready to Finish\n" );
fflush( stdout );
if ( verbose )
{
PrintBSPFileSizes();
}
Msg( "Writing %s\n", platformPath );
VMPI_SetCurrentStage( "WriteBSPFile" );
WriteBSPFile(platformPath);
if ( g_bDumpPatches )
{
for ( int iStyle = 0; iStyle < 4; ++iStyle )
{
for ( int iBump = 0; iBump < 4; ++iBump )
{
g_pFileSystem->Close( pFileSamples[iStyle][iBump] );
}
}
}
CloseDispLuxels();
StaticPropMgr()->Shutdown();
double end = Plat_FloatTime();
char str[512];
GetHourMinuteSecondsString( (int)( end - g_flStartTime ), str, sizeof( str ) );
Msg( "%s elapsed\n", str );
ReleasePakFileLumps();
}
// Run startup code like initialize mathlib (called from main() and from the
// WorldCraft interface into vrad).
void VRAD_Init()
{
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f, false, false, false, false );
InstallAllocationFunctions();
InstallSpewFunction();
}
int ParseCommandLine( int argc, char **argv, bool *onlydetail )
{
*onlydetail = false;
// default to LDR
SetHDRMode( false );
int i;
for( i=1 ; i<argc ; i++ )
{
if ( !Q_stricmp( argv[i], "-StaticPropLighting" ) ) // use -final for higher quality
{
g_bStaticPropLighting = true;
extern int g_numVradStaticPropsLightingStreams;
g_numVradStaticPropsLightingStreams = 3;
}
else if ( !Q_stricmp( argv[i], "-StaticPropLightingFinal" ) ) // slower, higher quality - deprecated, remove soon
{
g_bStaticPropLighting = true;
extern int g_numVradStaticPropsLightingStreams;
g_numVradStaticPropsLightingStreams = 3;
}
else if ( !Q_stricmp( argv[i], "-StaticPropLighting3" ) ) // dump bump data - deprecated, remove soon
{
g_bStaticPropLighting = true;
extern int g_numVradStaticPropsLightingStreams;
g_numVradStaticPropsLightingStreams = 3;
g_bDumpBumpStaticProps = true;
}
else if ( !stricmp( argv[i], "-StaticPropNormals" ) )
{
g_bShowStaticPropNormals = true;
}
else if ( !stricmp( argv[i], "-OnlyStaticProps" ) )
{
g_bOnlyStaticProps = true;
}
else if ( !Q_stricmp( argv[i], "-StaticPropPolys" ) )
{
g_bStaticPropPolys = true;
}
else if ( !Q_stricmp( argv[i], "-nossprops" ) )
{
g_bDisablePropSelfShadowing = true;
}
else if ( !stricmp( argv[i], "-StaticPropDisableInSolidTest" ) )
{
g_bDisableStaticPropVertexInSolidTest = true;
}
else if ( !Q_stricmp( argv[i], "-textureshadows" ) )
{
g_bTextureShadows = true;
}
else if ( !strcmp( argv[i], "-dump" ) )
{
g_bDumpPatches = true;
}
else if ( !Q_stricmp( argv[i], "-nodetaillight" ) )
{
g_bNoDetailLighting = true;
}
else if ( !Q_stricmp( argv[i], "-rederrors" ) )
{
bRed2Black = false;
}
else if ( !Q_stricmp( argv[i], "-dumpnormals" ) )
{
bDumpNormals = true;
}
else if ( !Q_stricmp( argv[i], "-dumptrace" ) )
{
g_bDumpRtEnv = true;
}
else if ( !Q_stricmp( argv[i], "-LargeDispSampleRadius" ) )
{
g_bLargeDispSampleRadius = true;
}
else if (!Q_stricmp(argv[i],"-bounce"))
{
if ( ++i < argc )
{
numbounce = atoi (argv[i]);
if ( numbounce < 0 )
{
Warning("Error: expected non-negative value after '-bounce'\n" );
return 1;
}
}
else
{
Warning("Error: expected a value after '-bounce'\n" );
return 1;
}
}
else if (!Q_stricmp(argv[i],"-verbose") || !Q_stricmp(argv[i],"-v"))
{
verbose = true;
}
else if (!Q_stricmp(argv[i],"-threads"))
{
if ( ++i < argc )
{
numthreads = atoi (argv[i]);
if ( numthreads <= 0 )
{
Warning("Error: expected positive value after '-threads'\n" );
return 1;
}
}
else
{
Warning("Error: expected a value after '-threads'\n" );
return 1;
}
}
else if ( !Q_stricmp(argv[i], "-lights" ) )
{
if ( ++i < argc && *argv[i] )
{
strcpy( designer_lights, argv[i] );
}
else
{
Warning("Error: expected a filepath after '-lights'\n" );
return 1;
}
}
else if (!Q_stricmp(argv[i],"-noextra"))
{
do_extra = false;
}
else if (!Q_stricmp(argv[i],"-debugextra"))
{
debug_extra = true;
}
else if ( !Q_stricmp(argv[i], "-fastambient") )
{
g_bFastAmbient = true;
}
else if (!Q_stricmp(argv[i],"-fast"))
{
do_fast = true;
g_bFastStaticProps = true;
}
else if (!Q_stricmp(argv[i],"-noskyboxrecurse"))
{
g_bNoSkyRecurse = true;
}
else if (!Q_stricmp(argv[i],"-final"))
{
g_flSkySampleScale = 16.0;
g_flStaticPropSampleScale = 16.0;
}
else if (!Q_stricmp( argv[i], "-finitefalloff" ) )
{
g_bFiniteFalloffModel = true;
}
else if (!Q_stricmp(argv[i],"-extrasky"))
{
if ( ++i < argc && *argv[i] )
{
g_flSkySampleScale = atof( argv[i] );
}
else
{
Warning("Error: expected a scale factor after '-extrasky'\n" );
return 1;
}
}
else if ( !Q_stricmp( argv[i], "-staticpropsamplescale" ) )
{
if ( ++i < argc && *argv[i] )
{
g_flStaticPropSampleScale = atof( argv[i] );
}
else
{
Warning( "Error: expected a scale factor after '-extraskystaticprops'\n" );
return 1;
}
}
else if (!Q_stricmp(argv[i],"-centersamples"))
{
do_centersamples = true;
}
else if (!Q_stricmp(argv[i],"-smooth"))
{
if ( ++i < argc )
{
smoothing_threshold = (float)cos(atof(argv[i])*(M_PI/180.0));
}
else
{
Warning("Error: expected an angle after '-smooth'\n" );
return 1;
}
}
else if (!Q_stricmp(argv[i],"-dlightmap"))
{
dlight_map = 1;
}
else if (!Q_stricmp(argv[i],"-luxeldensity"))
{
if ( ++i < argc )
{
luxeldensity = (float)atof (argv[i]);
if (luxeldensity > 1.0)
luxeldensity = 1.0 / luxeldensity;
}
else
{
Warning("Error: expected a value after '-luxeldensity'\n" );
return 1;
}
}
else if( !Q_stricmp( argv[i], "-low" ) )
{
g_bLowPriority = true;
}
else if( !Q_stricmp( argv[i], "-loghash" ) )
{
g_bLogHashData = true;
}
else if( !Q_stricmp( argv[i], "-onlydetail" ) )
{
*onlydetail = true;
}
else if (!Q_stricmp(argv[i],"-softsun"))
{
if ( ++i < argc )
{
g_SunAngularExtent=atof(argv[i]);
g_SunAngularExtent=sin((M_PI/180.0)*g_SunAngularExtent);
printf("sun extent=%f\n",g_SunAngularExtent);
}
else
{
Warning("Error: expected an angular extent value (0..180) '-softsun'\n" );
return 1;
}
}
else if ( !Q_stricmp( argv[i], "-maxdispsamplesize" ) )
{
if ( ++i < argc )
{
g_flMaxDispSampleSize = ( float )atof( argv[i] );
}
else
{
Warning( "Error: expected a sample size after '-maxdispsamplesize'\n" );
return 1;
}
}
else if ( stricmp( argv[i], "-StopOnExit" ) == 0 )
{
g_bStopOnExit = true;
}
else if ( stricmp( argv[i], "-steam" ) == 0 )
{
}
else if ( stricmp( argv[i], "-allowdebug" ) == 0 )
{
// Don't need to do anything, just don't error out.
}
else if ( !Q_stricmp( argv[i], CMDLINEOPTION_NOVCONFIG ) )
{
}
else if ( !Q_stricmp( argv[i], "-vproject" ) || !Q_stricmp( argv[i], "-game" ) )
{
++i;
}
else if ( !Q_stricmp( argv[i], "-FullMinidumps" ) )
{
EnableFullMinidumps( true );
}
else if ( !Q_stricmp( argv[i], "-hdr" ) )
{
SetHDRMode( true );
}
else if ( !Q_stricmp( argv[i], "-ldr" ) )
{
SetHDRMode( false );
}
else if (!Q_stricmp(argv[i],"-maxchop"))
{
if ( ++i < argc )
{
maxchop = (float)atof (argv[i]);
if ( maxchop < 1 )
{
Warning("Error: expected positive value after '-maxchop'\n" );
return 1;
}
}
else
{
Warning("Error: expected a value after '-maxchop'\n" );
return 1;
}
}
else if (!Q_stricmp(argv[i],"-chop"))
{
if ( ++i < argc )
{
minchop = (float)atof (argv[i]);
if ( minchop < 1 )
{
Warning("Error: expected positive value after '-chop'\n" );
return 1;
}
minchop = min( minchop, maxchop );
}
else
{
Warning("Error: expected a value after '-chop'\n" );
return 1;
}
}
else if ( !Q_stricmp( argv[i], "-dispchop" ) )
{
if ( ++i < argc )
{
dispchop = ( float )atof( argv[i] );
if ( dispchop < 1.0f )
{
Warning( "Error: expected positive value after '-dipschop'\n" );
return 1;
}
}
else
{
Warning( "Error: expected a value after '-dispchop'\n" );
return 1;
}
}
else if ( !Q_stricmp( argv[i], "-disppatchradius" ) )
{
if ( ++i < argc )
{
g_MaxDispPatchRadius = ( float )atof( argv[i] );
if ( g_MaxDispPatchRadius < 10.0f )
{
Warning( "Error: g_MaxDispPatchRadius < 10.0\n" );
return 1;
}
}
else
{
Warning( "Error: expected a value after '-disppatchradius'\n" );
return 1;
}
}
else if ( !Q_stricmp( argv[i], "-reflectivityscale" ) )
{
if ( ++i < argc )
{
reflectivityScale = (float)atof (argv[i]);
}
else
{
Warning("Error: expected a value after '-reflectivityscale'\n" );
return 1;
}
}
else if ( !Q_stricmp( argv[i],"-ambient" ) )
{
if ( i+3 < argc )
{
ambient[0] = (float)atof (argv[++i]) * 128;
ambient[1] = (float)atof (argv[++i]) * 128;
ambient[2] = (float)atof (argv[++i]) * 128;
}
else
{
Warning("Error: expected three color values after '-ambient'\n" );
return 1;
}
}
else if ( !Q_stricmp( argv[ i ], "-StaticPropBounce" ) )
{
if ( i + 1 < argc )
{
g_flStaticPropBounceBoost = (float)atof( argv[ ++i ] );
}
else
{
Warning("Error: expected bounce scale after '-StaticPropBounce'\n" );
return 1;
}
g_bStaticPropBounce = true;
}
#if ALLOWDEBUGOPTIONS
else if (!Q_stricmp(argv[i],"-scale"))
{
if ( ++i < argc )
{
lightscale = (float)atof (argv[i]);
}
else
{
Warning("Error: expected a value after '-scale'\n" );
return 1;
}
}
else if (!Q_stricmp(argv[i],"-dlight"))
{
if ( ++i < argc )
{
dlight_threshold = (float)atof (argv[i]);
}
else
{
Warning("Error: expected a value after '-dlight'\n" );
return 1;
}
}
else if (!Q_stricmp(argv[i],"-sky"))
{
if ( ++i < argc )
{
indirect_sun = (float)atof (argv[i]);
}
else
{
Warning("Error: expected a value after '-sky'\n" );
return 1;
}
}
else if (!Q_stricmp(argv[i],"-notexscale"))
{
texscale = false;
}
else if (!Q_stricmp(argv[i],"-coring"))
{
if ( ++i < argc )
{
coring = (float)atof( argv[i] );
}
else
{
Warning("Error: expected a light threshold after '-coring'\n" );
return 1;
}
}
#endif
else if ( !Q_stricmp( argv[i], "-tempcontent" ) )
{
// ... Do nothing, just let this pass to the filesystem
}
// NOTE: the -mpi checks must come last here because they allow the previous argument
// to be -mpi as well. If it game before something else like -game, then if the previous
// argument was -mpi and the current argument was something valid like -game, it would skip it.
else if ( !Q_strncasecmp( argv[i], "-mpi", 4 ) || !Q_strncasecmp( argv[i-1], "-mpi", 4 ) )
{
if ( stricmp( argv[i], "-mpi" ) == 0 )
g_bUseMPI = true;
// Any other args that start with -mpi are ok too.
if ( i == argc - 1 && V_stricmp( argv[i], "-mpi_ListParams" ) != 0 )
break;
}
else if ( !Q_stricmp( argv[i], "-processheap" ) )
{
// ... Do nothing, just let this pass to the mem system
}
else
{
break;
}
}
return i;
}
void PrintCommandLine( int argc, char **argv )
{
Warning( "Command line: " );
for ( int z=0; z < argc; z++ )
{
Warning( "\"%s\" ", argv[z] );
}
Warning( "\n\n" );
}
void PrintUsage( int argc, char **argv )
{
PrintCommandLine( argc, argv );
Warning(
"usage : vrad [options...] bspfile\n"
"example: vrad c:\\hl2\\hl2\\maps\\test\n"
"\n"
"Common options:\n"
"\n"
" -v (or -verbose): Turn on verbose output (also shows more command\n"
" -bounce # : Set max number of bounces (default: 100).\n"
" -fast : Quick and dirty lighting.\n"
" -fastambient : Per-leaf ambient sampling is lower quality to save compute time.\n"
" -final : High quality processing. equivalent to -extrasky 16.\n"
" -finitefalloff : use an alternative falloff model that falls off to exactly zero at the zero_percent_distance.\n"
" -extrasky n : trace N times as many rays for indirect light and sky ambient.\n"
" -low : Run as an idle-priority process.\n"
" -mpi : Use VMPI to distribute computations.\n"
" -rederror : Show errors in red.\n"
"\n"
" -vproject <directory> : Override the VPROJECT environment variable.\n"
" -game <directory> : Same as -vproject.\n"
"\n"
"Other options:\n"
" -novconfig : Don't bring up graphical UI on vproject errors.\n"
" -dump : Write debugging .txt files.\n"
" -dumpnormals : Write normals to debug files.\n"
" -dumptrace : Write ray-tracing environment to debug files.\n"
" -threads : Control the number of threads vbsp uses (defaults to the #\n"
" or processors on your machine).\n"
" -lights <file> : Load a lights file in addition to lights.rad and the\n"
" level lights file.\n"
" -noextra : Disable supersampling.\n"
" -debugextra : Places debugging data in lightmaps to visualize\n"
" supersampling.\n"
" -smooth # : Set the threshold for smoothing groups, in degrees\n"
" (default 45).\n"
);
Warning(
" -dlightmap : Force direct lighting into different lightmap than\n"
" radiosity.\n"
" -stoponexit : Wait for a keypress on exit.\n"
" -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.\n"
" -nodetaillight : Don't light detail props.\n"
" -centersamples : Move sample centers.\n"
" -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).\n"
" The number specified must be less than 1.0 or it will be\n"
" ignored.\n"
" -loghash : Log the sample hash table to samplehash.txt.\n"
" -onlydetail : Only light detail props and per-leaf lighting.\n"
" -maxdispsamplesize #: Set max displacement sample size (default: 512).\n"
" -softsun <n> : Treat the sun as an area light source of size <n> degrees."
" Produces soft shadows.\n"
" Recommended values are between 0 and 5. Default is 0.\n"
" -FullMinidumps : Write large minidumps on crash.\n"
" -chop : Smallest number of luxel widths for a bounce patch, used on edges\n"
" -maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors\n"
" -LargeDispSampleRadius: This can be used if there are splotches of bounced\n"
" light on terrain. The compile will take longer, but\n"
" it will gather light across a wider area.\n"
" -StaticPropLighting : generate baked static prop vertex lighting\n"
" -StaticPropLightingFinal : generate baked static prop vertex lighting (uses higher/final quality processing)\n"
" -StaticPropPolys : Perform shadow tests of static props at polygon precision\n"
" -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)\n"
" -StaticPropNormals : when lighting static props, just show their normal vector\n"
" -StaticPropBounce : Enable static props to bounce light. Experimental option, doesn't work with VMPI right now.\n"
" -textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture\n"
" -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)\n"
" -nossprops : Globally disable self-shadowing on static props\n"
"\n"
#if 1 // Disabled for the initial SDK release with VMPI so we can get feedback from selected users.
);
#else
" -mpi_ListParams : Show a list of VMPI parameters.\n"
"\n"
);
// Show VMPI parameters?
for ( int i=1; i < argc; i++ )
{
if ( V_stricmp( argv[i], "-mpi_ListParams" ) == 0 )
{
Warning( "VMPI-specific options:\n\n" );
bool bIsSDKMode = VMPI_IsSDKMode();
for ( int i=k_eVMPICmdLineParam_FirstParam+1; i < k_eVMPICmdLineParam_LastParam; i++ )
{
if ( (VMPI_GetParamFlags( (EVMPICmdLineParam)i ) & VMPI_PARAM_SDK_HIDDEN) && bIsSDKMode )
continue;
Warning( "[%s]\n", VMPI_GetParamString( (EVMPICmdLineParam)i ) );
Warning( VMPI_GetParamHelpString( (EVMPICmdLineParam)i ) );
Warning( "\n\n" );
}
break;
}
}
#endif
}
int RunVRAD( int argc, char **argv )
{
#if defined(_MSC_VER) && ( _MSC_VER >= 1310 )
Msg("Valve Software - vrad.exe SSE (" __DATE__ ")\n" );
#else
Msg("Valve Software - vrad.exe (" __DATE__ ")\n" );
#endif
Msg("\n Valve Radiosity Simulator \n");
verbose = true; // Originally FALSE
bool onlydetail;
int i = ParseCommandLine( argc, argv, &onlydetail );
if (i != argc - 1)
{
PrintUsage( argc, argv );
DeleteCmdLine( argc, argv );
Plat_ExitProcess( 0 );
}
VRAD_LoadBSP( argv[i] );
if ( (! onlydetail) && (! g_bOnlyStaticProps ) )
{
RadWorld_Go();
}
VRAD_ComputeOtherLighting();
VRAD_Finish();
VMPI_SetCurrentStage( "master done" );
DeleteCmdLine( argc, argv );
CmdLib_Cleanup();
return 0;
}
int VRAD_Main(int argc, char **argv)
{
g_pFileSystem = NULL; // Safeguard against using it before it's properly initialized.
VRAD_Init();
// This must come first.
VRAD_SetupMPI( argc, argv );
// Initialize the filesystem, so additional commandline options can be loaded
Q_StripExtension( argv[ argc - 1 ], source, sizeof( source ) );
CmdLib_InitFileSystem( argv[ argc - 1 ] );
Q_FileBase( source, source, sizeof( source ) );
#if !defined( _DEBUG )
if ( g_bUseMPI && !g_bMPIMaster )
{
SetupToolsMinidumpHandler( VMPI_ExceptionFilter );
}
else
#endif
{
LoadCmdLineFromFile( argc, argv, source, "vrad" ); // Don't do this if we're a VMPI worker..
SetupDefaultToolsMinidumpHandler();
}
return RunVRAD( argc, argv );
}