Merge pull request #415 from Zeldaboy14/master

Fix Lightmappedgeneric and vbsp matrix functions for Parallax Corrected Cubemaps
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Blixibon 2025-05-31 12:39:33 -05:00 committed by GitHub
commit cba218f7c2
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3 changed files with 14 additions and 130 deletions

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@ -805,8 +805,8 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
(params[info.m_nBlendModulateTexture]->IsTexture() ); (params[info.m_nBlendModulateTexture]->IsTexture() );
bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
#ifdef PARALLAX_CORRECTED_CUBEMAPS #ifdef PARALLAX_CORRECTED_CUBEMAPS
// Parallax cubemaps // Parallax cubemaps. Check for envmap because if we don't, white splotchs can appear at certain viewing angles when mat_specular is 0.
bool hasParallaxCorrection = params[info.m_nEnvmapParallax]->GetIntValue() > 0; bool hasParallaxCorrection = params[info.m_nEnvmap]->IsDefined() && params[info.m_nEnvmapParallax]->GetIntValue() > 0;
#endif #endif
if ( hasFlashlight && !IsX360() ) if ( hasFlashlight && !IsX360() )

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@ -15,9 +15,6 @@
#include "materialsub.h" #include "materialsub.h"
#include "fgdlib/fgdlib.h" #include "fgdlib/fgdlib.h"
#include "manifest.h" #include "manifest.h"
#ifdef PARALLAX_CORRECTED_CUBEMAPS
#include "matrixinvert.h"
#endif
#ifdef MAPBASE_VSCRIPT #ifdef MAPBASE_VSCRIPT
#include "vscript_vbsp.h" #include "vscript_vbsp.h"
#endif #endif
@ -1657,9 +1654,11 @@ ChunkFileResult_t CMapFile::LoadEntityCallback(CChunkFile *pFile, int nParam)
// //
if (!strcmp("parallax_obb", pClassName)) if (!strcmp("parallax_obb", pClassName))
{ {
matrix3x4_t obbMatrix, invObbMatrix; //Originally was matrix3x2. Now we use built-in functions to the engine instead of a custom invert matrix
SetIdentityMatrix(obbMatrix); VMatrix obbMatrix, invObbMatrix;
SetIdentityMatrix(invObbMatrix); MatrixSetIdentity(obbMatrix);
MatrixSetIdentity(invObbMatrix);
// Get corner and its 3 edges (scaled, local x, y, and z axes) // Get corner and its 3 edges (scaled, local x, y, and z axes)
mapbrush_t *brush = &mapbrushes[mapent->firstbrush]; mapbrush_t *brush = &mapbrushes[mapent->firstbrush];
@ -1714,13 +1713,15 @@ ChunkFileResult_t CMapFile::LoadEntityCallback(CChunkFile *pFile, int nParam)
x *= abs(DotProduct(diag, x)); x *= abs(DotProduct(diag, x));
// Build transformation matrix (what is needed to turn a [0,0,0] - [1,1,1] cube into this brush) // Build transformation matrix (what is needed to turn a [0,0,0] - [1,1,1] cube into this brush)
MatrixSetColumn(x, 0, obbMatrix); //Originally was MatrixSetColum. Since we use VMatrix now, changed to obbMatrix
MatrixSetColumn(y, 1, obbMatrix); obbMatrix.SetForward(x);
MatrixSetColumn(z, 2, obbMatrix); obbMatrix.SetLeft(y);
MatrixSetColumn(corner, 3, obbMatrix); obbMatrix.SetUp(z);
obbMatrix.SetTranslation(corner);
//find inverse (we need the world to local matrix, "transformationmatrix" is kind of a misnomer) //find inverse (we need the world to local matrix, "transformationmatrix" is kind of a misnomer)
MatrixInversion(obbMatrix, invObbMatrix); //Originally was MatrixInversion. This is now using the built in functions, not relying on MatrixInversion and matrixinvert.h anymore
MatrixInverseGeneral(obbMatrix, invObbMatrix);
break; break;
} }

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@ -1,117 +0,0 @@
// By Jason Yu-Tseh Chi
// From http://chi3x10.wordpress.com/2008/05/28/calculate-matrix-inversion-in-c/
// Modified to work with valve's matrix_3x4_t
#include "mathlib\mathlib.h"
// Calculate the cofactor of element (row,col)
int GetMatrixMinor(float **src, float **dest, int row, int col, int order)
{
// Indicate which col and row is being copied to dest
int colCount = 0, rowCount = 0;
for (int i = 0; i < order; i++)
{
if (i != row)
{
colCount = 0;
for (int j = 0; j < order; j++)
{
// When j is not the element
if (j != col)
{
dest[rowCount][colCount] = src[i][j];
colCount++;
}
}
rowCount++;
}
}
return 1;
}
// Calculate the determinant recursively.
double CalcMatrixDeterminant(float **mat, int order)
{
// Order must be >= 0
// Stop the recursion when matrix is a single element
if (order == 1)
return mat[0][0];
// The determinant value
float det = 0;
// Allocate the cofactor matrix
float **minor;
minor = new float*[order - 1];
for (int i = 0; i<order - 1; i++)
minor[i] = new float[order - 1];
for (int i = 0; i < order; i++)
{
// Get minor of element (0,i)
GetMatrixMinor(mat, minor, 0, i, order);
// The recusion is here!
det += (i % 2 == 1 ? -1.0 : 1.0) * mat[0][i] * CalcMatrixDeterminant(minor, order - 1);
//det += pow( -1.0, i ) * mat[0][i] * CalcMatrixDeterminant( minor,order-1 );
}
// Release memory
for (int i = 0; i<order - 1; i++)
delete[] minor[i];
delete[] minor;
return det;
}
// Matrix inversion
void MatrixInversion(matrix3x4_t &in, matrix3x4_t &out)
{
float **A;
A = new float*[4];
for (int i = 0; i < 4; i++)
A[i] = new float[4];
int order = 4;
// Load in into A
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 4; j++)
{
A[i][j] = in[i][j];
}
}
A[3][0] = A[3][1] = A[3][2] = 0;
A[3][3] = 1;
// Get the determinant of a
double det = 1.0 / CalcMatrixDeterminant((float**)A, order);
// Memory allocation
float *temp = new float[(order - 1)*(order - 1)];
float **minor = new float*[order - 1];
for (int i = 0; i<order - 1; i++)
minor[i] = temp + (i*(order - 1));
for (int j = 0; j<order; j++)
{
for (int i = 0; i<order; i++)
{
// Get the co-factor (matrix) of A(j,i)
GetMatrixMinor((float**)A, minor, j, i, order);
out[i][j] = det*CalcMatrixDeterminant(minor, order - 1);
if ((i + j) % 2 == 1)
out[i][j] = -out[i][j];
}
}
// Release memory
for (int i = 0; i < 4; i++)
delete A[i];
delete A;
//delete [] minor[0];
delete[] temp;
delete[] minor;
}