]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
more work on mod_generatelightmaps:
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 27 Nov 2009 15:15:34 +0000 (15:15 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 27 Nov 2009 15:15:34 +0000 (15:15 +0000)
now uses svbsp shadow testing instead of traceline, much faster
fixed several bugs in lightmap/lightgrid brightness and tuned parameters
to match realtime lighting as closely as possible

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9522 d7cf8633-e32d-0410-b094-e92efae38249

model_shared.c

index 3c011c719a1054827fad7c66f00df831daa6363a..e749a3a4d2e93991d1761014f6dcaa62dc84044f 100644 (file)
@@ -3053,6 +3053,7 @@ typedef struct lightmaplight_s
        float iradius;
        float radius2;
        float color[3];
+       svbsp_t svbsp;
 }
 lightmaplight_t;
 
@@ -3065,6 +3066,70 @@ static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
 static int mod_generatelightmaps_numlights;
 static lightmaplight_t *mod_generatelightmaps_lightinfo;
 
+static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
+{
+       int surfaceindex;
+       int triangleindex;
+       const msurface_t *surface;
+       const float *vertex3f = model->surfmesh.data_vertex3f;
+       const int *element3i = model->surfmesh.data_element3i;
+       const int *e;
+       double v2[3][3];
+       for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
+       {
+               if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
+                       continue;
+               if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                       continue;
+               for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+               {
+                       VectorCopy(vertex3f + 3*e[0], v2[0]);
+                       VectorCopy(vertex3f + 3*e[1], v2[1]);
+                       VectorCopy(vertex3f + 3*e[2], v2[2]);
+                       SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
+               }
+       }
+}
+
+static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
+{
+       int maxnodes = 1<<14;
+       svbsp_node_t *nodes;
+       double origin[3];
+       float mins[3];
+       float maxs[3];
+       svbsp_t svbsp;
+       VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
+       VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
+       VectorCopy(lightinfo->origin, origin);
+       nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
+       for (;;)
+       {
+               SVBSP_Init(&svbsp, origin, maxnodes, nodes);
+               Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
+               if (svbsp.ranoutofnodes)
+               {
+                       maxnodes *= 2;
+                       if (maxnodes >= 1<<22)
+                       {
+                               Mem_Free(nodes);
+                               return;
+                       }
+                       Mem_Free(nodes);
+                       nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
+               }
+               else
+                       break;
+       }
+       if (svbsp.numnodes > 0)
+       {
+               svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
+               memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
+               lightinfo->svbsp = svbsp;
+       }
+       Mem_Free(nodes);
+}
+
 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
 {
@@ -3101,20 +3166,40 @@ static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
                lightinfo->iradius = 1.0f / lightinfo->radius;
                lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
                // TODO: compute svbsp
+               Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
        }
 }
 
 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
 {
+       int i;
        if (mod_generatelightmaps_lightinfo)
+       {
+               for (i = 0;i < mod_generatelightmaps_numlights;i++)
+                       if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
+                               Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
                Mem_Free(mod_generatelightmaps_lightinfo);
+       }
        mod_generatelightmaps_lightinfo = NULL;
        mod_generatelightmaps_numlights = 0;
 }
 
+static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
+{
+       const svbsp_node_t *node;
+       const svbsp_node_t *nodes = svbsp->nodes;
+       int num = 0;
+       while (num >= 0)
+       {
+               node = nodes + num;
+               num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
+       }
+       return num == -1; // true if empty, false if solid (shadowed)
+}
+
 extern cvar_t r_shadow_lightattenuationdividebias;
 extern cvar_t r_shadow_lightattenuationlinearscale;
-static void Mod_GenerateLightmaps_SamplePoint(const float *pos, float *sample, int numoffsets, const float *offsets)
+static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
 {
        int i;
        float relativepoint[3];
@@ -3123,11 +3208,11 @@ static void Mod_GenerateLightmaps_SamplePoint(const float *pos, float *sample, i
        float dist;
        float dist2;
        float intensity;
-       trace_t trace;
        int offsetindex;
        int hits;
        int tests;
        const lightmaplight_t *lightinfo;
+       trace_t trace;
        for (i = 0;i < 5*3;i++)
                sample[i] = 0.0f;
        for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
@@ -3144,33 +3229,40 @@ static void Mod_GenerateLightmaps_SamplePoint(const float *pos, float *sample, i
                if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
                {
                        hits = 0;
-                       tests = 0;
-                       for (offsetindex = 0;offsetindex < numoffsets;offsetindex++)
+                       tests = 1;
+                       if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
+                               hits++;
+                       for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
                        {
-                               // test line of sight through the collision system (slow)
                                VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
-                               cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
-                               // don't count samples that start in solid
-                               if (trace.startsolid || trace.fraction < 1)
-                                       continue;
+                               if (!normal)
+                               {
+                                       // for light grid we'd better check visibility of the offset point
+                                       cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
+                                       if (trace.fraction < 1)
+                                               VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
+                               }
                                tests++;
-                               cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, offsetpos, lightinfo->origin, SUPERCONTENTS_VISBLOCKERMASK);
-                               if (trace.fraction == 1)
+                               if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
                                        hits++;
                        }
                        if (!hits)
                                continue;
                        // scale intensity according to how many rays succeeded
+                       // we know one test is valid, half of the rest will fail...
+                       //if (normal && tests > 1)
+                       //      intensity *= (tests - 1.0f) / tests;
                        intensity *= (float)hits / tests;
                }
                // scale down intensity to add to both ambient and diffuse
-               intensity *= 0.5f;
+               //intensity *= 0.5f;
                VectorNormalize(relativepoint);
                VectorScale(lightinfo->color, intensity, color);
-               VectorMA(sample    , 1.0f            , color, sample    );
+               VectorMA(sample    , 0.5f            , color, sample    );
                VectorMA(sample + 3, relativepoint[0], color, sample + 3);
                VectorMA(sample + 6, relativepoint[1], color, sample + 6);
                VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+               // calculate a weighted average light direction as well
                intensity *= VectorLength(color);
                VectorMA(sample + 12, intensity, relativepoint, sample + 12);
        }
@@ -3182,14 +3274,14 @@ static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *
        float color[3];
        float dir[3];
        float f;
-       Mod_GenerateLightmaps_SamplePoint(pos, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
+       Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
        //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
        VectorCopy(sample + 12, dir);
        VectorNormalize(dir);
-       VectorAdd(dir, normal, dir);
-       VectorNormalize(dir);
+       //VectorAdd(dir, normal, dir);
+       //VectorNormalize(dir);
        f = DotProduct(dir, normal);
-       f = max(0, f) * 127.5f;
+       f = max(0, f) * 255.0f;
        VectorScale(sample, f, color);
        //VectorCopy(normal, dir);
        VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
@@ -3206,7 +3298,7 @@ static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *
 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
 {
        float sample[5*3];
-       Mod_GenerateLightmaps_SamplePoint(pos, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
+       Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
        VectorCopy(sample, vertex_color);
 }
 
@@ -3216,17 +3308,18 @@ static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s
        float ambient[3];
        float diffuse[3];
        float dir[3];
-       Mod_GenerateLightmaps_SamplePoint(pos, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
+       Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
        // calculate the direction we'll use to reduce the sample to a directional light source
        VectorCopy(sample + 12, dir);
        //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
        VectorNormalize(dir);
-       // scale the ambient from 0-2 to 0-255
-       VectorScale(sample, 127.5f, ambient);
        // extract the diffuse color along the chosen direction and scale it
-       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9]) * 127.5f;
-       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10]) * 127.5f;
-       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11]) * 127.5f;
+       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
+       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
+       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
+       // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
+       VectorScale(sample, 127.5f, ambient);
+       VectorMA(ambient, -0.333f, diffuse, ambient);
        // encode to the grid format
        s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
        s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
@@ -3234,9 +3327,9 @@ static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s
        s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
        s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
        s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
-       if (dir[2] >= 0.99f) {s->diffuseyaw = 0;s->diffusepitch = 0;}
-       else if (dir[2] <= -0.99f) {s->diffuseyaw = 0;s->diffusepitch = 128;}
-       else {s->diffuseyaw = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffusepitch = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
+       if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
+       else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
+       else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
 }
 
 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)