//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Revision: $
// $NoKeywords: $
//
// This file contains code to allow us to associate client data with bsp leaves.
//
//=============================================================================//
#ifdef _WIN32
#include <windows.h>
#endif
#include "vrad.h"
#include "Vector.h"
#include "UtlBuffer.h"
#include "UtlVector.h"
#include "GameBSPFile.h"
#include "BSPTreeData.h"
#include "VPhysics_Interface.h"
#include "Studio.h"
#include "Optimize.h"
#include "Bsplib.h"
#include "CModel.h"
#include "PhysDll.h"
#include "phyfile.h"
#include "collisionutils.h"
#include "pacifier.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/hardwareverts.h"
static void SetCurrentModel( studiohdr_t *pStudioHdr );
#define ALIGN_TO_POW2(x,y) (((x)+(y-1))&~(y-1))
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
// DON'T USE THIS FROM WITHIN A THREAD. THERE IS A THREAD CONTEXT CREATED
// INSIDE PropTested_t. USE THAT INSTEAD.
IPhysicsCollision *s_pPhysCollision = NULL;
//-----------------------------------------------------------------------------
// Vrad's static prop manager
//-----------------------------------------------------------------------------
class CVradStaticPropMgr : public IVradStaticPropMgr, public ISpatialLeafEnumerator,
public IBSPTreeDataEnumerator
{
public:
// constructor, destructor
CVradStaticPropMgr();
virtual ~CVradStaticPropMgr();
// methods of IStaticPropMgr
void Init();
void Shutdown();
bool ClipRayToStaticProps( PropTested_t& propTested, Ray_t const& ray );
bool ClipRayToStaticPropsInLeaf( PropTested_t& propTested, Ray_t const& ray, int leaf );
void StartRayTest( PropTested_t& propTested );
// ISpatialLeafEnumerator
bool EnumerateLeaf( int leaf, int context );
// IBSPTreeDataEnumerator
bool FASTCALL EnumerateElement( int userId, int context );
// iterate all the instanced static props and compute their vertex lighting
void ComputeLighting( int iThread );
private:
// Methods associated with unserializing static props
void UnserializeModelDict( CUtlBuffer& buf );
void UnserializeModels( CUtlBuffer& buf );
void UnserializeStaticProps();
// For raycasting against props
void InsertPropIntoTree( int propIndex );
void RemovePropFromTree( int propIndex );
// Creates a collision model
void CreateCollisionModel( char const* pModelName );
private:
// Unique static prop models
struct StaticPropDict_t
{
vcollide_t m_loadedModel;
CPhysCollide* m_pModel;
Vector m_Mins; // Bounding box is in local coordinates
Vector m_Maxs;
studiohdr_t* m_pStudioHdr;
CUtlBuffer m_VtxBuf;
};
struct MeshData_t
{
CUtlVector<Vector> m_Verts;
int m_nLod;
};
// A static prop instance
struct CStaticProp
{
Vector m_Origin;
QAngle m_Angles;
Vector m_mins;
Vector m_maxs;
Vector m_LightingOrigin;
int m_ModelIdx;
BSPTreeDataHandle_t m_Handle;
CUtlVector<MeshData_t> m_MeshData;
bool m_bLightingOriginValid;
int m_Flags;
};
// Enumeration context
struct EnumContext_t
{
PropTested_t* m_pPropTested;
Ray_t const* m_pRay;
};
// The list of all static props
CUtlVector <StaticPropDict_t> m_StaticPropDict;
CUtlVector <CStaticProp> m_StaticProps;
IBSPTreeData* m_pBSPTreeData;
bool m_bIgnoreStaticPropTrace;
void ComputeLighting( CStaticProp &prop, int iThread, int prop_index );
void SerializeLighting();
void AddPolysForRayTrace();
};
//-----------------------------------------------------------------------------
// Expose IVradStaticPropMgr to vrad
//-----------------------------------------------------------------------------
static CVradStaticPropMgr g_StaticPropMgr;
IVradStaticPropMgr* StaticPropMgr()
{
return &g_StaticPropMgr;
}
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CVradStaticPropMgr::CVradStaticPropMgr()
{
m_pBSPTreeData = CreateBSPTreeData();
// set to ignore static prop traces
m_bIgnoreStaticPropTrace = false;
}
CVradStaticPropMgr::~CVradStaticPropMgr()
{
DestroyBSPTreeData( m_pBSPTreeData );
}
//-----------------------------------------------------------------------------
// Insert, remove a static prop from the tree for collision
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::InsertPropIntoTree( int propIndex )
{
CStaticProp& prop = m_StaticProps[propIndex];
StaticPropDict_t& dict = m_StaticPropDict[prop.m_ModelIdx];
// Compute the bbox of the prop
if ( dict.m_pModel )
{
s_pPhysCollision->CollideGetAABB( prop.m_mins, prop.m_maxs, dict.m_pModel, prop.m_Origin, prop.m_Angles );
}
else
{
VectorAdd( dict.m_Mins, prop.m_Origin, prop.m_mins );
VectorAdd( dict.m_Maxs, prop.m_Origin, prop.m_maxs );
}
// add the entity to the tree so we will collide against it
prop.m_Handle = m_pBSPTreeData->Insert( propIndex, prop.m_mins, prop.m_maxs );
}
void CVradStaticPropMgr::RemovePropFromTree( int propIndex )
{
// Release the tree handle
if (m_StaticProps[propIndex].m_Handle != TREEDATA_INVALID_HANDLE)
{
m_pBSPTreeData->Remove( m_StaticProps[propIndex].m_Handle );
m_StaticProps[propIndex].m_Handle = TREEDATA_INVALID_HANDLE;
}
}
//-----------------------------------------------------------------------------
// Makes sure the studio model is a static prop
//-----------------------------------------------------------------------------
bool IsStaticProp( studiohdr_t* pHdr )
{
if (!(pHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP))
return false;
return true;
}
//-----------------------------------------------------------------------------
// Load a file into a Utlbuf
//-----------------------------------------------------------------------------
static bool LoadFile( char const* pFileName, CUtlBuffer& buf )
{
if ( !g_pFullFileSystem )
return false;
return g_pFullFileSystem->ReadFile( pFileName, NULL, buf );
}
//-----------------------------------------------------------------------------
// Constructs the file name from the model name
//-----------------------------------------------------------------------------
static char const* ConstructFileName( char const* pModelName )
{
static char buf[1024];
sprintf( buf, "%s%s", gamedir, pModelName );
return buf;
}
//-----------------------------------------------------------------------------
// Computes a convex hull from a studio mesh
//-----------------------------------------------------------------------------
static CPhysConvex* ComputeConvexHull( mstudiomesh_t* pMesh )
{
const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData();
// Generate a list of all verts in the mesh
Vector** ppVerts = (Vector**)_alloca(pMesh->numvertices * sizeof(Vector*) );
for (int i = 0; i < pMesh->numvertices; ++i)
{
ppVerts[i] = vertData->Position(i);
}
// Generate a convex hull from the verts
return s_pPhysCollision->ConvexFromVerts( ppVerts, pMesh->numvertices );
}
//-----------------------------------------------------------------------------
// Computes a convex hull from the studio model
//-----------------------------------------------------------------------------
CPhysCollide* ComputeConvexHull( studiohdr_t* pStudioHdr )
{
CUtlVector<CPhysConvex*> convexHulls;
for (int body = 0; body < pStudioHdr->numbodyparts; ++body )
{
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( body );
for( int model = 0; model < pBodyPart->nummodels; ++model )
{
mstudiomodel_t *pStudioModel = pBodyPart->pModel( model );
for( int mesh = 0; mesh < pStudioModel->nummeshes; ++mesh )
{
// Make a convex hull for each mesh
// NOTE: This won't work unless the model has been compiled
// with $staticprop
mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( mesh );
convexHulls.AddToTail( ComputeConvexHull( pStudioMesh ) );
}
}
}
// Convert an array of convex elements to a compiled collision model
// (this deletes the convex elements)
return s_pPhysCollision->ConvertConvexToCollide( convexHulls.Base(), convexHulls.Size() );
}
//-----------------------------------------------------------------------------
// Load studio model vertex data from a file...
//-----------------------------------------------------------------------------
bool LoadStudioModel( char const* pModelName, CUtlBuffer& buf )
{
// No luck, gotta build it
// Construct the file name...
if (!LoadFile( pModelName, buf ))
{
Warning("Error! Unable to load model \"%s\"\n", pModelName );
return false;
}
// Check that it's valid
if (strncmp ((const char *) buf.PeekGet(), "IDST", 4) &&
strncmp ((const char *) buf.PeekGet(), "IDAG", 4))
{
Warning("Error! Invalid model file \"%s\"\n", pModelName );
return false;
}
studiohdr_t* pHdr = (studiohdr_t*)buf.PeekGet();
Studio_ConvertStudioHdrToNewVersion( pHdr );
if (pHdr->version != STUDIO_VERSION)
{
Warning("Error! Invalid model version \"%s\"\n", pModelName );
return false;
}
if (!IsStaticProp(pHdr))
{
Warning("Error! To use model \"%s\"\n"
" as a static prop, it must be compiled with $staticprop!\n", pModelName );
return false;
}
// ensure reset
pHdr->pVertexBase = NULL;
pHdr->pIndexBase = NULL;
return true;
}
bool LoadStudioCollisionModel( char const* pModelName, CUtlBuffer& buf )
{
char tmp[1024];
Q_strncpy( tmp, pModelName, sizeof( tmp ) );
Q_SetExtension( tmp, ".phy", sizeof( tmp ) );
// No luck, gotta build it
if (!LoadFile( tmp, buf ))
{
// this is not an error, the model simply has no PHY file
return false;
}
phyheader_t *header = (phyheader_t *)buf.PeekGet();
if ( header->size != sizeof(*header) || header->solidCount <= 0 )
return false;
return true;
}
bool LoadVTXFile( char const* pModelName, const studiohdr_t *pStudioHdr, CUtlBuffer& buf )
{
char filename[MAX_PATH];
// construct filename
Q_StripExtension( pModelName, filename, sizeof( filename ) );
strcat( filename, g_bXBox ? ".xbox.vtx" : ".dx80.vtx" );
if ( !LoadFile( filename, buf ) )
{
Warning( "Error! Unable to load file \"%s\"\n", filename );
return false;
}
OptimizedModel::FileHeader_t* pVtxHdr = (OptimizedModel::FileHeader_t *)buf.Base();
// Check that it's valid
if ( pVtxHdr->version != OPTIMIZED_MODEL_FILE_VERSION )
{
Warning( "Error! Invalid VTX file version: %d, expected %d \"%s\"\n", pVtxHdr->version, OPTIMIZED_MODEL_FILE_VERSION, filename );
return false;
}
if ( pVtxHdr->checkSum != pStudioHdr->checksum )
{
Warning( "Error! Invalid VTX file checksum: %d, expected %d \"%s\"\n", pVtxHdr->checkSum, pStudioHdr->checksum, filename );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Gets a vertex position from a strip index
//-----------------------------------------------------------------------------
inline static Vector* PositionFromIndex( const mstudio_meshvertexdata_t *vertData, mstudiomesh_t* pMesh, OptimizedModel::StripGroupHeader_t* pStripGroup, int i )
{
OptimizedModel::Vertex_t* pVert = pStripGroup->pVertex( i );
return vertData->Position( pVert->origMeshVertID );
}
//-----------------------------------------------------------------------------
// Purpose: Writes a glview text file containing the collision surface in question
// Input : *pCollide -
// *pFilename -
//-----------------------------------------------------------------------------
void DumpCollideToGlView( vcollide_t *pCollide, const char *pFilename )
{
if ( !pCollide )
return;
Msg("Writing %s...\n", pFilename );
FILE *fp = fopen( pFilename, "w" );
for (int i = 0; i < pCollide->solidCount; ++i)
{
Vector *outVerts;
int vertCount = s_pPhysCollision->CreateDebugMesh( pCollide->solids[i], &outVerts );
int triCount = vertCount / 3;
int vert = 0;
unsigned char r = (i & 1) * 64 + 64;
unsigned char g = (i & 2) * 64 + 64;
unsigned char b = (i & 4) * 64 + 64;
float fr = r / 255.0f;
float fg = g / 255.0f;
float fb = b / 255.0f;
for ( int i = 0; i < triCount; i++ )
{
fprintf( fp, "3\n" );
fprintf( fp, "%6.3f %6.3f %6.3f %.2f %.3f %.3f\n",
outVerts[vert].x, outVerts[vert].y, outVerts[vert].z, fr, fg, fb );
vert++;
fprintf( fp, "%6.3f %6.3f %6.3f %.2f %.3f %.3f\n",
outVerts[vert].x, outVerts[vert].y, outVerts[vert].z, fr, fg, fb );
vert++;
fprintf( fp, "%6.3f %6.3f %6.3f %.2f %.3f %.3f\n",
outVerts[vert].x, outVerts[vert].y, outVerts[vert].z, fr, fg, fb );
vert++;
}
s_pPhysCollision->DestroyDebugMesh( vertCount, outVerts );
}
fclose( fp );
}
//-----------------------------------------------------------------------------
// Creates a collision model (based on the render geometry!)
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::CreateCollisionModel( char const* pModelName )
{
CUtlBuffer buf;
CUtlBuffer bufvtx;
CUtlBuffer bufphy;
int i = m_StaticPropDict.AddToTail();
m_StaticPropDict[i].m_pModel = NULL;
m_StaticPropDict[i].m_pStudioHdr = NULL;
if ( !LoadStudioModel( pModelName, buf ) )
{
VectorCopy( vec3_origin, m_StaticPropDict[i].m_Mins );
VectorCopy( vec3_origin, m_StaticPropDict[i].m_Maxs );
return;
}
studiohdr_t* pHdr = (studiohdr_t*)buf.Base();
// necessary for vertex access
SetCurrentModel( pHdr );
VectorCopy( pHdr->hull_min, m_StaticPropDict[i].m_Mins );
VectorCopy( pHdr->hull_max, m_StaticPropDict[i].m_Maxs );
if ( LoadStudioCollisionModel( pModelName, bufphy ) )
{
phyheader_t header;
bufphy.Get( &header, sizeof(header) );
vcollide_t *pCollide = &m_StaticPropDict[i].m_loadedModel;
s_pPhysCollision->VCollideLoad( pCollide, header.solidCount, (const char *)bufphy.PeekGet(), bufphy.TellPut() - bufphy.TellGet() );
m_StaticPropDict[i].m_pModel = m_StaticPropDict[i].m_loadedModel.solids[0];
/*
static int propNum = 0;
char tmp[128];
sprintf( tmp, "staticprop%03d.txt", propNum );
DumpCollideToGlView( pCollide, tmp );
++propNum;
*/
}
else
{
// mark this as unused
m_StaticPropDict[i].m_loadedModel.solidCount = 0;
// CPhysCollide* pPhys = CreatePhysCollide( pHdr, pVtxHdr );
m_StaticPropDict[i].m_pModel = ComputeConvexHull( pHdr );
}
// clone it
m_StaticPropDict[i].m_pStudioHdr = (studiohdr_t *)malloc( buf.Size() );
memcpy( m_StaticPropDict[i].m_pStudioHdr, (studiohdr_t*)buf.Base(), buf.Size() );
if ( !LoadVTXFile( pModelName, m_StaticPropDict[i].m_pStudioHdr, m_StaticPropDict[i].m_VtxBuf ) )
{
// failed, leave state identified as disabled
m_StaticPropDict[i].m_VtxBuf.Purge();
}
}
//-----------------------------------------------------------------------------
// Unserialize static prop model dictionary
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::UnserializeModelDict( CUtlBuffer& buf )
{
int count = buf.GetInt();
while ( --count >= 0 )
{
StaticPropDictLump_t lump;
buf.Get( &lump, sizeof(StaticPropDictLump_t) );
CreateCollisionModel( lump.m_Name );
}
}
void CVradStaticPropMgr::UnserializeModels( CUtlBuffer& buf )
{
int count = buf.GetInt();
m_StaticProps.AddMultipleToTail(count);
for ( int i = 0; i < count; ++i )
{
StaticPropLump_t lump;
buf.Get( &lump, sizeof(StaticPropLump_t) );
VectorCopy( lump.m_Origin, m_StaticProps[i].m_Origin );
VectorCopy( lump.m_Angles, m_StaticProps[i].m_Angles );
VectorCopy( lump.m_LightingOrigin, m_StaticProps[i].m_LightingOrigin );
m_StaticProps[i].m_bLightingOriginValid = ( lump.m_Flags & STATIC_PROP_USE_LIGHTING_ORIGIN ) > 0;
m_StaticProps[i].m_ModelIdx = lump.m_PropType;
m_StaticProps[i].m_Handle = TREEDATA_INVALID_HANDLE;
m_StaticProps[i].m_Flags = lump.m_Flags;
// Add the prop to the tree for collision, but only if it isn't
// marked as not casting a shadow
if ((lump.m_Flags & STATIC_PROP_NO_SHADOW) == 0)
InsertPropIntoTree( i );
}
}
//-----------------------------------------------------------------------------
// Unserialize static props
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::UnserializeStaticProps()
{
// Unserialize static props, insert them into the appropriate leaves
GameLumpHandle_t handle = GetGameLumpHandle( GAMELUMP_STATIC_PROPS );
int size = GameLumpSize( handle );
if (!size)
return;
if ( GetGameLumpVersion( handle ) != GAMELUMP_STATIC_PROPS_VERSION )
{
Error( "Cannot load the static props... encountered a stale map version. Re-vbsp the map." );
}
if ( GetGameLump( handle ) )
{
CUtlBuffer buf( GetGameLump(handle), size, CUtlBuffer::READ_ONLY );
UnserializeModelDict( buf );
// Skip the leaf list data
int count = buf.GetInt();
buf.SeekGet( CUtlBuffer::SEEK_CURRENT, count * sizeof(StaticPropLeafLump_t) );
UnserializeModels( buf );
}
}
//-----------------------------------------------------------------------------
// Level init, shutdown
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::Init()
{
CreateInterfaceFn physicsFactory = GetPhysicsFactory();
if ( !physicsFactory )
Error( "Unable to load vphysics DLL." );
s_pPhysCollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL );
if( !s_pPhysCollision )
{
Error( "Unable to get '%s' for physics interface.", VPHYSICS_COLLISION_INTERFACE_VERSION );
return;
}
m_pBSPTreeData->Init( ToolBSPTree() );
// Read in static props that have been compiled into the bsp file
UnserializeStaticProps();
}
void CVradStaticPropMgr::Shutdown()
{
// Remove all static props from the tree
for (int i = m_StaticProps.Size(); --i >= 0; )
{
RemovePropFromTree( i );
}
// Remove all static prop model data
for (int i = m_StaticPropDict.Size(); --i >= 0; )
{
studiohdr_t *pStudioHdr = m_StaticPropDict[i].m_pStudioHdr;
if ( pStudioHdr )
{
if ( pStudioHdr->pVertexBase )
{
free( pStudioHdr->pVertexBase );
}
free( pStudioHdr );
}
}
m_pBSPTreeData->Shutdown();
m_StaticProps.Purge();
m_StaticPropDict.Purge();
}
//-----------------------------------------------------------------------------
// Do the collision test
//-----------------------------------------------------------------------------
// IBSPTreeDataEnumerator
bool FASTCALL CVradStaticPropMgr::EnumerateElement( int userId, int context )
{
CStaticProp& prop = m_StaticProps[userId];
EnumContext_t* pCtx = (EnumContext_t*)context;
// Don't test twice
if (pCtx->m_pPropTested->m_pTested[ userId ] == pCtx->m_pPropTested->m_Enum )
return true;
pCtx->m_pPropTested->m_pTested[ userId ] = pCtx->m_pPropTested->m_Enum;
StaticPropDict_t& dict = m_StaticPropDict[prop.m_ModelIdx];
if ( !IsBoxIntersectingRay( prop.m_mins, prop.m_maxs, pCtx->m_pRay->m_Start, pCtx->m_pRay->m_Delta ) )
return true;
// If there is an invalid model file, it has a null entry here.
if( !dict.m_pModel )
return false;
CGameTrace trace;
pCtx->m_pPropTested->pThreadedCollision->TraceBox( *pCtx->m_pRay, dict.m_pModel, prop.m_Origin, prop.m_Angles, &trace );
// False means stop iterating. Return false if we hit!
return (trace.fraction == 1.0);
}
// ISpatialLeafEnumerator
bool CVradStaticPropMgr::EnumerateLeaf( int leaf, int context )
{
return m_pBSPTreeData->EnumerateElementsInLeaf( leaf, this, context );
}
bool CVradStaticPropMgr::ClipRayToStaticProps( PropTested_t& propTested, Ray_t const& ray )
{
if ( m_bIgnoreStaticPropTrace )
{
// as if the trace passes right through
return false;
}
StartRayTest( propTested );
EnumContext_t ctx;
ctx.m_pRay = &ray;
ctx.m_pPropTested = &propTested;
// If it got through without a hit, it returns true
return !m_pBSPTreeData->EnumerateLeavesAlongRay( ray, this, (int)&ctx );
}
bool CVradStaticPropMgr::ClipRayToStaticPropsInLeaf( PropTested_t& propTested, Ray_t const& ray, int leaf )
{
if ( m_bIgnoreStaticPropTrace )
{
// as if the trace passes right through
return false;
}
EnumContext_t ctx;
ctx.m_pRay = &ray;
ctx.m_pPropTested = &propTested;
return !m_pBSPTreeData->EnumerateElementsInLeaf( leaf, this, (int)&ctx );
}
void CVradStaticPropMgr::StartRayTest( PropTested_t& propTested )
{
if (m_StaticProps.Size() > 0)
{
if (propTested.m_pTested == 0)
{
propTested.m_pTested = new int[m_StaticProps.Size()];
memset( propTested.m_pTested, 0, m_StaticProps.Size() * sizeof(int) );
propTested.m_Enum = 0;
propTested.pThreadedCollision = s_pPhysCollision->ThreadContextCreate();
}
++propTested.m_Enum;
}
}
void ComputeLightmapColor( dface_t* pFace, Vector &color )
{
texinfo_t* pTex = &texinfo[pFace->texinfo];
if ( pTex->flags & SURF_SKY )
{
// sky ambient already accounted for in direct component
return;
}
}
bool PositionInSolid( Vector &position )
{
int ndxLeaf = PointLeafnum( position );
if ( dleafs[ndxLeaf].contents & CONTENTS_SOLID )
{
// position embedded in solid
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Trace from a vertex to each direct light source, accumulating its contribution.
//-----------------------------------------------------------------------------
void ComputeDirectLightingAtPoint( Vector &position, Vector &normal, Vector &outColor, int iThread,
int static_prop_id_to_skip=-1)
{
sampleLightOutput_t sampleOutput;
outColor.Init();
// Iterate over all direct lights and accumulate their contribution
int cluster = ClusterFromPoint( position );
for ( directlight_t *dl = activelights; dl != NULL; dl = dl->next )
{
if ( dl->light.style )
{
// skip lights with style
continue;
}
// is this lights cluster visible?
if ( !PVSCheck( dl->pvs, cluster ) )
continue;
// push the vertex towards the light to avoid surface acne
Vector adjusted_pos = position;
Vector fudge=dl->light.origin-position;
VectorNormalize( fudge );
fudge *= 1.0;
adjusted_pos += fudge;
if ( !GatherSampleLight(
sampleOutput, dl, -1, adjusted_pos, &normal, 1, iThread, true,
static_prop_id_to_skip ) )
continue;
VectorMA( outColor, sampleOutput.falloff * sampleOutput.dot[0], dl->light.intensity, outColor );
}
}
// identifies a vertex embedded in solid
// lighting will be copied from nearest valid neighbor
struct badVertex_t
{
int m_ColorVertex;
Vector m_Position;
Vector m_Normal;
};
// a final colored vertex
struct colorVertex_t
{
Vector m_Color;
Vector m_Position;
bool m_bValid;
};
//-----------------------------------------------------------------------------
// Trace rays from each unique vertex, accumulating direct and indirect
// sources at each ray termination. Use the winding data to distribute the unique vertexes
// into the rendering layout.
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::ComputeLighting( CStaticProp &prop, int iThread, int prop_index )
{
Vector samplePosition;
Vector sampleNormal;
CUtlVector<colorVertex_t> colorVerts;
CUtlVector<badVertex_t> badVerts;
StaticPropDict_t &dict = m_StaticPropDict[prop.m_ModelIdx];
studiohdr_t *pStudioHdr = dict.m_pStudioHdr;
OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)dict.m_VtxBuf.Base();
if ( !pStudioHdr || !pVtxHdr )
{
// must have model and its verts for lighting computation
// game will fallback to fullbright
return;
}
// for access to this model's vertexes
SetCurrentModel( pStudioHdr );
for ( int bodyID = 0; bodyID < pStudioHdr->numbodyparts; ++bodyID )
{
OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart( bodyID );
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyID );
for ( int modelID = 0; modelID < pBodyPart->nummodels; ++modelID )
{
OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel( modelID );
mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID );
// light all unique vertexes
colorVerts.EnsureCount( pStudioModel->numvertices );
memset( colorVerts.Base(), 0, colorVerts.Count() * sizeof(colorVertex_t) );
int numVertexes = 0;
for ( int meshID = 0; meshID < pStudioModel->nummeshes; ++meshID )
{
mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( meshID );
const mstudio_meshvertexdata_t *vertData = pStudioMesh->GetVertexData();
for ( int vertexID = 0; vertexID < pStudioMesh->numvertices; ++vertexID )
{
// transform position and normal into world coordinate system
matrix3x4_t matrix;
AngleMatrix( prop.m_Angles, prop.m_Origin, matrix );
VectorTransform( *vertData->Position( vertexID ), matrix, samplePosition );
AngleMatrix( prop.m_Angles, matrix );
VectorTransform( *vertData->Normal( vertexID ), matrix, sampleNormal );
if ( (! (prop.m_Flags & STATIC_PROP_NO_PER_VERTEX_LIGHTING ) ) &&
PositionInSolid( samplePosition ) )
{
// vertex is in solid, add to the bad list, and recover later
badVertex_t badVertex;
badVertex.m_ColorVertex = numVertexes;
badVertex.m_Position = samplePosition;
badVertex.m_Normal = sampleNormal;
badVerts.AddToTail( badVertex );
}
else
{
Vector direct_pos=samplePosition;
int skip_prop=-1;
Vector directColor(0,0,0);
if (prop.m_Flags & STATIC_PROP_NO_PER_VERTEX_LIGHTING )
{
if (prop.m_bLightingOriginValid)
VectorCopy( prop.m_LightingOrigin, direct_pos );
else
VectorCopy( prop.m_Origin, direct_pos );
skip_prop = prop_index;
}
if ( prop.m_Flags & STATIC_PROP_NO_SELF_SHADOWING )
skip_prop = prop_index;
ComputeDirectLightingAtPoint( direct_pos,
sampleNormal, directColor, iThread,
skip_prop );
Vector indirectColor(0,0,0);
if (g_bShowStaticPropNormals)
{
directColor= sampleNormal;
directColor += Vector(1.0,1.0,1.0);
directColor *= 50.0;
}
else
if (numbounce >= 1)
ComputeIndirectLightingAtPoint( samplePosition, sampleNormal,
indirectColor, iThread, true );
colorVerts[numVertexes].m_bValid = true;
colorVerts[numVertexes].m_Position = samplePosition;
VectorAdd( directColor, indirectColor, colorVerts[numVertexes].m_Color );
}
numVertexes++;
}
}
// color in the bad vertexes
// when entire model has no lighting origin and no valid neighbors
// must punt, leave black coloring
if ( badVerts.Count() && ( prop.m_bLightingOriginValid || badVerts.Count() != numVertexes ) )
{
for ( int nBadVertex = 0; nBadVertex < badVerts.Count(); nBadVertex++ )
{
Vector bestPosition;
if ( prop.m_bLightingOriginValid )
{
// use the specified lighting origin
VectorCopy( prop.m_LightingOrigin, bestPosition );
}
else
{
// find the closest valid neighbor
int best = 0;
float closest = FLT_MAX;
for ( int nColorVertex = 0; nColorVertex < numVertexes; nColorVertex++ )
{
if ( !colorVerts[nColorVertex].m_bValid )
{
// skip invalid neighbors
continue;
}
Vector delta;
VectorSubtract( colorVerts[nColorVertex].m_Position, badVerts[nBadVertex].m_Position, delta );
float distance = VectorLength( delta );
if ( distance < closest )
{
closest = distance;
best = nColorVertex;
}
}
// use the best neighbor as the direction to crawl
VectorCopy( colorVerts[best].m_Position, bestPosition );
}
// crawl toward best position
// sudivide to determine a closer valid point to the bad vertex, and re-light
Vector midPosition;
int numIterations = 20;
while ( --numIterations > 0 )
{
VectorAdd( bestPosition, badVerts[nBadVertex].m_Position, midPosition );
VectorScale( midPosition, 0.5f, midPosition );
if ( PositionInSolid( midPosition ) )
break;
bestPosition = midPosition;
}
// re-light from better position
Vector directColor;
ComputeDirectLightingAtPoint( bestPosition, badVerts[nBadVertex].m_Normal, directColor, iThread );
Vector indirectColor;
ComputeIndirectLightingAtPoint( bestPosition, badVerts[nBadVertex].m_Normal,
indirectColor, iThread, true );
// save results, not changing valid status
// to ensure this offset position is not considered as a viable candidate
colorVerts[badVerts[nBadVertex].m_ColorVertex].m_Position = bestPosition;
VectorAdd( directColor, indirectColor, colorVerts[badVerts[nBadVertex].m_ColorVertex].m_Color );
}
}
// discard bad verts
badVerts.Purge();
// distribute the lighting results
for ( int nLod = 0; nLod < pVtxHdr->numLODs; nLod++ )
{
OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLod );
for ( int nMesh = 0; nMesh < pStudioModel->nummeshes; ++nMesh )
{
mstudiomesh_t* pMesh = pStudioModel->pMesh( nMesh );
OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh( nMesh );
for ( int nGroup = 0; nGroup < pVtxMesh->numStripGroups; ++nGroup )
{
OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup( nGroup );
int nMeshIdx = prop.m_MeshData.AddToTail();
prop.m_MeshData[nMeshIdx].m_Verts.AddMultipleToTail( pStripGroup->numVerts );
prop.m_MeshData[nMeshIdx].m_nLod = nLod;
for ( int nVertex = 0; nVertex < pStripGroup->numVerts; ++nVertex )
{
int nIndex = pMesh->vertexoffset + pStripGroup->pVertex( nVertex )->origMeshVertID;
Assert( nIndex < pStudioModel->numvertices );
prop.m_MeshData[nMeshIdx].m_Verts[nVertex] = colorVerts[nIndex].m_Color;
}
}
}
}
}
}
}
//-----------------------------------------------------------------------------
// Write the lighitng to bsp pak lump
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::SerializeLighting()
{
char filename[MAX_PATH];
CUtlBuffer utlBuf;
// illuminate them all
int count = m_StaticProps.Count();
if ( !count )
{
// nothing to do
return;
}
char mapName[MAX_PATH];
Q_FileBase( source, mapName, sizeof( mapName ) );
int size;
for (int i = 0; i < count; ++i)
{
sprintf( filename, "sp_%d.vhv", i );
int totalVertexes = 0;
for ( int j=0; j<m_StaticProps[i].m_MeshData.Count(); j++ )
{
totalVertexes += m_StaticProps[i].m_MeshData[j].m_Verts.Count();
}
// allocate a buffer with enough padding for alignment
size = sizeof( HardwareVerts::FileHeader_t ) +
m_StaticProps[i].m_MeshData.Count()*sizeof(HardwareVerts::MeshHeader_t) +
totalVertexes*4 + 2*512;
utlBuf.EnsureCapacity( size );
Q_memset( utlBuf.Base(), 0, size );
HardwareVerts::FileHeader_t *pVhvHdr = (HardwareVerts::FileHeader_t *)utlBuf.Base();
// align to start of vertex data
unsigned char *pVertexData = (unsigned char *)(sizeof( HardwareVerts::FileHeader_t ) + m_StaticProps[i].m_MeshData.Count()*sizeof(HardwareVerts::MeshHeader_t));
pVertexData = (unsigned char*)pVhvHdr + ALIGN_TO_POW2( (unsigned int)pVertexData, 512 );
// construct header
pVhvHdr->m_nVersion = VHV_VERSION;
pVhvHdr->m_nChecksum = m_StaticPropDict[m_StaticProps[i].m_ModelIdx].m_pStudioHdr->checksum;
pVhvHdr->m_nVertexFlags = VERTEX_COLOR;
pVhvHdr->m_nVertexSize = 4;
pVhvHdr->m_nVertexes = totalVertexes;
pVhvHdr->m_nMeshes = m_StaticProps[i].m_MeshData.Count();
for (int n=0; n<pVhvHdr->m_nMeshes; n++)
{
// construct mesh dictionary
HardwareVerts::MeshHeader_t *pMesh = pVhvHdr->pMesh( n );
pMesh->m_nLod = m_StaticProps[i].m_MeshData[n].m_nLod;
pMesh->m_nVertexes = m_StaticProps[i].m_MeshData[n].m_Verts.Count();
pMesh->m_nOffset = (unsigned int)pVertexData - (unsigned int)pVhvHdr;
// construct vertexes
for (int k=0; k<pMesh->m_nVertexes; k++)
{
Vector &vector = m_StaticProps[i].m_MeshData[n].m_Verts[k];
ColorRGBExp32 rgbColor;
VectorToColorRGBExp32( vector, rgbColor );
unsigned char dstColor[4];
ConvertRGBExp32ToRGBA8888( &rgbColor, dstColor );
// b,g,r,a order
pVertexData[0] = dstColor[2];
pVertexData[1] = dstColor[1];
pVertexData[2] = dstColor[0];
pVertexData[3] = dstColor[3];
pVertexData += 4;
}
}
// align to end of file
pVertexData = (unsigned char *)((unsigned int)pVertexData - (unsigned int)pVhvHdr);
pVertexData = (unsigned char*)pVhvHdr + ALIGN_TO_POW2( (unsigned int)pVertexData, 512 );
AddBufferToPack( filename, (void*)pVhvHdr, pVertexData - (unsigned char*)pVhvHdr, false );
}
}
//-----------------------------------------------------------------------------
// Computes lighting for the static props.
// Must be after all other surface lighting has been computed for the indirect sampling.
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::ComputeLighting( int iThread )
{
// illuminate them all
int count = m_StaticProps.Count();
if ( !count )
{
// nothing to do
return;
}
StartPacifier( "Computing static prop lighting : " );
// ensure any traces against us are ignored because we have no inherit lighting contribution
m_bIgnoreStaticPropTrace = true;
for (int i = 0; i < count; ++i)
{
UpdatePacifier( (float)i / (float)count );
ComputeLighting( m_StaticProps[i], iThread, i );
}
// restore default
m_bIgnoreStaticPropTrace = false;
// save data to bsp
SerializeLighting();
EndPacifier( true );
}
//-----------------------------------------------------------------------------
// Adds all static prop polys to the ray trace store.
//-----------------------------------------------------------------------------
void CVradStaticPropMgr::AddPolysForRayTrace( void )
{
int count = m_StaticProps.Count();
if ( !count )
{
// nothing to do
return;
}
for ( int nProp = 0; nProp < count; ++nProp )
{
CStaticProp &prop = m_StaticProps[nProp];
if ( prop.m_Flags & STATIC_PROP_NO_SHADOW )
continue;
StaticPropDict_t &dict = m_StaticPropDict[prop.m_ModelIdx];
studiohdr_t *pStudioHdr = dict.m_pStudioHdr;
OptimizedModel::FileHeader_t *pVtxHdr = (OptimizedModel::FileHeader_t *)dict.m_VtxBuf.Base();
if ( !pStudioHdr || !pVtxHdr )
{
// must have model and its verts for decoding triangles
return;
}
// for access to this model's vertexes
SetCurrentModel( pStudioHdr );
// meshes are deeply hierarchial, divided between three stores, follow the white rabbit
// body parts -> models -> lod meshes -> strip groups -> strips
// the vertices and indices are pooled, the trick is knowing the offset to determine your indexed base
for ( int bodyID = 0; bodyID < pStudioHdr->numbodyparts; ++bodyID )
{
OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart( bodyID );
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyID );
for ( int modelID = 0; modelID < pBodyPart->nummodels; ++modelID )
{
OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel( modelID );
mstudiomodel_t *pStudioModel = pBodyPart->pModel( modelID );
// assuming lod 0, could iterate if required
int nLod = 0;
OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLod );
for ( int nMesh = 0; nMesh < pStudioModel->nummeshes; ++nMesh )
{
mstudiomesh_t* pMesh = pStudioModel->pMesh( nMesh );
OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh( nMesh );
const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData();
for ( int nGroup = 0; nGroup < pVtxMesh->numStripGroups; ++nGroup )
{
OptimizedModel::StripGroupHeader_t* pStripGroup = pVtxMesh->pStripGroup( nGroup );
int nStrip;
for ( nStrip = 0; nStrip < pStripGroup->numStrips; nStrip++ )
{
OptimizedModel::StripHeader_t *pStrip = pStripGroup->pStrip( nStrip );
if ( pStrip->flags & OptimizedModel::STRIP_IS_TRILIST )
{
for ( int i = 0; i < pStrip->numIndices; i += 3 )
{
int idx = pStrip->indexOffset + i;
unsigned short i1 = *pStripGroup->pIndex( idx );
unsigned short i2 = *pStripGroup->pIndex( idx + 1 );
unsigned short i3 = *pStripGroup->pIndex( idx + 2 );
int vertex1 = pStripGroup->pVertex( i1 )->origMeshVertID;
int vertex2 = pStripGroup->pVertex( i2 )->origMeshVertID;
int vertex3 = pStripGroup->pVertex( i3 )->origMeshVertID;
// transform position into world coordinate system
matrix3x4_t matrix;
AngleMatrix( prop.m_Angles, prop.m_Origin, matrix );
Vector position1;
Vector position2;
Vector position3;
VectorTransform( *vertData->Position( vertex1 ), matrix, position1 );
VectorTransform( *vertData->Position( vertex2 ), matrix, position2 );
VectorTransform( *vertData->Position( vertex3 ), matrix, position3 );
// printf( "\ngl 3\n" );
// printf( "gl %6.3f %6.3f %6.3f 1 0 0\n", XYZ(position1));
// printf( "gl %6.3f %6.3f %6.3f 0 1 0\n", XYZ(position2));
// printf( "gl %6.3f %6.3f %6.3f 0 0 1\n", XYZ(position3));
g_RtEnv.AddTriangle( nProp,
position1, position2, position3,
Vector(0,0,0));
}
}
else
{
// all tris expected to be discrete tri lists
// must fixme if stripping ever occurs
printf("unexpected strips found\n");
Assert( 0 );
return;
}
}
}
}
}
}
}
}
static studiohdr_t *g_pActiveStudioHdr;
static void SetCurrentModel( studiohdr_t *pStudioHdr )
{
// track the correct model
g_pActiveStudioHdr = pStudioHdr;
}
const mstudio_modelvertexdata_t *mstudiomodel_t::GetVertexData()
{
char fileName[MAX_PATH];
FileHandle_t fileHandle;
vertexFileHeader_t *pVvdHdr;
Assert( g_pActiveStudioHdr );
if ( g_pActiveStudioHdr->pVertexBase )
{
vertexdata.pVertexData = (byte *)g_pActiveStudioHdr->pVertexBase + ((vertexFileHeader_t *)g_pActiveStudioHdr->pVertexBase)->vertexDataStart;
vertexdata.pTangentData = (byte *)g_pActiveStudioHdr->pVertexBase + ((vertexFileHeader_t *)g_pActiveStudioHdr->pVertexBase)->tangentDataStart;
return &vertexdata;
}
// mandatory callback to make requested data resident
// load and persist the vertex file
strcpy( fileName, "models/" );
strcat( fileName, g_pActiveStudioHdr->pszName() );
Q_StripExtension( fileName, fileName, sizeof( fileName ) );
strcat( fileName, ".vvd" );
// load the model
fileHandle = g_pFileSystem->Open( fileName, "rb" );
if ( !fileHandle )
{
Error( "Unable to load vertex data \"%s\"\n", fileName );
}
// Get the file size
int size = g_pFileSystem->Size( fileHandle );
if (size == 0)
{
g_pFileSystem->Close( fileHandle );
Error( "Bad size for vertex data \"%s\"\n", fileName );
}
pVvdHdr = (vertexFileHeader_t *)malloc(size);
g_pFileSystem->Read( pVvdHdr, size, fileHandle );
g_pFileSystem->Close( fileHandle );
// check header
if (pVvdHdr->id != MODEL_VERTEX_FILE_ID)
{
Error("Error Vertex File %s id %d should be %d\n", fileName, pVvdHdr->id, MODEL_VERTEX_FILE_ID);
}
if (pVvdHdr->version != MODEL_VERTEX_FILE_VERSION)
{
Error("Error Vertex File %s version %d should be %d\n", fileName, pVvdHdr->version, MODEL_VERTEX_FILE_VERSION);
}
if (pVvdHdr->checksum != g_pActiveStudioHdr->checksum)
{
Error("Error Vertex File %s checksum %d should be %d\n", fileName, pVvdHdr->checksum, g_pActiveStudioHdr->checksum);
}
g_pActiveStudioHdr->pVertexBase = (void*)pVvdHdr;
vertexdata.pVertexData = (byte *)pVvdHdr + pVvdHdr->vertexDataStart;
vertexdata.pTangentData = (byte *)pVvdHdr + pVvdHdr->tangentDataStart;
return &vertexdata;
}