mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2024-12-27 07:15:31 +03:00
Added new and experimental clientside worldlight iteration method
This commit is contained in:
parent
425057453b
commit
7f423759d5
@ -27,6 +27,10 @@
|
||||
|
||||
static IVEngineServer *g_pEngineServer = NULL;
|
||||
|
||||
#ifdef MAPBASE
|
||||
ConVar cl_worldlight_use_new_method("cl_worldlight_use_new_method", "1", FCVAR_NONE, "Uses the new world light iteration method which splits lights into multiple lists for each cluster.");
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Singleton exposure
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -192,6 +196,83 @@ void CWorldLights::LevelInitPreEntity()
|
||||
g_pFullFileSystem->Close(hFile);
|
||||
|
||||
DevMsg("CWorldLights: load successful (%d lights at 0x%p)\n", m_nWorldLights, m_pWorldLights);
|
||||
|
||||
#ifdef MAPBASE
|
||||
// Now that the lights have been gathered, begin separating them into lists for each PVS cluster.
|
||||
// This code is adapted from the soundscape cluster list code (see soundscape_system.cpp) and is intended to
|
||||
// reduce frame drops in large maps which use dynamic RTT shadow angles.
|
||||
CUtlVector<bbox_t> clusterbounds;
|
||||
int clusterCount = g_pEngineServer->GetClusterCount();
|
||||
clusterbounds.SetCount( clusterCount );
|
||||
g_pEngineServer->GetAllClusterBounds( clusterbounds.Base(), clusterCount );
|
||||
m_WorldLightsInCluster.SetCount(clusterCount);
|
||||
for ( int i = 0; i < clusterCount; i++ )
|
||||
{
|
||||
m_WorldLightsInCluster[i].lightCount = 0;
|
||||
m_WorldLightsInCluster[i].firstLight = 0;
|
||||
}
|
||||
unsigned char myPVS[16 * 1024];
|
||||
CUtlVector<short> clusterIndexList;
|
||||
CUtlVector<short> lightIndexList;
|
||||
|
||||
// Find the clusters visible from each light, then add it to those clusters' light lists
|
||||
// (Also try to clip for radius if possible)
|
||||
for (int i = 0; i < m_nWorldLights; ++i)
|
||||
{
|
||||
dworldlight_t *light = &m_pWorldLights[i];
|
||||
|
||||
// Assign the sun to its own pointer
|
||||
if (light->type == emit_skylight)
|
||||
{
|
||||
m_iSunIndex = i;
|
||||
continue;
|
||||
}
|
||||
|
||||
float radiusSq = light->radius * light->radius;
|
||||
if (radiusSq == 0.0f)
|
||||
{
|
||||
// TODO: Use intensity instead?
|
||||
radiusSq = FLT_MAX;
|
||||
}
|
||||
|
||||
g_pEngineServer->GetPVSForCluster( light->cluster, sizeof( myPVS ), myPVS );
|
||||
for ( int j = 0; j < clusterCount; j++ )
|
||||
{
|
||||
if ( myPVS[ j >> 3 ] & (1<<(j&7)) )
|
||||
{
|
||||
float distSq = CalcSqrDistanceToAABB( clusterbounds[j].mins, clusterbounds[j].maxs, light->origin );
|
||||
if ( distSq < radiusSq )
|
||||
{
|
||||
m_WorldLightsInCluster[j].lightCount++;
|
||||
clusterIndexList.AddToTail(j);
|
||||
lightIndexList.AddToTail(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_WorldLightsIndexList.SetCount(lightIndexList.Count());
|
||||
|
||||
// Compute the starting index of each cluster
|
||||
int firstLight = 0;
|
||||
for ( int i = 0; i < clusterCount; i++ )
|
||||
{
|
||||
m_WorldLightsInCluster[i].firstLight = firstLight;
|
||||
firstLight += m_WorldLightsInCluster[i].lightCount;
|
||||
m_WorldLightsInCluster[i].lightCount = 0;
|
||||
}
|
||||
|
||||
// Now add each light index to the appropriate cluster's list
|
||||
for ( int i = 0; i < lightIndexList.Count(); i++ )
|
||||
{
|
||||
int cluster = clusterIndexList[i];
|
||||
int outIndex = m_WorldLightsInCluster[cluster].lightCount + m_WorldLightsInCluster[cluster].firstLight;
|
||||
m_WorldLightsInCluster[cluster].lightCount++;
|
||||
m_WorldLightsIndexList[outIndex] = lightIndexList[i];
|
||||
}
|
||||
|
||||
//DevMsg( "CWorldLights: Light clusters list has %i elements; Light index list has %i\n", m_WorldLightsInCluster.Count(), m_WorldLightsIndexList.Count() );
|
||||
#endif
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -208,6 +289,25 @@ bool CWorldLights::GetBrightestLightSource(const Vector &vecPosition, Vector &ve
|
||||
|
||||
// Find the size of the PVS for our current position
|
||||
int nCluster = g_pEngineServer->GetClusterForOrigin(vecPosition);
|
||||
|
||||
#ifdef MAPBASE
|
||||
if (cl_worldlight_use_new_method.GetBool())
|
||||
{
|
||||
FindBrightestLightSourceNew( vecPosition, vecLightPos, vecLightBrightness, nCluster );
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
FindBrightestLightSourceOld( vecPosition, vecLightPos, vecLightBrightness, nCluster );
|
||||
}
|
||||
|
||||
//engine->Con_NPrintf(m_nWorldLights, "result: %d", !vecLightBrightness.IsZero());
|
||||
return !vecLightBrightness.IsZero();
|
||||
}
|
||||
|
||||
void CWorldLights::FindBrightestLightSourceOld( const Vector &vecPosition, Vector &vecLightPos, Vector &vecLightBrightness, int nCluster )
|
||||
{
|
||||
// Find the size of the PVS for our current position
|
||||
int nPVSSize = g_pEngineServer->GetPVSForCluster(nCluster, 0, NULL);
|
||||
|
||||
// Get the PVS at our position
|
||||
@ -257,7 +357,7 @@ bool CWorldLights::GetBrightestLightSource(const Vector &vecPosition, Vector &ve
|
||||
|
||||
delete[] pvs;
|
||||
|
||||
return false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Calculate square distance to this worldlight
|
||||
@ -308,7 +408,87 @@ bool CWorldLights::GetBrightestLightSource(const Vector &vecPosition, Vector &ve
|
||||
}
|
||||
|
||||
delete[] pvs;
|
||||
}
|
||||
|
||||
//engine->Con_NPrintf(m_nWorldLights, "result: %d", !vecLightBrightness.IsZero());
|
||||
return !vecLightBrightness.IsZero();
|
||||
}
|
||||
#ifdef MAPBASE
|
||||
void CWorldLights::FindBrightestLightSourceNew( const Vector &vecPosition, Vector &vecLightPos, Vector &vecLightBrightness, int nCluster )
|
||||
{
|
||||
// Handle sun
|
||||
if (m_iSunIndex != -1)
|
||||
{
|
||||
dworldlight_t *light = &m_pWorldLights[m_iSunIndex];
|
||||
|
||||
// Calculate sun position
|
||||
Vector vecAbsStart = vecPosition + Vector(0,0,30);
|
||||
Vector vecAbsEnd = vecAbsStart - (light->normal * MAX_TRACE_LENGTH);
|
||||
|
||||
trace_t tr;
|
||||
UTIL_TraceLine(vecPosition, vecAbsEnd, MASK_OPAQUE, NULL, COLLISION_GROUP_NONE, &tr);
|
||||
|
||||
// If we didn't hit anything then we have a problem
|
||||
if(tr.DidHit())
|
||||
{
|
||||
// If we did hit something, and it wasn't the skybox, then skip
|
||||
// this worldlight
|
||||
if((tr.surface.flags & SURF_SKY) && (tr.surface.flags & SURF_SKY2D))
|
||||
{
|
||||
// Act like we didn't find any valid worldlights, so the shadow
|
||||
// manager uses the default shadow direction instead (should be the
|
||||
// sun direction)
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Iterate through all the worldlights
|
||||
if ( nCluster >= 0 && nCluster < m_WorldLightsInCluster.Count() )
|
||||
{
|
||||
// find all soundscapes that could possibly attach to this player and update them
|
||||
for ( int j = 0; j < m_WorldLightsInCluster[nCluster].lightCount; j++ )
|
||||
{
|
||||
int ssIndex = m_WorldLightsIndexList[m_WorldLightsInCluster[nCluster].firstLight + j];
|
||||
dworldlight_t *light = &m_pWorldLights[ssIndex];
|
||||
|
||||
// Calculate square distance to this worldlight
|
||||
Vector vecDelta = light->origin - vecPosition;
|
||||
float flDistSqr = vecDelta.LengthSqr();
|
||||
float flRadiusSqr = light->radius * light->radius;
|
||||
|
||||
// Skip lights that are out of our radius
|
||||
if(flRadiusSqr > 0 && flDistSqr >= flRadiusSqr)
|
||||
{
|
||||
//engine->Con_NPrintf(i, "%d: out-of-radius (dist: %d, radius: %d)", i, sqrt(flDistSqr), light->radius);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Calculate intensity at our position
|
||||
float flRatio = Engine_WorldLightDistanceFalloff(light, vecDelta);
|
||||
Vector vecIntensity = light->intensity * flRatio;
|
||||
|
||||
// Is this light more intense than the one we already found?
|
||||
if(vecIntensity.LengthSqr() <= vecLightBrightness.LengthSqr())
|
||||
{
|
||||
//engine->Con_NPrintf(i, "%d: too dim", i);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Can we see the light?
|
||||
trace_t tr;
|
||||
Vector vecAbsStart = vecPosition + Vector(0,0,30);
|
||||
UTIL_TraceLine(vecAbsStart, light->origin, MASK_OPAQUE, NULL, COLLISION_GROUP_NONE, &tr);
|
||||
|
||||
if(tr.DidHit())
|
||||
{
|
||||
//engine->Con_NPrintf(i, "%d: trace failed", i);
|
||||
continue;
|
||||
}
|
||||
|
||||
vecLightPos = light->origin;
|
||||
vecLightBrightness = vecIntensity;
|
||||
|
||||
//engine->Con_NPrintf(i, "%d: set (%.2f)", i, vecIntensity.Length());
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
@ -27,7 +27,9 @@ public:
|
||||
// Find the brightest light source at a point
|
||||
//-------------------------------------------------------------------------
|
||||
bool GetBrightestLightSource(const Vector &vecPosition, Vector &vecLightPos, Vector &vecLightBrightness);
|
||||
void FindBrightestLightSourceOld( const Vector &vecPosition, Vector &vecLightPos, Vector &vecLightBrightness, int nCluster );
|
||||
#ifdef MAPBASE
|
||||
void FindBrightestLightSourceNew(const Vector &vecPosition, Vector &vecLightPos, Vector &vecLightBrightness, int nCluster);
|
||||
bool GetCumulativeLightSource(const Vector &vecPosition, Vector &vecLightPos, float flMinBrightnessSqr);
|
||||
#endif
|
||||
|
||||
@ -42,6 +44,19 @@ private:
|
||||
|
||||
int m_nWorldLights;
|
||||
dworldlight_t *m_pWorldLights;
|
||||
|
||||
#ifdef MAPBASE
|
||||
int m_iSunIndex = -1; // The sun's personal index
|
||||
|
||||
struct clusterLightList_t
|
||||
{
|
||||
unsigned short lightCount;
|
||||
unsigned short firstLight;
|
||||
};
|
||||
|
||||
CUtlVector<clusterLightList_t> m_WorldLightsInCluster;
|
||||
CUtlVector<unsigned short> m_WorldLightsIndexList;
|
||||
#endif
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
Loading…
Reference in New Issue
Block a user