//----------------------------------------------------------------------------- // Computes ambient lighting along a specified ray. //----------------------------------------------------------------------------- void CalcRayAmbientLighting( const Vector &vStart, const Vector &vEnd, Vector color[MAX_LIGHTSTYLES], Vector &colorSum ) { Ray_t ray; ray.Init( vStart, vEnd, vec3_origin, vec3_origin ); directlight_t *pSkyLight = FindAmbientSkyLight(); colorSum.Init(); CLightSurface surfEnum; if (!surfEnum.FindIntersection( ray )) return; // This is the faster path; it looks slightly different though if (surfEnum.m_pSurface->dispinfo == -1) { ComputeLightmapColorFromAverage( surfEnum.m_pSurface, pSkyLight, color, colorSum ); } else { ComputeLightmapColorDisplacement( surfEnum.m_pSurface, pSkyLight, surfEnum.m_LuxelCoord, color, colorSum ); } }
//----------------------------------------------------------------------------- // Tests a particular surface //----------------------------------------------------------------------------- static bool FASTCALL FindIntersectionAtSurface( int surfID, float f, Vector& c, LightVecState_t& state ) { // no lightmaps on this surface? punt... // FIXME: should be water surface? if (MSurf_Flags( surfID ) & SURFDRAW_NOLIGHT) return false; // Compute the actual point Vector pt; VectorMA( state.m_Ray.m_Start, f, state.m_Ray.m_Delta, pt ); mtexinfo_t* pTex = MSurf_TexInfo( surfID ); // See where in lightmap space our intersection point is float s, t; s = DotProduct (pt, pTex->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) + pTex->lightmapVecsLuxelsPerWorldUnits[0][3]; t = DotProduct (pt, pTex->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) + pTex->lightmapVecsLuxelsPerWorldUnits[1][3]; // Not in the bounds of our lightmap? punt... msurfacelighting_t *pLighting = SurfaceLighting( surfID ); if( s < pLighting->m_pLightmapMins[0] || t < pLighting->m_pLightmapMins[1] ) return false; // assuming a square lightmap (FIXME: which ain't always the case), // lets see if it lies in that rectangle. If not, punt... float ds = s - pLighting->m_pLightmapMins[0]; float dt = t - pLighting->m_pLightmapMins[1]; if( ds > pLighting->m_pLightmapExtents[0] || dt > pLighting->m_pLightmapExtents[1] ) return false; // Store off the hit distance... state.m_HitFrac = f; // You heard the man! ComputeTextureCoordsAtIntersection( pTex, pt, state.m_pTextureS, state.m_pTextureT ); #ifdef USE_CONVARS if( 1 ) #else if (r_avglight.GetInt()) #endif { // This is the faster path; it looks slightly different though ComputeLightmapColorFromAverage( pLighting, state.m_bUseLightStyles, c ); } else { // Compute lightmap coords ComputeLightmapCoordsAtIntersection( pLighting, ds, dt, state.m_pLightmapS, state.m_pLightmapT ); // Check out the value of the lightmap at the intersection point ComputeLightmapColor( surfID, (int)ds, (int)dt, state.m_bUseLightStyles, c ); } return true; }
//----------------------------------------------------------------------------- // Computes ambient lighting along a specified ray. // Ray represents a cone, tanTheta is the tan of the inner cone angle //----------------------------------------------------------------------------- void CalcRayAmbientLighting( int iThread, const Vector &vStart, const Vector &vEnd, float tanTheta, Vector color[MAX_LIGHTSTYLES] ) { Ray_t ray; ray.Init( vStart, vEnd, vec3_origin, vec3_origin ); directlight_t *pSkyLight = FindAmbientSkyLight(); CLightSurface surfEnum(iThread); if (!surfEnum.FindIntersection( ray )) return; // compute the approximate radius of a circle centered around the intersection point float dist = ray.m_Delta.Length() * tanTheta * surfEnum.m_HitFrac; // until 20" we use the point sample, then blend in the average until we're covering 40" // This is attempting to model the ray as a cone - in the ideal case we'd simply sample all // luxels in the intersection of the cone with the surface. Since we don't have surface // neighbor information computed we'll just approximate that sampling with a blend between // a point sample and the face average. // This yields results that are similar in that aliasing is reduced at distance while // point samples provide accuracy for intersections with near geometry float scaleAvg = RemapValClamped( dist, 20, 40, 0.0f, 1.0f ); if ( !surfEnum.m_bHasLuxel ) { // don't have luxel UV, so just use average sample scaleAvg = 1.0; } float scaleSample = 1.0f - scaleAvg; if (scaleAvg != 0) { ComputeLightmapColorFromAverage( surfEnum.m_pSurface, pSkyLight, scaleAvg, color ); } if (scaleSample != 0) { ComputeLightmapColorPointSample( surfEnum.m_pSurface, pSkyLight, surfEnum.m_LuxelCoord, scaleSample, color ); } }
//----------------------------------------------------------------------------- // Tests a particular surface //----------------------------------------------------------------------------- static bool FASTCALL FindIntersectionAtSurface( SurfaceHandle_t surfID, float f, Vector& c, LightVecState_t& state ) { // no lightmaps on this surface? punt... // FIXME: should be water surface? if (MSurf_Flags( surfID ) & SURFDRAW_NOLIGHT) return false; // Compute the actual point Vector pt; VectorMA( state.m_Ray.m_Start, f, state.m_Ray.m_Delta, pt ); mtexinfo_t* pTex = MSurf_TexInfo( surfID ); // See where in lightmap space our intersection point is float s, t; s = DotProduct (pt, pTex->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) + pTex->lightmapVecsLuxelsPerWorldUnits[0][3]; t = DotProduct (pt, pTex->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) + pTex->lightmapVecsLuxelsPerWorldUnits[1][3]; // Not in the bounds of our lightmap? punt... msurfacelighting_t *pLighting = SurfaceLighting( surfID ); if( s < pLighting->m_LightmapMins[0] || t < pLighting->m_LightmapMins[1] ) return false; // assuming a square lightmap (FIXME: which ain't always the case), // lets see if it lies in that rectangle. If not, punt... float ds = s - pLighting->m_LightmapMins[0]; float dt = t - pLighting->m_LightmapMins[1]; if ( !pLighting->m_LightmapExtents[0] && !pLighting->m_LightmapExtents[1] ) { worldbrushdata_t *pBrushData = host_state.worldbrush; // float lightMaxs[2]; lightMaxs[ 0 ] = pLighting->m_LightmapMins[0]; lightMaxs[ 1 ] = pLighting->m_LightmapMins[1]; int i; for (i=0 ; i<MSurf_VertCount( surfID ); i++) { int e = pBrushData->vertindices[MSurf_FirstVertIndex( surfID )+i]; mvertex_t *v = &pBrushData->vertexes[e]; int j; for ( j=0 ; j<2 ; j++) { float sextent, textent; sextent = DotProduct (v->position, pTex->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) + pTex->lightmapVecsLuxelsPerWorldUnits[0][3] - pLighting->m_LightmapMins[0]; textent = DotProduct (v->position, pTex->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) + pTex->lightmapVecsLuxelsPerWorldUnits[1][3] - pLighting->m_LightmapMins[1]; if ( sextent > lightMaxs[ 0 ] ) { lightMaxs[ 0 ] = sextent; } if ( textent > lightMaxs[ 1 ] ) { lightMaxs[ 1 ] = textent; } } } if( ds > lightMaxs[0] || dt > lightMaxs[1] ) return false; } else { if( ds > pLighting->m_LightmapExtents[0] || dt > pLighting->m_LightmapExtents[1] ) return false; } // Store off the hit distance... state.m_HitFrac = f; // You heard the man! ComputeTextureCoordsAtIntersection( pTex, pt, state.m_pTextureS, state.m_pTextureT ); #ifdef USE_CONVARS if ( r_avglight.GetInt() ) #else if ( 1 ) #endif { // This is the faster path; it looks slightly different though ComputeLightmapColorFromAverage( pLighting, state.m_bUseLightStyles, c ); } else { // Compute lightmap coords ComputeLightmapCoordsAtIntersection( pLighting, ds, dt, state.m_pLightmapS, state.m_pLightmapT ); // Check out the value of the lightmap at the intersection point ComputeLightmapColor( surfID, (int)ds, (int)dt, state.m_bUseLightStyles, c ); } return true; }