mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
39d16ca147
* Fixed a variety of server browser issues with mods based on this SDK * Fixed many warnings on various platforms * Added source code for fgdlib and raytrace * Updated many source files with the latest shared source from TF2. OSX: * Added support for Xcode 4.6 * Switched OSX builds to use Xcode instead of makefiles * Moved libs from src/lib/osx32 to src/lib/public/osx32 or src/lib/common/osx32 to match windows better. Linux: * Moved libs from src/lib/linux32 to src/lib/public/linux32 or src/lib/common/linux32 to match windows better.
377 lines
12 KiB
C++
377 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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// $Id$
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#include "raytrace.h"
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#include <mathlib/halton.h>
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static uint32 MapDistanceToPixel(float t)
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{
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if (t<0) return 0xffff0000;
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if (t>100) return 0xff000000;
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int a=t*1000; a&=0xff;
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int b=t*10; b &=0xff;
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int c=t*.01; c &=0xff;
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return 0xff000000+(a<<16)+(b<<8)+c;
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}
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#define IGAMMA (1.0/2.2)
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#define MAGIC_NUMBER (1<<23)
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static fltx4 Four_MagicNumbers={ MAGIC_NUMBER, MAGIC_NUMBER, MAGIC_NUMBER, MAGIC_NUMBER };
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static ALIGN16 int32 Four_255s[4]= {0xff,0xff,0xff,0xff};
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#define PIXMASK ( * ( reinterpret_cast< fltx4 *>( &Four_255s ) ) )
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void MapLinearIntensities(FourVectors const &intens,uint32 *p1, uint32 *p2, uint32 *p3, uint32 *p4)
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{
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// convert four pixels worth of sse-style rgb into argb lwords
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// NOTE the _mm_empty macro is voodoo. do not mess with this routine casually - simply throwing
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// anything that ends up generating a fpu stack references in here would be bad news.
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static fltx4 pixscale={255.0,255.0,255.0,255.0};
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fltx4 r,g,b;
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r=MinSIMD(pixscale,MulSIMD(pixscale,PowSIMD(intens.x,IGAMMA)));
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g=MinSIMD(pixscale,MulSIMD(pixscale,PowSIMD(intens.y,IGAMMA)));
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b=MinSIMD(pixscale,MulSIMD(pixscale,PowSIMD(intens.z,IGAMMA)));
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// now, convert to integer
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r=AndSIMD( AddSIMD( r, Four_MagicNumbers ), PIXMASK );
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g=AndSIMD( AddSIMD( g, Four_MagicNumbers ), PIXMASK );
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b=AndSIMD( AddSIMD( b, Four_MagicNumbers ), PIXMASK );
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*(p1)=(SubInt(r, 0))|(SubInt(g, 0)<<8)|(SubInt(b, 0)<<16);
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*(p2)=(SubInt(r, 1))|(SubInt(g, 1)<<8)|(SubInt(b, 1)<<16);
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*(p3)=(SubInt(r, 2))|(SubInt(g, 2)<<8)|(SubInt(b, 2)<<16);
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*(p4)=(SubInt(r, 3))|(SubInt(g, 3)<<8)|(SubInt(b, 3)<<16);
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}
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static ALIGN16 int32 signmask[4]={0x80000000,0x80000000,0x80000000,0x80000000};
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static ALIGN16 int32 all_ones[4]={-1,-1,-1,-1};
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static fltx4 all_zeros={0,0,0,0};
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static fltx4 TraceLimit={1.0e20,1.0e20,1.0e20,1.0e20};
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void RayTracingEnvironment::RenderScene(
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int width, int height, // width and height of desired rendering
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int stride, // actual width in pixels of target buffer
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uint32 *output_buffer, // pointer to destination
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Vector CameraOrigin, // eye position
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Vector ULCorner, // word space coordinates of upper left
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// monitor corner
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Vector URCorner, // top right corner
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Vector LLCorner, // lower left
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Vector LRCorner, // lower right
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RayTraceLightingMode_t lmode)
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{
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// first, compute deltas
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Vector dxvector=URCorner;
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dxvector-=ULCorner;
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dxvector*=(1.0/width);
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Vector dxvectortimes2=dxvector;
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dxvectortimes2+=dxvector;
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Vector dyvector=LLCorner;
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dyvector-=ULCorner;
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dyvector*=(1.0/height);
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// block_offsets-relative offsets for eahc of the 4 pixels in the block, in sse format
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FourVectors block_offsets;
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block_offsets.LoadAndSwizzle(Vector(0,0,0),dxvector,dyvector,dxvector+dyvector);
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FourRays myrays;
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myrays.origin.DuplicateVector(CameraOrigin);
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// tmprays is used fo rthe case when we cannot trace 4 rays at once.
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FourRays tmprays;
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tmprays.origin.DuplicateVector(CameraOrigin);
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// now, we will ray trace pixels. we will do the rays in a 2x2 pattern
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for(int y=0;y<height;y+=2)
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{
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Vector SLoc=dyvector;
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SLoc*=((float) y);
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SLoc+=ULCorner;
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uint32 *dest=output_buffer+y*stride;
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for(int x=0;x<width;x+=2)
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{
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myrays.direction.DuplicateVector(SLoc);
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myrays.direction+=block_offsets;
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myrays.direction.VectorNormalize();
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RayTracingResult rslt;
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Trace4Rays(myrays,all_zeros,TraceLimit, &rslt);
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if ((rslt.HitIds[0]==-1) && (rslt.HitIds[1]==-1) &&
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(rslt.HitIds[2]==-1) && (rslt.HitIds[3]==-1))
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MapLinearIntensities(BackgroundColor,dest,dest+1,dest+stride,dest+stride+1);
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else
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{
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// make sure normal points back towards ray origin
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fltx4 ndoti=rslt.surface_normal*myrays.direction;
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fltx4 bad_dirs=AndSIMD(CmpGtSIMD(ndoti,Four_Zeros),
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LoadAlignedSIMD((float *) signmask));
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// flip signs of all "wrong" normals
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rslt.surface_normal.x=XorSIMD(bad_dirs,rslt.surface_normal.x);
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rslt.surface_normal.y=XorSIMD(bad_dirs,rslt.surface_normal.y);
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rslt.surface_normal.z=XorSIMD(bad_dirs,rslt.surface_normal.z);
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FourVectors intens;
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intens.DuplicateVector(Vector(0,0,0));
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// set up colors
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FourVectors surf_colors;
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surf_colors.DuplicateVector(Vector(0,0,0));
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for(int i=0;i<4;i++)
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{
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if (rslt.HitIds[i]>=0)
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{
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surf_colors.X(i)=TriangleColors[rslt.HitIds[i]].x;
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surf_colors.Y(i)=TriangleColors[rslt.HitIds[i]].y;
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surf_colors.Z(i)=TriangleColors[rslt.HitIds[i]].z;
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}
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}
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FourVectors surface_pos=myrays.direction;
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surface_pos*=rslt.HitDistance;
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surface_pos+=myrays.origin;
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switch(lmode)
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{
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case DIRECT_LIGHTING:
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{
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// light all points
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for(int l=0;l<LightList.Count();l++)
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{
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LightList[l].ComputeLightAtPoints(surface_pos,rslt.surface_normal,
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intens);
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}
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}
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break;
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case DIRECT_LIGHTING_WITH_SHADOWS:
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{
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// light all points
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for(int l=0;l<LightList.Count();l++)
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{
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FourVectors ldir;
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ldir.DuplicateVector(LightList[l].m_Position);
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ldir-=surface_pos;
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fltx4 MaxT=ldir.length();
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ldir.VectorNormalizeFast();
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// now, compute shadow flag
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FourRays myrays;
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myrays.origin=surface_pos;
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FourVectors epsilon=ldir;
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epsilon*=0.01;
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myrays.origin+=epsilon;
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myrays.direction=ldir;
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RayTracingResult shadowtest;
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Trace4Rays(myrays,Four_Zeros,MaxT, &shadowtest);
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fltx4 unshadowed=CmpGtSIMD(shadowtest.HitDistance,MaxT);
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if (! (IsAllZeros(unshadowed)))
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{
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FourVectors tmp;
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tmp.DuplicateVector(Vector(0,0,0));
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LightList[l].ComputeLightAtPoints(surface_pos,rslt.surface_normal,
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tmp);
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intens.x=AddSIMD(intens.x,AndSIMD(tmp.x,unshadowed));
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intens.y=AddSIMD(intens.y,AndSIMD(tmp.y,unshadowed));
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intens.z=AddSIMD(intens.z,AndSIMD(tmp.z,unshadowed));
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}
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}
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}
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break;
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}
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// now, mask off non-hitting pixels
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intens.VProduct(surf_colors);
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fltx4 no_hit_mask=CmpGtSIMD(rslt.HitDistance,TraceLimit);
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intens.x=OrSIMD(AndSIMD(BackgroundColor.x,no_hit_mask),
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AndNotSIMD(no_hit_mask,intens.x));
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intens.y=OrSIMD(AndSIMD(BackgroundColor.y,no_hit_mask),
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AndNotSIMD(no_hit_mask,intens.y));
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intens.z=OrSIMD(AndSIMD(BackgroundColor.y,no_hit_mask),
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AndNotSIMD(no_hit_mask,intens.z));
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MapLinearIntensities(intens,dest,dest+1,dest+stride,dest+stride+1);
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}
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dest+=2;
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SLoc+=dxvectortimes2;
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}
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}
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}
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#define SQ(x) ((x)*(x))
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void RayTracingEnvironment::ComputeVirtualLightSources(void)
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{
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int start_pos=0;
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for(int b=0;b<3;b++)
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{
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int nl=LightList.Count();
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int where_to_start=start_pos;
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start_pos=nl;
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for(int l=where_to_start;l<nl;l++)
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{
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DirectionalSampler_t sample_generator;
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int n_desired=1*LightList[l].m_Color.Length();
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if (LightList[l].m_Type==MATERIAL_LIGHT_SPOT)
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n_desired*=LightList[l].m_Phi/2;
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for(int try1=0;try1<n_desired;try1++)
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{
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LightDesc_t const &li=LightList[l];
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FourRays myrays;
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myrays.origin.DuplicateVector(li.m_Position);
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RayTracingResult rslt;
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Vector trial_dir=sample_generator.NextValue();
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if (li.IsDirectionWithinLightCone(trial_dir))
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{
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myrays.direction.DuplicateVector(trial_dir);
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Trace4Rays(myrays,all_zeros,ReplicateX4(1000.0), &rslt);
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if ((rslt.HitIds[0]!=-1))
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{
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// make sure normal points back towards ray origin
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fltx4 ndoti=rslt.surface_normal*myrays.direction;
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fltx4 bad_dirs=AndSIMD(CmpGtSIMD(ndoti,Four_Zeros),
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LoadAlignedSIMD((float *) signmask));
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// flip signs of all "wrong" normals
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rslt.surface_normal.x=XorSIMD(bad_dirs,rslt.surface_normal.x);
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rslt.surface_normal.y=XorSIMD(bad_dirs,rslt.surface_normal.y);
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rslt.surface_normal.z=XorSIMD(bad_dirs,rslt.surface_normal.z);
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// a hit! let's make a virtual light source
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// treat the virtual light as a disk with its center at the hit position
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// and its radius scaled by the amount of the solid angle this probe
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// represents.
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float area_of_virtual_light=
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4.0*M_PI*SQ( SubFloat( rslt.HitDistance, 0 ) )*(1.0/n_desired);
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FourVectors intens;
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intens.DuplicateVector(Vector(0,0,0));
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FourVectors surface_pos=myrays.direction;
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surface_pos*=rslt.HitDistance;
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surface_pos+=myrays.origin;
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FourVectors delta=rslt.surface_normal;
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delta*=0.1;
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surface_pos+=delta;
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LightList[l].ComputeLightAtPoints(surface_pos,rslt.surface_normal,
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intens);
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FourVectors surf_colors;
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surf_colors.DuplicateVector(TriangleColors[rslt.HitIds[0]]);
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intens*=surf_colors;
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// see if significant
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LightDesc_t l1;
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l1.m_Type=MATERIAL_LIGHT_SPOT;
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l1.m_Position=Vector(surface_pos.X(0),surface_pos.Y(0),surface_pos.Z(0));
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l1.m_Direction=Vector(rslt.surface_normal.X(0),rslt.surface_normal.Y(0),
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rslt.surface_normal.Z(0));
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l1.m_Color=Vector(intens.X(0),intens.Y(0),intens.Z(0));
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if (l1.m_Color.Length()>0)
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{
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l1.m_Color*=area_of_virtual_light/M_PI;
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l1.m_Range=0.0;
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l1.m_Falloff=1.0;
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l1.m_Attenuation0=1.0;
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l1.m_Attenuation1=0.0;
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l1.m_Attenuation2=1.0; // intens falls off as 1/r^2
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l1.m_Theta=0;
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l1.m_Phi=M_PI;
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l1.RecalculateDerivedValues();
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LightList.AddToTail(l1);
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}
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}
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}
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}
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}
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}
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}
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static unsigned int GetSignMask(Vector const &v)
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{
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unsigned int ret=0;
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if (v.x<0.0)
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ret++;
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if (v.y<0)
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ret+=2;
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if (v.z<0)
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ret+=4;
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return ret;
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}
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inline void RayTracingEnvironment::FlushStreamEntry(RayStream &s,int msk)
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{
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assert(msk>=0);
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assert(msk<8);
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fltx4 tmax=s.PendingRays[msk].direction.length();
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fltx4 scl=ReciprocalSaturateSIMD(tmax);
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s.PendingRays[msk].direction*=scl; // normalize
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RayTracingResult tmpresult;
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Trace4Rays(s.PendingRays[msk],Four_Zeros,tmax,msk,&tmpresult);
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// now, write out results
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for(int r=0;r<4;r++)
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{
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RayTracingSingleResult *out=s.PendingStreamOutputs[msk][r];
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out->ray_length=SubFloat( tmax, r );
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out->surface_normal.x=tmpresult.surface_normal.X(r);
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out->surface_normal.y=tmpresult.surface_normal.Y(r);
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out->surface_normal.z=tmpresult.surface_normal.Z(r);
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out->HitID=tmpresult.HitIds[r];
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out->HitDistance=SubFloat( tmpresult.HitDistance, r );
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}
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s.n_in_stream[msk]=0;
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}
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void RayTracingEnvironment::AddToRayStream(RayStream &s,
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Vector const &start,Vector const &end,
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RayTracingSingleResult *rslt_out)
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{
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Vector delta=end;
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delta-=start;
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int msk=GetSignMask(delta);
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assert(msk>=0);
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assert(msk<8);
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int pos=s.n_in_stream[msk];
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assert(pos<4);
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s.PendingRays[msk].origin.X(pos)=start.x;
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s.PendingRays[msk].origin.Y(pos)=start.y;
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s.PendingRays[msk].origin.Z(pos)=start.z;
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s.PendingRays[msk].direction.X(pos)=delta.x;
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s.PendingRays[msk].direction.Y(pos)=delta.y;
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s.PendingRays[msk].direction.Z(pos)=delta.z;
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s.PendingStreamOutputs[msk][pos]=rslt_out;
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if (pos==3)
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{
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FlushStreamEntry(s,msk);
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}
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else
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s.n_in_stream[msk]++;
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}
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void RayTracingEnvironment::FinishRayStream(RayStream &s)
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{
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for(int msk=0;msk<8;msk++)
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{
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int cnt=s.n_in_stream[msk];
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if (cnt)
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{
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// fill in unfilled entries with dups of first
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for(int c=cnt;c<4;c++)
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{
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s.PendingRays[msk].origin.X(c) = s.PendingRays[msk].origin.X(0);
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s.PendingRays[msk].origin.Y(c) = s.PendingRays[msk].origin.Y(0);
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s.PendingRays[msk].origin.Z(c) = s.PendingRays[msk].origin.Z(0);
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s.PendingRays[msk].direction.X(c) = s.PendingRays[msk].direction.X(0);
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s.PendingRays[msk].direction.Y(c) = s.PendingRays[msk].direction.Y(0);
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s.PendingRays[msk].direction.Z(c) = s.PendingRays[msk].direction.Z(0);
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s.PendingStreamOutputs[msk][c]=s.PendingStreamOutputs[msk][0];
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}
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FlushStreamEntry(s,msk);
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}
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}
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}
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